Hammer & Klaive - Living Metal and Thundering Bone A silver knife twists in mid- blow, striking unerringly at a PDF + Softcover, B&W Book. Hammer and Klaive - Download as PDF File .pdf), Text File .txt) or read online. Werewolf the Apocalypse has a large list of fetishes, items of power, this book. Download Hammer and Klaive Pdf (By Ethan Skemp) - Players Guide To Garou Werewolf All about Hammer and Klaive by.
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Download the issuu app Wod werewolf the apocalypse hammer & klaive Women Who Run with the Wolves Clarissa Pinkola Estes PDF. The Eye is a website dedicated towards archiving and serving publicly available information. #opendirectory #archive #digitalhistory. Bones (Red Talon Only) (Lvl Gnosis ) Low Approval (Source: Hammer & Klaive). As per the source book except the bonus is +1 per Fetish level with.
A Garou does not have to answer this summons. Bone Gnawers respect this fetish, but werewolves of other tribes get irritated when a Bone Gnawer tries to summon them with a glorified "dog whistle". A few Masters of the Rite in urban caerns have quested specifically for this fetish, so that they can summon septs without alerting their human neighbors. Such a worthy hero proudly wears this treasure on a chain around his neck Tattoo of True Shape Edit Gnosis 6 This fetish is usually a tattoo or scar, although it can also be worn as a piercing.
An octopus-spirit or other shapeshifting spirit is bound into the fetish.
Developed by the Ragabash Soldier-of-Paradise, it contours the Garou's shapeshifting to make him comfortable and functional in any space. Thus the huge Crinos form might become thicker-bodied and smaller in a confined corridor, more able to move or fight. The Hispo would fit into a tiny elevator by being taller and more erect, though its four-footed stance and fighting claws would not change.
A Garou can shift from Homid to Lupus while in a cramped tunnel without the Crinos shape being a problem. The tattoo must be activated during shapeshifting; it's impossible to spend a Rage point to shift forms and activate the tattoo in the same turn.
The five forms are still recognizable no matter what the fetish does, and it does not enable Garou to take new forms. This fetish is especially helpful to Garou who invade Black Spiral labyrinths and other alien Wyrm-spaces. Whether the Black Spirals themselves have learned of it is not known. When it is worn, it protects the wearer from ingested poison, including Wyrm-venoms, and from all natural sickness; radioactive and supernatural toxins and corrosives that are absorved through the skin or injected are still a danger.
No roll is necessary. Goibhnius' Hammer Edit Gnosis 6 Though not a combat fetish, it is highly prized by Fianna smiths; some of the finest weapons, including several klaives, were forged with these hammers. In addition, items crafted with the hammer reduce the difficulty for a Rite of the Fetish by one; such items are more pleasing to spirits. An earth or fire spirit is bound into this fetish. Pipes of the Otherworld Edit Gnosis 5 This fetish typically appears as a very fine set of black bagpipes usually of the Highland variety with an unusually mournful song that pulls at the spirit -- literally.
Security Sniffer Edit Gnosis 4 A basic search engine program outfitted with the spirit of any urban bird, this program can be run on any security camera system that involves a computer at some point. The program can then be configured to look for anyone fitting a specific description.
The value of this program obviously depends on how large the system is, on a government system overseeing many public areas it can be profoundly efficient.
Cub's Vigor Edit Gnosis 6 Usually bound into a small piece of bone or skin, the Cub's Vigor fetish allows the user to call upon the seemingly boundless energy of a young pup.
Upon activation, the character is immediately refreshed and can function for eight hours ormally without sleep or food. If the activation roll garners three or more successes, the player may also choose to regain a point of temporary Willpower or heal one bashing or lethal health level.
Guardians of the Caerns (Werewolf: The Apocalypse)
This fetish can be used only once per day. They are feared weapons, and with good reason - many a target has fallen to a single strike from such a blade.
Before they can be useful, however, they must first be attuned to a target. Two things are required before this may happen. First, the target must be guilty of violating the Litany in some fashion. The specifics are not important, but the dagger works much more effectively if the transgression is a serious one.
Equally important is the need for an item of significance to the target or preferably his blood. If the target is guilty and the item is available, the dagger may be properly attuned. Those without Rank are exempt from the law of Litany, of course, although Black Spiral Dancers may still be targeted - they are, after all, criminals against Gaia.
This Gnosis remains in the dagger until the victim is slain, and may not be recovered until that time. Once the dagger is attuned, however, the wielder may learn the direction of the target relative to herself simply by placing the dagger in a pool of water. Any pool will do - some Judges have even used rainpuddles. If there's room for the dagger to move, it will unerringly point out the target's location assuming the victim isn't using Gifts or other supernatural powers to mask his true location.
Once the Judge has found the target, the second benefit of attunement becomes apparent. Any successful strike by the dagger inflicts a number of levels of aggravated damage equal to the number of Gnosis points stored within it, in addition to normal dagger damage. Only the intended target may be damaged in this fashion -- the target's allies are not affected.
Once the target has been eliminated, the wielder's Gnosis returns to her and the dagger may be attuned to a new target. To create a Judge's Dagger, a spirit of vengeance or retribution must be bound within the weapon.
Stone-Headed Mace Edit Gnosis 5 These ancient weapons were easy for human hands to craft - a hole was laboriously drilled through a large rock, and a strong wooden haft was inserted.
Hammer and klaive
These simple materials were also appealing to spirits allied with the Garou, particularly spirits of nature or the element of earth. Once the weapon was embellished with gold wire and carved with Garou and Egyptian glyphs, a spirit was usually willing to inhabit the fetish and lend it power.
Since these weapons are relatively simple to make they are still common. Even nature spirits and eath elementals are more jaded in modern times, however, and it may take particularly skillful or precious ornamentation to convice a spirit that the mace is a suitable home.
Snake Bow Edit Gnosis 5 This finely crafted bow has the skin of a rattlensake running along the back the convex side. Any arrow loosed from the activated bow does, if any of its initial damage is unsoaked, an additional level of aggravated damage on the following turn; the wound burns as if poisoned.
A rattlesnake spirit empowers this fetish.
Uktena Scale Edit Gnosis 6 Those whom Uktena favors may find a reddish or whitish triangular scale thumbnail-to palm-sized with a razor-sharp edge -- a cast off from the side of an uktena.
By giving it the merest taste of his own blood a Damageless nick and succeeding on a Gnosis roll, the owner may make any Enigmas rolls at -2 difficulty for the remainder of the scene. In addition, feeding the scale allows the bearer to shift even partially shift at -1 difficulty for one turn per success on the activation roll.
When activated, it shimmers and sparkles like fire. Because finding one is never considered happenstance and no Uktena in her right mind would challenge for the scale , the Uktena is marked as watched by a totem spirit, receiving a temporary point of Honor. Once the owner dies, the scale loses the above abilities. However, it may be used for a different purpose by anyone who knows the proper ritual.
The new owner must take splinters from a lightning-struck tree, light it from a natural source including flint or friction but not matches or a lighter and burn the scale.
The effects last for a scene. However the fetish must be hung outside n the woods when not in use, for its energies poison those unlucky enough to be indoors in its presence one level of Aggravated damage per hour for being in the same room, per two hours in an adjacent room. Flint Arrow Shirt Edit Gnosis 7 This armor shirt is made from a hundred or more stone arrow and spear heads, held together by sinew and plaited hair. When active it allows the wearer an additional soak die per success for one scene including silver.
In addition, activation causes a layer of clear ice to form around the flint, offering similar protection from the effects of fire and intense heat. A flint spirit and an ice spirit are both required to empower this fetish War Whistle Edit Gnosis 5 Crafted from the leg-bone of an eagle or other hunting bird, and usually decorated with porcupine quills or bright dangling feathers, a war-whistle contains a bound war-spirit of ferocious bloodthirstiness.
Awarded by the Elders to a chosen battle-leader or war chief before the fighting begins, this fetish only awakens when its bearer blows it with icy Rage in his heart. Great lumbering beasts stalk the night, as they have for thousands of years, and only werewolves have the courage to face thetp.
Humans there are filled with superstition and fear. While these fears can never be dredged up entirely, wandering into the untamed wilderness stirs up distant reminders of a lost and terrible age. The world of the werewolves is harsh, yet this harshness provides contrast to great acts of sacrifice and heroism. Quite simply, werewolves fight and die for their beliefs. Warriors fight horrific abominations with tooth and claw, while mystics hunt evil with supernatural insight.
Some wise warriors employ even stranger methods, like street-savvy trickery, political activism and cunning intrigue.
No matter what tactics they choose, werewolves walk between two worlds: the reality of the violent physical world and the mystery of the enigmatic spirit world. Wherever they run — in the cities, in the wilderness, or even in the spirit world—werewolves face the same overwhelming fate.
Their world is dying, and their destiny is ultimately tragic. In fact, many of their mystics proclaim that these are the Final Days. The End Times, when all of creation will finally unravel, are here. We live in the age of the final, ultimate Apocalypse.
That is how the legend ends. This is how it begins. The world was not always so bleak. Storytellers speak of a gentler time, when the Earth was governed by simpler laws. In the springtime of the world, the veil that separated the worlds of flesh and spirit was gossamer-thin. While the sun shone, the natural world came alive with a brilliance and beauty our modern world just cannot equal.
Quite simply, magic was alive, and its power was evident everywhere. Once upon a time, long before the dawn of human history, werewolves were the dominant species on the planet. According to myth, they first learned the art of shapeshifting from the Earth Mother.
Werewolves still speak with reverence of their goddess, Gaia, who gave them the power of the changing ways. Because they showed such great promise for the mystic arts, they were taught how to walk among the tribes of men and within the deep wilderness with equal impunity. This legacy was to be passed from parent to child, inherited with each passing generation. In return, the werewolves were to watch over Gaia's creation, protecting both their human and lupine cousins. To pass on this gift, some werewolves mated with humans, walking among them to choose the strongest.
Others preferred to run with the wolves, raising litters of cubs. The natural world was beautiful by day, but monsters prowled the Earth at night. The werewolves claimed that they watched over their human herds to protect them from these evils, but in truth, they also treated humans as herds of breeding stock. Great warriors would often war over the most esteemed human tribes, leading them on journeys far from their rivals.
The result was the Impergium, three thousand years of dominance over the human race. Humans were herded like sheep and gathered into primitive flocks, a few of which began to develop the agricultural communes that were the precursors to our modern cities.
The separation between civilization and the wilderness began, and the schism widened gradually. Every village had stories of what would happen to the foolish traveler who ventured into the woods alone at night.
Of the many tribes of werewolves in the world, each has its own interpretation of why the mythical age of the Impergium came to an end.
However, they are not the only shapechangers in existence. Others are aware of the occult world, telling their own myths and legends. The werewolves know that Gaia blessed many other races of shapeshifters as well, giving each of them a sacred dutf? Wise in the ways of magic, secretive werecats hoarded mysteries and mystical knowledge. Strong in the power of healing, steadfast werebears guarded many of the world's most sacred places.
Relying on cunning and guile, wererats kept down the population of humans when they became too numerous. The Fera were cousins to ravens, spiders, lizards, coyotes and more. Among the dozens of species of shapeshifters, each of the Fera attended to its sacred tasks.
They held their pledge to protect humanity as the most The werewolves argued and fought among themselves until sacred duty of all. With their power came great pride. First, the they reached a compromise known as the Concord. Both wolves most powerful Garou attempted to dominate all other tribes of werewolves, insisting on the formation of a great society throughout the world. When this goal met with even partial success, the most esteemed werewolves then demanded that they should rule over all of the other shapechangers as well.
In the legends of most shapechangers, the Fera refused, and a vicious era of genocidal warfare followed. Since the other shapechangers would not bow before Gaia's greatest children, the werewolves began to destroy them. Asserting their dominance, the Garou claimed that the others were a threat to the safety of humanity, and they set out to eradicate entire species and men would have to live together in the same world, but clearly humanity no longer wanted to be dominated by the Garou.
The of shapeshifters. As blood flowed freely, the werewolves demonstrated that they would reign unopposed as Gaia's favored of a Garou is enough to conjure primal memories of fear and children and the dominant lifeform on Earth, from then on. Little did the werewolves suspect that they, in turn, would be challenged for dominance. Horrified by the violence that surrounded them, humans no longer trusted their supernatural werewolves agreed to maintain their own society separate from the world of men.
The result was the Western Concordiat, a civilization thriving deep within the wilderness. The age of the Impergium came to an end, and human history began.
The werewolves faded into the shadows, becoming mere legends. Since the end of the Impergium, werewolves have never regained their primal dominance. They have remained a myth, a reminder of a distant past mankind dares not remember Under the right circumstances, the very sight bloodshed.
Thus, the werewolves have stayed hidden throughout human history. The demarcation between the cities and the wilderness remains, separating two very different worlds. Because legends of werewolves remain, men see them as through a glass darkly, never realizing what they truly are, but instead fearing what they once were. The Garou still see themselves as heroes, but to the humans, they will always be monsters. Perhaps the truth lies somewhere between.
They decided to defend themselves from what seemed to be the most dangerous creatures of all: the Garou. The werewolves were thrown into disarray. Some argued to discipline rebellious villages, punishing them for their disobedience.
Others pledged peace, claiming that Gaia had entrusted them with keeping humans from harm. Some especially feral werewolves — lupine Garou who preferred the primal wilderness and the wolves that ran there — argued for the immediate extermination of the human race, considering their obligation fulfilled. Humans have their own society and their own legends. They also tell stories about the shapechangers of legend, monsters who prey on the weak.
Wolfmen in late-night movies typically curse their victims with lycanthropy, infecting them during epic rampages. The werewolves of the modern world have created a separate set of myths, epics and legends.
In each such legend, lycanthropf isless a curse than a J Jfp irig; a legacy In modern terms, werewolf blood is inherited. If one of a by others of her own kind; if she isn't, the experience is even more terrifying. Legends of monsters driven insane by the light of the full moon have basis in fact.
Sadly, this chance has diminished steadily over the last thousand years. The blood's power is not dominant, and a Garou's child really has only a one-in chance of becoming Most cubs are rescued — or kidnapped, depending on your point of view — and educated by other werewolves. By necessity, the first lesson is controlling shapeshifting voluntarily. Years of teaching follow However, a "full-blooded" werewolf.
Fortunately, the blessing isn't limited to human children. Many Garou prefer to breed with wolves, leaving their cubs to be raised by lupine mates in the wilderness. For thousands of years, werewolves bred with both humans and wolves in relatively equal proportions. Unfortunately, as the number of wolves has decreased drastically in the world, Garou blood has become dangerously impure.
One in three werewolves bred with wolves as recently as a thousand years ago, but now the ratio is closer to one-in Legendary ancestors once found it relatively easy to balance their feral instincts against their human wisdom, but no longer. Elders offer various bits of tribal lore, although curiously enough, their oral histories differ remarkably from tribe to tribe.
Regardless of age, the "cub" is treated like a child until she decides to accept her destiny and join the community of the Garou. Most of a Garou's cubs and children never become fullblooded werewolves. Instead, they are "carriers" for the blood of the Garou, which can survive in their families for generations. Although werewolves don't defend these relations as staunchly as they did millennia ago, a wise Garou keeps an eye on his kin.
Some do so by commanding spirits, commonly called Kin-Fetches, to watch over their children. While the spirits pledge to observe all of a werewolf s children carefully, many of them lose their way over the span of years and abandon their charges. Kinfolk "half-breeds" are markedly different from the rest of mankind.
They may have strange and terrifying dreams, wander alone in hopeless reverie for hours at a time or have trouble relating to people around them. An inexplicable longing consumes them. The lucky ones leam about their werewolf relations, and even help them from time to time. Most just remain quietly unaware of the secret world around them.
Every tribe has its own traditions for marking a cub's passage into adulthood. The Garou denote a cub's coming of age with a Rite of Passage, a deadly and dangerous quest that tests a werewolf s strength and wisdom to its very limits.
The rite is more than a transition into adulthood. It also shows elders that a cub is worthy of membership in one of the greatest tribes. Until this quest is complete, she does not belong to any of them, for she has not proven herself worthy.
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Two choices follow. First, a werewolf may approach her chosen tribe alone. Once she does, the tribal elders may send her out on a test particularly suited to their kind.
Solitary visionquests are based on ancient tribal traditions. Usually, however, the elders send the cub to a place where many werewolves gather. There, the child must wait until several cubs are ready to embark on a quest together. In this case, the ritual is also a test of the cubs' ability to work together and resolve their differences. They may later decide to join the same pack.
In all cases, the elders send spirits to watch over the petitioners, if only to verify the greatness of their deeds. Once these cubs return, they become cliath, they join their respective tribes formally, and they learn their first tribal Gifts.
In recent years, the Garou have found an increasing number of adult humans or even wolves who once had the potential to become werewolves, but never did. They might have been illegitimate and unrecognized children of Garou wanderers.
The spirits who watched over them might have lost A child of a werewolf has about a percent chance that he himself will be born a "full-blooded" Garou — not good odds.
Some werewolves manage to divine their children's true nature at birth. Those without the proper resources to do so don't discover which if any of their cubs are Garou until the young ones them. They might have even been born to two Kinfolk parents far from a sept. Regardless, they never underwent their First Change and Rite of Passage. Such poor souls are known as lost cubs. They have repressed their true nature to such a degree that to be raised by their mates, sometimes as an effort to draw enemies many go insane or die of depression.
When one survives long enough to undergo the Change late in life, it is a cause for great joy. As the Final Days approach, every werewolf is needed desperately. The forces of darkness are legion, and they grow away from their children. A cub's true nature remains dormant stronger with each passing day. Although the Garou mark their pure-blooded cubs at birth, werewolves all too commonly leave their offspring throughout her childhood, manifesting only as dreams and visions.
Between the ages of 1 0 and 1 6 if human or betweenqne and two years for a wolf , hazy memories and "unnatural" urgis begin to surface.
A troubled wolf may be driven from the pack fof her unpredictable behavior, or an adolescent may be ostracized or even institutionalized. In some way, others begin to notice that this lost soul is Jlferent. The First Change does not wait for a full moon or a curse. When the time is right, flesh and bone rapidly warp the child into a hulking, A werewolf s true nature is shaped long before his First Change. If one of his parents is human, he will grow up in human society, learning the ways of man.
If one of his parents is a wolf, he will be raised by wolves, and human society will be a mystery to him. In almost every case, one of the parents is Garou. Whether the child's mother's natural form is that of a human or a wolf determines what his breed will be. It's also possible that a werewolf might be born to two human parents or to a mated pair of wolves if the werewolf blood is strong bipedal, nine-foot monster. However, the odds of such an occurrence are much steeper.
There are three such breeds in Garou society: homid, lupus and metis. A homid is the child of a werewolf and a human, one who lives as a human before his First Change.
Although homids often have trouble relating to other children, they understand thoroughly how human society works. They are not quite human, though. The word "homid" refers to a werewolf with a human parent, while the word "human" refers to the race of mankind.
By definition, a homid will never quite fit into human society. Something about him — his dreams, his turmoil or his hidden rage — marks him as different. After a homid learns about his true nature, human society begins to seem alien. A true werewolf is drawn to the wild, feeling a deep need to commune with the primal wilderness.
Unfortunately, that primeval world is gone, having been destroyed by thousands of years of human civilization. The only place where a werewolf truly belongs is with his own species. Therefore, Oarou are social creatures who gather in packs to run together.
The cub leaves his past gradually to become immersed in Garou society, where he will face its difficulties and its destiny. The alternative is the madness of facing a dying world alone.
Some homids never admit the faults and failings of human society fully. They keep going back to their former lives, torturing themselves by trying to rejoin the human race. While they are painfully aware of the environmental destruction humans wreak, most can never fully reconcile the idea of hating humanity because of it. As a result, some homids are very defensive about their human ancestry. A bitter few lash out at those lupus werewolves who question human ways, and they forever consider them "lesser" creatures.
Homids, after all, are the most populous of the three breeds, and they're obviously at the top of the evolutionary ladder.
Homids are clearly the most fit to rule A lupus Garou is the child of a werewolf and a wolf or more rarely, two Kinfolk wolves. A thousand years ago, about one-third of the werewolves in the world were lupus. Today, the ratio is only about one in eight.
Lupus usually spend their formative years around wolves, raised as creatures of instinct. A lupus suspects she is different from an early age. For one thing, she is typically more intelligent than her wolf packmates. However, since she does not learn to think "like a human," she often acts on intuition and gut reactions. Even after she learns to communicate with other Garou, words are not as important to her as actions, feelings and sensory impressions.
Lupus tend to see the world more simply than homids do, but they are not stupid. Lupus are capable of making complex plans, measuring time, figuring out simple technology and completing tasks quickly and effectively. They also tend to have remarkable insights homids would never develop. Nonetheless, homids sometimes patronize them because the wolfborn express themselves very directly.
Homids love to talk and are often caught up in long-winded speeches about simple concepts, a practice lupus call "monkey-babble. They break down complex issues into simple black and white, detesting deceit, hypocrisy or verbal subterfuge.
If a lupus doesn't like you, he'll tell you straight out. Lupus are also intensely aware that they are a dying breed. Of course, the humans are largely to blame, and the homids are accomplices.
While a lupus may decide to join a pack with werewolves of other breeds, a few favor spending time with their own kind. Many such lupus either belong to the Red Talon tribe — a society known for its genocidal policies toward humans — or they at least agree with its philosophy. Even a lupus who trusts the homids in her pack may be overpowered by the call of the wild. She may trust her packmates with her very life but still feel a longing for the company of wolves.
Metis werewolves don't belong in either human or lupine society; their parents are neither wolves nor humans. A metis is the child of two werewolves. Garou law forbids werewolves from breeding with each other, but such acts of "incest" do occur. Garou who commit these acts are usually ostracized, or sometimes killed outright, but not without reason: Their offspring, the victims of inbreeding and recessive genes, are always sterile and deformed.
But now, as the Garou race is dying out, metis are accepted reluctantly and grudgingly in Garou society. The parents are usually exiled, since their shame is too great for them to raise the bastard cub themselves. Instead, other werewolves raise metis cubs. A metis cub grows up in a werewolf community called asept, usually a rural one farfrpri the watchful eyes of innocent humans.
There's really no way to tell when it will occur. For these and other reasons, metis children are kept hidden frotif htlman society. Through- out childhood, they are treated with scorn and disdain. Elders teach them responsibility by giving them tasks to do for the sept, but these tasks are almost always drudgery. A high- ranking metis may have the task of watching over a sept's metis cubs.
If the sept also includes lupus cubs or homid children, elders usually raise them separately. As they grow older, metis find shapechanging relatively easy, especially when the threat of danger is nearby. Therefore, they are recruited to help defend their sept throughout their adolescence.To someone raised up believing in spirits and demons, anywhere can be a haven for evil creatures that would like nothing better than to tear your limb from limb and eat your organs.
Externally, little differs between the two.
Just as Chapter One: Objects of Worship 23 tools are primarily a human institution, so are fetishes commonly a homid institution. The Hispo would fit into a tiny elevator by being taller and more erect, though its four-footed stance and fighting claws would not change. AWorldofSpirits To understand why fetishes emerge in animistic societies, consider the position an average person has within one.
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