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Such wondrous items are known as fetishes. The owner of a fetish can call upon the spirit within to perform specific tasks, depending on the nature of the vessel and the spirit. Given the multitude of spirits within the Tellurian and the ingenuity of the Garou, fetishes of almost any type imaginable may be created. Werewolves hold great reverence toward fetishes, treating them as honored allies rather than mere tools.
Such is the nature of the pact that binds spirits into fetishes; they are obligated to serve the Garou only as long as they are respected in return. It is possible to bind a spirit against its will, but these fetishes tend to be rebellious, and most Garou consider them cursed. Of course, the servants of the Wyrm bind Banes into horrifying fetishes of their ownβ¦. The majority of fetishes are crafted from natural materials wood, hide, bone, clay , although this is more a preference of most spirits than a hard rule β Glass Walkers, in particular, tend to bind spirits that prefer more modern, technological housing.
Few fetishes are nondescript; Garou adorn them with carved river stones, feathers, beads, and other markings to honor and appease the spirit within.
To use a fetish, the Garou must first attune herself to it by making a Gnosis roll. Only a single success is required to attune to the fetish; failure indicates that the fetish has rejected the character. Another roll may not be attempted until the werewolf has somehow reached accord with the resident spirit.
Alternatively, she may simply spend a Gnosis point to activate the power automatically. Rage may not be spent during the same turn in which a fetish is activated. Gnosis 6 This somewhat gruesome fetish is nonetheless highly useful for metis and lupus Garou who need to hide their true nature.