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Rune Charms

An optional set of power items for Werewolf: The Apocalypse

by Kioma Winterwolf (Werewolf: The Apocalypse | Resources)

Rune Charms

Gnosis 6 (subject to Storyteller's approval)

Description

These charms are small pendants, normally made of a natural substance such as clay, wood, stone etc. Each has a single rune from the Futhark runic script engraved into it, and Get of Fenris occasionally have several strung on the one leather thong. These runes can also be made of metal, but are more rare (except in cities). The Get of Fenris created all of these items of power originally, but many other tribes use them nowadays. Most of these runes are not combat-talens, and as such many of the younger Get spurn them as frivolous trinkets.

System

These talens are activated like any other, with a simple Gnosis roll. The rune will glow brightly while the talen is active, which is no longer than a single scene. The exact power depends on the rune which is carved into the pendant - examples are given below, but the exact nature of the bonus given is up to the Storyteller. A book on rune divination can be extremely useful for the creation of these talens. Note that the exact meaning and names of these vary wildly from text to text. Futhark Charms are only very rarely used at the same time - whether this is even possible is up to the Storyteller. No difficulty modifier can lower the difficulty of a roll below 3 or above 10.

Feoh

A rune of spiritual richness, this talen will make the Garou seem more likeable to any spirits (not including Banes). All rolls involving spirits gain a +2 dice bonus as long as they are of a social nature.

Uruz

Representing strength, this rune grants the Garou a +3 dice bonus to any single roll involving Strength (not including combat).

Thorn

This rune, representing spiritual authority, will allow the Garou to make one single command of any spirit creature lesser than an Incarna (not including fomori or bound spirits); as long as this command does not directly harm the spirit, nor requires it to act outside its nature (so no ordering rock-spirits to fly), it must obey.

Ansur

This rune, meaning a message, allows the Garou to speak one message of any nature and have it carried directly to all members of her pack, regardless of where they happen to be. This message is instantaneously conveyed unless a pack member is in the Deep Umbra or any of the Near Realms, in which case the message may be delivered any time from three days before it is spoken to five centuries after (in which case it may reach a descendant or relative of the pack member).

Raido

Representing the Wheel of Life, this rune will allow the Garou a -1 difficulty bonus to all rolls made, but it will not function at all in cities. This effect lasts no longer than one hour, even if this is a shorter span of time than the scene in which it is used.

Ken

This rune is representational of a torch; as such it will allow the Garou to see in the dark for one hour per activation success. This works even in complete darkness.

Geofu

Geofu is a rune representing a spiritual gift; as such it will allow the Garou -2 difficulties to any roll involving convincing a spirit to part with knowledge of a Gift. Note that the spirit may increase the Chiminage if this talen is used.

Wynn

This rune means happiness and balance. Activating it will grant the Garou +2 difficulties on all Rage rolls and -2 difficulties on any roll involving balance.

Hagal

Meaning hail and representing a challenge, this rune grants a -2 difficulty bonus to any roll in which the Garou is at odds. The Storyteller determines whether this applies to any given roll.

Nied

This is a rune of need. Using this talen will grant the Garou a +3 dice bonus to any one roll involving a plea, so long as it appeals to the target's sympathy. Most Get tend to scorn the use of this talen as a sign of weakness.

Is

This rune will halt combat for two turns. It is normally used only to stop pack-mates in Frenzy, and only if other pack-mates are in danger. Like Nied, it is rarely favoured.

Jara

A rune of the harvest, this talen will assist Garou in times of toil with a +1 die bonus to all rolls involving manual labour.

Eoh

This rune represents change and transformation; as such activating it allows the Garou to assume any one of her five forms with no Rage point spent. The effect is instantaneous. Using this talen to assume breed form is not only pointless but also pretty stupid.

Peorth

Representing dice (and by extension chance), this rune allows the Garou to ignore a single 1 on any roll (but must be activated before the roll is made).

Elhaz

A potent rune of protection, this talen grants a +3 dice bonus to any single soak roll. If the attack is silver, this talen will instead allow the Garou to roll a single die to soak (not great, but better than nothing).

Sigel

Sigel represents the sun, and when this rune is activated it will burst forth with bright sunlight, illuminating the immediate area for one scene and doing normal sunlight damage to vampires and other sunlight-sensitive creatures for that time.

Tyr

The rune of the Warrior God Tyr, this talen drops the Garou's difficulties for any roll involving Brawl or Melee by 1 for the entire combat.

Beorc

A purification rune representing new beginnings, Beorc will lower the difficulties for a Rite of Cleansing by 2.

Ehwaz

Ehwaz is a rune of progress, and activating it will grant the Garou double speed, as per the Gift: Speed of Thought. Jumping distance remains unaffected.

Mann

Mann is the rune of the human, and when this talen is activated it grants the Garou a -3 difficulty bonus to any one Social roll involving humans.

Lagu

This rune represents an attunement to Creation, and as such lowers the difficulty of any Gnosis roll (including stepping sideways) by 2 for a single scene.

Ing

Ing is the God of Fertility, and as such represents the spark of creation. It will grant the Garou a -2 difficulty bonus to any roll involving inspiration (such as a Performance roll for an impromptu performance, the creation of a piece of art, etc), or an increased chance of breeding true (a 1 in 6 chance rather than a 1 in 10 of siring or bearing a Garou child). If it is used for the latter, this rune must be activated at the moment of conception.

Daeg

Similar to the Sigel rune, Daeg causes a nimbus of light to surround the Garou activating this talen, in a manner identical to the Gift: Lambent Flame. While this does no damage to vampires it makes them uneasy - should they fail a Willpower roll (difficulty 7) they must immediately check for frenzy as the Rotschreck assails them.

Othel

Representing focus, this rune gives the Garou a +2 dice bonus to any roll involving concentration. It cannot be used in combat.

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