Custom Wolf Rites


Custom Fetishes

Aurora Charm (••)

A carved ivory (walrus tusk) pendant depicting the northern lights.

Action: Reflexive

Effect: During aurora displays: protect against aurora-related madness (Resolve + Composure +3); see through aurora distortions; +2 Occult for dimensional phenomena (scene duration)

Cost: 1 Essence (lasts one scene)

Note: During yellow aurora events, the charm’s bearer must roll Harmony. Failure draws the attention of entities best left unnoticed.

Mukluks of the Hunter (•)

Traditional Iñupiaq boots crafted from seal skin and caribou hide.

Action: Reflexive (always active when worn)

Effect: Leave no tracks in snow; move silently on ice (+2 Stealth in winter conditions); ignore snow and ice difficult terrain; immunity to frostbite

Cost: 1 Essence per day

Note: Must be crafted by an indigenous artisan and blessed during winter solstice to function.


Winter’s Bite (•••)

An ulu (traditional women’s knife) carved from mammoth ivory, impossibly sharp.

Action: Standard (weapon attack)

Effect: Damage +2L; wounds inflicted freeze, causing victims to lose 1 Defense per wound (rest of scene); can harm incorporeal entities (spirits, ghosts); can cut through yellow ice (no normal weapon can)

Cost: 1 Essence per attack

Note: Extremely rare. These weapons are passed through indigenous werewolf bloodlines and are never sold or traded—only earned or inherited.

Permafrost Anchor (••••)

A stone carved with ancient symbols, frozen in permafrost for at least one year before activation.

Action: Extended (several hours to place and activate)

Effect: Stabilizes the Gauntlet in the area (cannot weaken or tear for a number of days equal to the ritualist’s Harmony); creates a barrier against yellow aurora effects; servants of the chronicle’s central antagonist feel pain when nearby; can anchor and seal one Wound doorway

Cost: 5 Essence

Note: A temporary but powerful solution for containing dimensional breaches. Multiple anchors placed at key sites could theoretically seal the Wound—but each one requires a year of preparation.

Yellow Sign Compass (••••• — DANGEROUS)

A compass that always points toward the nearest manifestation of the chronicle’s central threat.

Action: Reflexive

Effect: Points toward: nearest dimensional breach; specific antagonist NPCs within 10 miles; servants of the central threat; yellow aurora concentrations; the entity itself if manifesting

Cost: 1 Essence per scene

DANGER: Each use risks Exposure. Roll Resolve + Composure. Failure: gain 1 Exposure point (tracked by ST). Dramatic Failure: visions of Carcosa, lose 1 Harmony. At 5 Exposure points, the entity becomes aware of the user.

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