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Name Rae Fire  
Player Keri  
Chronicle Gaming Alliance  
       
Tribe Get Of Fenris  
Auspice Theurge  
Breed Homid  
       
Willpower 9  
Gnosis 8  
Rage 4  
       
Pack Name Fenrir's Claws  
Pack / Personal Totem Wolverine  
       
Nature Care giver  
Demeanor Judge  
Concept Beta Wolf  
Rank Arden (3)    
       
 
Appearance          
Age Early 30's Hair Blonde Height 6ft 1
Date of Birth 2nd June 1979 Eyes Blue Weight 190 lbs
Race Caucasian Nationality American Sex Female
Glory 00/02 Honor 00/01 Wisdom 00/07
           

Attributes

Physical Social Mental
Strength 3 Charisma 3 Perception 4
Dexterity 2 Manipulation 2 Intelligence 4
Stamina 3 Appearance 3 Wits 3
           

Abilities

Talents Skills Knowledge's
Alertness 3 Animal Ken 2 Computers  
Athletics 1 Crafts 3 Enigmas 4
Brawl 2 Drive 2 Investigation 4
Dodge 3 Etiquette   Law  
Empathy 3 Firearms 1 Linguistics 3
Expression 3 Leadership 2 Medicine  
Intimidation 2 Melee 1 Occult 4
Primal Urge 3 Performance 3 Politics  
Streetwise 2 Stealth 3 Rituals 4
Subterfuge 3 Survival 3 Science 1
           

Secondary Abilities

Talents Skills Knowledge's
           
           
Gifts
Level 1 Level 2 Level 3 Level 4 Level 5  
Master of Fire Name the Spirit Reshape Object Grasp the Beyond    
Persuasion Wearing the Bear Shirt Spirit Path      
Spirit Speech Command Spirit        
Mothers Touch Snarl of the Predator        
Inspiration          
Sense Wrym          
           
Gift - Master of Fire          
Once humans tamed fire to keep them warm and to drive off the wild beasts, they wereon their way to civilization. Werewolves with this Gift invoke
humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor-spirit or a fire-spirit grants this Gift.
System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene.
           
Gift - Persuasion          
This Gift allows homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added
meaning or credibility. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all Social rolls by one for the remainder of the scene. In addition, any successful Social rolls may have significantly more impact than they would without the Gift. A werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).
           
Gift - Spirit Speech          
This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or
not. Of course, nothing (usually) prevents the spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.
System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.
           
Gift - Mothers Touch          
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may
not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.
           
Gift - Sense Wrym          
The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory tillage, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled
factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.
           
Gift - Inspiration          
Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.
System: The player spends one Gnosis point. All comrades ( but not the Gift's user) receive one automatic success on any Willpower rolls made during the scene.
           
Gift - Command Spirit          
The Theurge can give simple commands to encountered spirits and expect a measure of compliance. This Gift does not grant the ability to summon
spirits. It enables the user only to coerce them to obey. Any Incarna avatar can teach this Gift.
System: The player must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to  leave areas to which they have been bound. Doing so requires the Level Three Theurge Gift: Exorcism
           
Gift - Name the Spirit          
A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift.
System: The player spends one Willpower point and rolls Perception + Occult (difficulty 8).
           
Gift - Snarl of the Predator          
The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.
System: The player rolls Charisma + Intimidation (difficulty of the opponent's Wits + 3). Each success subtracts one die from an opponent's dice pools on the next turn. This Gift takes one full turn to invoke.
           
Gift - Wearing the Bear Shirt          
Fear is for cowards; Rage is for warriors. The Fenrir who learn this gift hardens himself against fear, even on an instinctual level. This gift is taught by a bear spirit
System: No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this gift never enters a fox frenzy; instead he enters a berserk frenzy, regardless of the stimuli. In addition, the Garou may roll willpower to resist  fear induced by gifts or any other supernatural means, even if normally no roll is allowed.
           
Gift - Reshape Object          
The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the
aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver's spirits — teaches this Gift.
System: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for die scene's duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently.
Successes Duration
   One     5 minutes
   Two    10 minutes
   Three   One scene
   Four    One story
   Five     Permanent
           
Gift - Spirit Path          
The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit
anywhere in the spirit world. As long as the Garou knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in. A Cockroach-spirit can teach this Gift.
System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficult to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.
           
Gift - Grasp the Beyond          
The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication, p. 160). This
Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk—both body and soul — in mystic Glens.
System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both the and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou's successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of
his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely.
           
           

Rites

Level 1 Level 2 Level 3 Level 4 Level 5  
Rite of Cleansing Rite of Summoning Rite of The Fetish      
Rite of Wounding Rite of Spirit Awakening Rite of The Totem      
Rite of Talisman Dedication Rite of Accomplishment        
Rite of the Opened Caern          
Rite of the Questing Stone          
Rite of Binding          
           
Backgrounds   Merits   Flaws  
Ancestors 4 Natural Channel 3 Soft Hearted 1
Familiar Spirit 5 Fair Glabro 2 Curious 2
Rites 5 Longevity 2 Pierced Veil 3
Pure Breed 2     Strict Carnivore 1
Totem 6        
           
           
Gear   Equipment   Vehicles  
           
 
Experience          
           
Additional Information          
Totem - Wolverine          
Wolverine is tireless and merciless, and his affinity to War is unquestionable. He draws on a bottomless fount of anger and battles on after all others have fallen to injury or exhaustion. This mindless viciousness makes him devoid of compassion or mercy, something that doesn't sit well with many Garou.
Traits: Wolverine teaches combat and power. He grants each of his children an extra point of Stamina so they won't fall in battle. What's more, he shows them the heart of his fury by sending them a vision of the depths of Malfeas, in the heart of the Wyrm itself. After viewing this atrocity, his children gain an extra point of Rage (not to exceed 10). Although they might spend all their Rage, children of Wolverine can never permanently lose this point, and thus they never lose the Wolf or run out of Rage.
Ban: Wolverine requires that his children always use Rage in combat and never show mercy to a foe.
           
Rite - Rite of Cleansing          
This rite purifies a person, place or object, allowing it to be used without fear of Wyrm-taint. The most common form of this rite involves the ritemaster inscribing a circle on the earth, walking widdershins (counterclockwise) around the afflicted person(s) or object(s) while holding a smoldering branch or torch. She must use a branch (preferably willow or birch) dipped in pure water or snow to sprinkle the object or person cleansed. As the ritemaster does so, all Garou present release an eerie, otherworldly howl in an attempt to "frighten away" and thus banish the corrupting influence. Ideally, this rite is performed at dawn, but it can be performed at any time.
System: This rite can be cast upon more than one person or object, but the leader must spend one Gnosis point on each extra thing or person in need of cleansing. The difficulty level depends on the level of taint. For instance, taint caused by a spirit might set a difficulty equal to the spirit's Gnosis. Only one success is required. If the character performs the rite at dawn, the difficulty of the rite decreases by one. Note that this rite cannot heal wounds or damage caused by Wyrm-taint; it removes only any existing contamination. This rite cannot cleanse taint of the most innate sort, either. The rite inflicts agonizing pain when performed on a fomor, vampire, unrepentant Black Spiral Dancer or other similarly accursed creature, but it cannot wash the recipient clean.
           
Rite - Rite of Wounding          
This rite celebrates a Garou's first battle wound. Each tribe marks this moment differently, but all honor this sign of courage. Many tribes rub ash into at least part of the wound to form a scar of remembrance. The Get of Fenris always end this rite with a fierce all-night revel filled with drinking and
fighting. By contrast, the Children of Gaia end their Rites of Wounding with prayers for peace and understanding among all creatures.
System: Only the wounded character and the ritemaster must be present for this rite, although the werewolf s pack and sept are normally present. The wounded character receives two points of Glory if this rite succeeds.
           
Rite - Rite of Talisman Dedication        
This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans will grow to accommodate the size increase of the Crinos form, for instance) and accompany the Garou into the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during the phase of the moon under which he was born. Each auspice has its own peculiar ritual.
System: The cost is one Gnosis point per object dedicated, and a character may never have more objects bound to himself than his Gnosis score. Certain large objects (Storyteller's discretion) are considered to be more than one for the purposes of "cost." Similarly, the Storyteller may allow multiple objects to count as one object if they are sufficiently related (and not an abuse of the rite). The most common example is permitting a set of clothes to count as "one object" rather than one shirt, one pair of pants and so on. A generous Storyteller might allow a container's contents (at the time of dedication) to count as part of the container — if, again, the players aren't abusing the rite by doing so. The Storyteller and the player should decide what happens to the object when the character assumes certain forms. For example, when the character assumes Crinos form, her backpack's straps may simply grow to fit around her shoulders (although the pack still cannot hold more items than normal). When the character is in Hispo form, her knife may meld with her body. In such cases, the object will appear as a tattoo. Others must spend a Willpower point to remove the object from the character.
           
Rite - Rite of the Opened Caern          
Caerns are highly spiritual places that are sacred to those who create them. Each caern has a specific power associated with it, generally of a beneficial nature. Thus, there are caerns of Rage, caerns of Gnosis, Strength, Enigmas and so on. If a character is knowledgeable enough, she may tap into the caern's power and use it herself. Doing so is commonly called "opening" a caern. Opening a caern should not be attempted lightly. Caerns do not give up their energies easily, and failure to harness such power properly can result in serious damage to the Garou. Each caern has its own requirements of the ritemaster. The ritemaster must prove herself worthy of the caern's energies. In order to open a caern of Enigmas, a Garou might walk a spiral path while calling out the Greek myth of Persephone. To open a caern of Rage, the Garou might transform into Crinos and chant the
litany of his ancestors who have fallen to the Wyrm. The key is forging a connection to the particular spirit of the caern.
System: To open a caern, a character engages in a resisted, extended success test of Wits + Rituals (difficulty 7). The number of successes needed equals the caern's level. The character must overcome the caern spirit to prove herself worthy. The caern spirit uses its caern level as a dice pool. Its difficulty equals the character's Gnosis, while the number of successes needed equals the character's Willpower. The first one to gamer the necessary number of successes wins. If the character wins the test, she can add the caern's rating to her dice pool when performing actions appropriate to that caern's focus. If she loses, however, she takes wounds equal to the number of success by which the caern beat her. A botch indicates that the wounds are aggravated. These physical and spiritual wounds are the results of a backlash of spiritual energy. See Caerns Mechanics (p. 226) for a list of caern types, their powers and the spirits that can be encountered near them.
           
Rite - Rite of the Questing Stone          
This rite allows the werewolf to find a person or object (locations do not count) . He must know the name of the object or individual. The difficulty of the rite is reduced if the Garou has some piece of the object or person (for example, a clipping of hair or piece of cloth) . He must dangle a stone or needle from a thread while concentrating on the item or person sought. Glass Walkers often use maps and substitute a compass for the traditional stone and thread.
System: Standard roll. If the Garou has a piece of the item or individual, the difficulty drops by one. The rite gives the Garou a sense of only the obj ect's general location, not its exact position.
           
Rite - Rite of Accomplishment          
This rite is used to honor a werewolf and recognize the trials he has endured to attain his current standing. An elder will call the honored Garou forward, much as the Garou might be called forward should the elders want to punish or criticize her. As the Garou advances, the elder begins listing all of the things the Garou did to gain the acclaim. The Rite of Accomplishment then takes place, and anyone who wishes to speak on behalf of the Garou being honored may do so. In conclusion, the elder says something along the lines of, "She is made greater in her tribe, her sept and greater among the People everywhere. Let this be known."
System: This rite is performed when a character has 10 points of temporary Renown in a category and wishes to gain a point of permanent Renown. The difficulty is only 4 unless someone disputes the rite. (In such an instance, the difficulty rises to 6.) Only one success is required. A failure on the roll is considered indicative of a failing in the applicant. The ritemaster often receives a portent from Gaia showing the unworthiness of the applicant. If the roll botches, the applicant must undergo a penance before anyone will again give him the Rite of Accomplishment. Such is the injustice of society.
It is possible, although rare, that someone will dispute the rite. In this case, the disputer stands and heckles the ritemaster as he performs the rite, making bold assertions about the negative qualities of the applicant. The applicant so insulted must make a Rage roll not to frenzy; if he frenzies, the rite is over. If he keeps his cool, and the rite is successful, no one can rightfully question his worthiness for at least three moons (i.e., no one can dispute any Rites of Accomplishment performed on him during the next month and a half).
           
Rite - Rite of Passage          
After a cub undergoes his First Change and becomes aware that he is a werewolf, he must undergo his Rite of Passage. Werewolves are not accorded adulthood or respect until they pass this seminal rite; they are mere cubs until that time. They are not even considered true Garou, and Shadow Lords do not refer to them as such until this rite is completed. Similarly, a cub is not a member of any tribe until his Rite of Passage. A male cub born to the Black Furies, for example, becomes a member of whatever tribe will offer him a place among them by use of this rite.
During a Rite of Passage, the cubs must "Complete a dangerous quest meant to prove that they have courage, honor and wisdom befitting a werewolf. However, few cubs undergo this rite alone. They are often joined by their pack to- be, other cubs who are also corning of age. The ritemaster commands the would-be pack to go out into the world with a definite goal to achieve, and he forbids it to return until it has tried its best to accomplish this goal. Different tribes impose different goals, although multitribal septs usually reach a compromise. A Wendigo rite often takes the form of a vision quest, while the Get of Fenris commonly send their cubs into combat with Wyrm-spawn. Invisible spirits sometimes accompany the cubs in order to watch over them and report their doings to the elders. If the cubs succeed in their quest, a ritemaster performs this rite upon them, marking them with a pictogram that brands them as full-fledged Garou. These pictograms are usually painted, but the Red Talons carve them into the
flesh of the young heroes. If the cubs fail, however, they are considered second-class citizens until they are granted another opportunity to prove
themselves.
System: Before the Rite of Passage, Garou are not yet Rank 1. Their teachers do not teach them any Gifts until the Rite of Passage is complete.
           
Rite - Rite of the Totem          
This rite binds a totem to a group of Garou, joining them together as a pack. During the rite, all werewolves who wish to bind their destinies to a particular totem spirit must coat their eyes with an infusion of saliva and mugwort, tobacco or a similar substance holy to Gaia and step sideways into the Umbra. In the spirit world, the ritemaster leads the Garou in a hunt for the spiritual spoor left by a totem spirit. Such evidence varies with the spirit, but Garou worthy of the totem's attention can always found it. Even tracking down the spirit does not guarantee success, for the totem must decide whether the Garou are worthy to become its fosterlings. An undecided totem may require a quest of the supplicants, although one is almost never required if the pack has just completed a Rite of Passage successfully,
System: Characters must purchase the Totem Background to benefit from this rite. Otherwise, the rite is simply not performed. The roll is standard
           
Rite - Rite of the Fetish          
This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts), burying it in pure earth, exposing the object to constant breezes or suspending it above flame for three consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders claim that bribery (expending Gnosis) works best.
System: The ritemaster rolls Wits + Rituals (difficulty 10). Each point of permanent Gnosis that the character spends during the rite reduces the difficulty by two; going to great lengths to prove one's sincerity to the spirit may also reduce the difficulty. A botch indicates that the spirit is released suddenly. (If the spirit was coerced into participation, it will almost assuredly attack.) If the Garou attempts to force a spirit into the fetish, she must first attack the spirit and reduce it to zero Essence before attempting to bind it into the fetish. A newly created fetish will not work until the bound spirit has recharged its Essence.
           
Rite - Rite of Summoning          
Garou mystics are adept at calling spirits, be they minor Gafflings, totem spirits or even Incarna. Summoning spirits involves complex rituals, long periods of meditation and tribal mantra chanting. Within the Umbra, this process is far easier. This rite compels spirits to seek those who call them. Furthermore, the spirit cannot escape its caller once the summoning is completed successfully, and it must attend the mystic. Many spirits, particularly minor ones, are too weak to resist a powerful summoning. Powerful ones come out of curiosity. The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit and the strength of the area's Gauntlet.
System: The ritemaster must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against the Gauntlet). A mystic already within the Umbra is not required to pierce the Gauntlet. The power level of the spirit determines the difficulty level of a successful summoning. The Storyteller can determine target numbers from the following chart:
Spirit Type Target Number
    Gaffling 4
    Jaggling 5
    Totem avatar 7
    Incarna 8-9
    Celestine avatar 10
For each hour the Garou spends invoking the spirit, his target number drops by one. No target number may fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the following results:
   Successes Effect
   1 Spirit comes eventually and is initially hostile
   2 Spirit manifests quickly, but it is still initially hostile
   3 Spirit comes immediately and is neutral
   4 Spirit comes immediately and is passively benign
   5 Spirit comes immediately and is friendly
A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit — or even Banes — in great numbers or with great hostility. The Storyteller should feel free to adjust the previous tables as she wishes, particularly as appropriate to totems. In certain cases, a Garou who attempts to summon a specific spirit will have no chance of success. At other times, he will have almost no chance of failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her decisions. A Garou who summons an Incarna or Celestine avatar successfully gains two points of Wisdom Renown.
           
Rite - Rite of Spirit Awakening          
This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Garou must play a rhythm on some form of instrument (drums being the most common). While the Garou plays, any other participating Garou pace around the ritemaster howling and growling in counterpoint to the beat.
When performed on a mundane item, this rite enlivens the object's spirit, causing it to awaken and appear in the Umbra. For example, if the rite is performed on a VW bus, any Garou stepping sideways could see the bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to anyone in the Umbra. When performed on plants, this rite is known as sanctification. Plant-spirits are generally benevolent, and an awakened plant spirit will lend its powers as though it were a talen (one use). Different plants grant different abilities when sanctified.
For example, sanctified foxglove protects against faerie magic (adding two to the difficulty of any faerie spell).
System: The ritemaster must play a musical instrument or sing a song (talent doesn't matter). The difficulty of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it. Commanding an awakened spirit requires either a Rite of Binding or a Gift. This rite doesn't work on sentient beings such as humans. Such individuals are already as "awakened" as they're going to get.
           
Rite - Rite of Binding          
This rite binds a spirit to a Garou, making it his servant. The more powerful the spirit is, the more difficult the process is. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should be bound only when needed. They do not feel good about binding spirits for great lengths of time. This point does not go uncontested, however, particularly  by the mystics of the Uktena tribe. Spirits trapped through this rite may be bound into temporary service or into objects to create talens (see Fetishes and Talens, pp. 240-241 ). So spirit allows itself to be bound unless it is friendly to the binding character's totem. Spirits can be bound into objects, places and people, although the Garou generally don't perform the last feat unless the need is great. Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the mystic.
System: A Garou can attempt this rite only in the presence of a spirit, and it is usually performed in the Umbra. When attempting to bind a spirit, a Garou must first spend a number of Gnosis points (minimum one). Each point of Gnosis spent reduces the spirit's Gnosis rating by one. The Garou's player must then roll Willpower ( difficulty of the spirit's adjusted Gnosis) . The number of successes indicates how long the spirit may be forced into service (one week per success) . In the case of a talen, the spirit is bound until the object is used. See the Appendix for examples of spirits and a list of sample talens.