Totems of War

Bear

Background Cost: 5
Great Bear is a fierce warrior but very wise in peacetime. He is the ancient healer and ritemaster, old and wise in the ways of Gaia's Vale (the Earth). He is viewed unfavourably by the Garou, however, because they distrust his children, the Gurahl (werebears).
Traits
Children of the Bear gain +3 to a Medicine Dice Pool and the ability to hibernate for up to three months at a time without need for food or drink. Each pack member's Strength Attribute is permanently raised by one, and each pack member may use the Gift: Mother's Touch once per day. However, all members of a pack that has chosen Bear lose five temporary Honor points (if they have any) and must subtract one from any temporary Honour rewards they receive, thus making it harder for them to rise in Honour. Werebears look favourable upon Garou with this totem as do certain native peoples.
Ban
Bear asks nothing of his Garou children, for he knows that they already give him much by simply affiliating with him.

Boar

Background Cost: 5
The savage and powerful boar is feared by many hunters. With its ferocity and anger, it will fight long after weaker warriors fall in battle. Many combative young packs choose Boar as their totem.
Traits
Boar gives his Children an extra point of Stamina and Brawl 2
Ban
Children of the Boar must never hunt or eat boars.

Bull

Background Cost: 6
Bull's strength is charging into battle, horns flashing, without any forethought. His children adopt the same brash, devil-may-care attitude; his influence pervades their very tempers. Bull is a force for fertility as well as brute power, and several Garou follow him in hopes of having strong cubs.
Traits
Bull grants his children 1 Glory and +1 Brawl. Each pack member receives an additional dot of Strength.
Ban
As a result of their totem's hotheadedness, Bull's children receive a -1 penalty on frenzy difficulties.

Clashing Boom-Boom

Background cost: 8
Clashing Boom-Boom takes on the form of a stealth bomber and makes her presence known within all machinery of warfare. However, she tends to recklessly fall into the path of the Wyrm, because her limited vision focuses upon destruction alone. She has called upon the Glass Walkers to help rid herself of its corruption.
Traits
Her children each add one to their Firearms and Melee skills. In additon, their maximum difficulty with weapons is 9, even if it would normally be 10. She requests that her children name all their weaponry and ornament them in some fashion. Garou using the Rite of Binding have a -1 to their difficulties when binding spirits into weaponry. She insures that her children's weapons never malfunction or jam.
Ban
Clashing Boom-Boom expects that her powers will only be called upon by the righteous to dispense justive. Those who follow her and call upon her to do otherwise risk having the multitude of her forms turn against them.

Coyote

Background Cost: 7
Coyote is the trickster. He is wild, unpredictable, the outlaw. He is the shadow in the woods. He is the root that trips even the mightiest wolves on the run. Coyote's howl pierces the moon and calls Her down to dance. He is a great warrior, a master of deceoption and skullduggery.
Traits
Coyote give his Children +3 to a Stealth Dice Pool, +1 Survival, +3 Streetwise, and +1 Subterfuge. He always has the ability to find his pack wherever they are, automatically (this extra ability doesn't have to be purchased seperately). However, the Garou do not see him as an especially wise totem. Each pack member subtracts one from any temporary Wisdom rewards received. The pack is constantly blamed for problems or troubles, whether or not it is at fault. Coyote is quite a powerful totem to have, but very difficulty. Boredom, however, will never be a problem for the pack.
Ban
Coyote does not limit his children.

Crow

Background Cost: 2
Followers of Crow, like most scavengers, trust the strong to do their killing for them. To survive, they follow oppurtunity, and they excel at finding it. Once they find powerful allies, however they will patiently and loyally support them. Servants of Crow are typically humble, but if they are betrayed, they never forget the offense. A Crow who has been betrayed will seek out more powerful allies to carry out retribution or go about his or her revenge with remarkable subtlety.
Traits
Crow teaches his followers Alertness 2, Subterfuge 2 and Etiquette 1.
Ban
Crow asks that his children remain loyal to those whom they serve. Some children extend this to tribal loyalty, while others will interpret this as fanatic affection or loyalty to an individual.

Elephant

Background Cost: 4
Majestic and powerful, Elephant makes his enemies flee in terror, sometimes without even striking a blow. As one of the sacred animals of Africe and Asia, Elephant's presence among the Uktena symbolises the tribe's expanded cultural underpinnings.
Traits
Elephant gives his children an additional dot in both Strength and Charisma. Elephant's followers also gain Leadership 1 and Intimidation 1. Because of his affinity for magic, Elephant's children make all Occult rolls at -1 difficulty.
Ban
Elephant requires his children to prevent the destruction of his species and to hunt down known trafficers in the illegal ivory trade. Elephant forbids his children to wear or carry items made from elephant tusks.

Fenris

Background Cost: 5
Fenris was known to the Norse of old, for he was their dreaded Wolf-God. The legends do not stray far; Fenris is bloodthirsty, powerful and strong. He expects no quarter and gives none. His is the warrior way. He chooses only warlike packs.
Traits
Fenris' patronage provides a pack with additional point in a Physical Attribute (Dexterity, Strength or Stamina - individual pack members choose), even if it increases the Attribute over 5. Each pack member gains two points of Glory. Get of Fenris will respect the pack a little more and will constantly invite its members on wild, frenzied hunts.
Ban
Fenris requires that his Children never pass up the oppurtunity for a fight.

Flea

Background Cost: 6
Flea delivers hundreds of stinging blows to her foe before he can react. She leaps away from most blows, and her armor protects her from the ones that land. Alas, most Garou see Flea as a coward due to her fighting style. As a result, only Bonegnawers and Ragabash follow Flea.
Traits
Flea grants her children the Gifts: Luna's Armor and Leap of the Kangaroo. Followers of Flea find it harder than other Garou to earn Glory.
Ban
Leave her people in peace - no scratching.

Ginuargun the Earth Spirit

Griffin

Background Cost: 4
Hungry, continually hungry, Griffin murders with lightning claws and feasts on his fallen foes. He guards the wilderness against human encroachment and represents the most primal and animalistic powers.
Traits
Griffin is a swift hunter and grants +3 to an Alertness Dice Pool. In addition, each pack member can communicate directly with all birds of prey without need of a special Gift. Each pack member gains two points of Glory. Red Talons recognise Griffin devotees as kindred souls.
Ban
Griffin requires that his children not associate with humans and will only rarely allow a Garou of homid breed to be his Child.

Herne the Hunter

Background Cost: 4
Herne is the horned master of the hunt. He stalks the Wyrm across the land and unleashes his packs to destroy it. Herne is the favoured totem of many British Fianna, who see him as an aggressive version of Stag.
Traits
Herne gives his Children an extra point of Surivial and Stealth, and the Gift: Sense Wyrm.
Ban
Herne's packs must always attack minions of the Wyrm, no matter what the odds are.

I'wai the Crocodile

Background Cost: 5
I'wai the Crocodile is an old and patient Totem of War. He prefers to lie in wait for his prey rather than exert himself in a chase. I'wai is swift in the kill, holding his prey with strong jaws until it drowns. I'wai is a friend of Otchout the Barramundi. Although I'wai's offspring eat Otchout's schools, humans who fish for barramundi are often taken by crocodiles. I'wai's material children also seem to have a taste for American tourists.
Traits
I'wai has a tough hide, and his Children gain an extra die to their soak Dice Pools for each Rank that they hold. I'wai also teaches his Children Primal-Urge 3. Mokolé will always be well disposed towards the Children of I'wai. The Gumagan of Arnhem Land, if they exist, reputedly revere I'wai as their totem.
Ban
As well as being forbidden to wear crocodile skin, I'wai's Children must always help those people seeking revenge against a foe.

The Medusae

Background Cost: 7
The angry spirits of the slain First Daughters still guide the Bacchantes and many Amazons. Their Children are terrible in their wrath and hate Man with unsurpassed ferocity. Although realtively few, their extremity colours the reputation of the Furies as a whole.
Traits
Followers of the Medusae gain 2 points of Glory, Intimidation 4, the Gift: True Fear and an additional 2 points of Rage. In addition, they can never Fox Frenzy, only beserk.
Ban
Followers of the Medusae will not tolerate any abuse from a male of any species. Insults are repaid in blood.

O'Mighty Dolla'

Background Cost: 4
O'Mighty Dolla' manifests in any denomination of the little green pieces of paper known as US dollars. Caerns dedicated to him lie within banks, mints and large stockpiles of currency.
Traits
O'Might Dolla' can reduce by three the difficulty of any roll that could be influenced by cash changing hands. His Children gain Resources 2.
Ban
Outside of the United States, O' Mighty Dolla's powers are at best tempremental. His children are asked never to use any other type of currency. He has begun to request that his children abstain from the use of plastic money (credit cards and EFTPOS) as well.

Panther

Background Cost: 5
Though an unusual totem for Garou, the spirit of Panther guides many backs of Freeboters, Bacchantes and Amazons. Panther, in her aspect of Great Cat and Black Cat, shares an everlasting bond with Woman: graceful, thoughtful, quick to strike and deadly in anger. Most Red Talons and Get of Fenris despise followers of Panther. The Bastet regard Panther packs as kindred spirits and may aid their sisters in times of need.
Traits
Panther gives her children the Gift: Eyes of the Cat and reduces by two all difficulties involved in rolls of stealth, grace or balance.
Ban
Panthers packs must aid felines in distress. Panther also asks her Children to gather good gossip for her.

Piggi-Billa the Echidna

Background Cost: 6
A totem of stubbornness and self-defense, spiny, ant-eating Piggi-Billa is particularily loved by metis Garou, who admire his self-sufficient character.
Traits
Piggi-Billa teaches his Children the metis Gifts of Burrow and Spines of the Echidna. Metis Garou who suffer the disfigurement of Weak Claws will, upon sacrificing a point of permanent Gnosis to Piggi-Billa, find their claws strong and healthy.
Ban
Non-metis followers of Echidna must never ridicule or ostracise metis Garou. Metis Children of Piggi-Billa have no ban.

Rat

Background Cost: 5
Silent, quick and crafty, Rat is a master of guerilla warfare, survival and camouflage, and knows well the truth of the old agage "Safety in numbers". Rat has taught many Garou these virtues and is quite violent himself when cornered.
Traits
Packs chosen by Rat can call upon five Willpower points per story, and are taught how best to bite a foe, subtracting one from the difficulties of all rolls to be stealthy or quiet. Each pack member gains one point of Wisdom. Bone Gnawers will aid Children of the Rat as best they can, but will generally not risk their own lives for them.
Ban
Rat asks that his Children never kill vermin.

Shark

Background Cost: 6
Swift, silent, deadly ... stupid; Shark moves easily through the lightless depths, killing without emotion. Shark is the most lethal hunter anywhere. Once he find his prey, he does not stop until that prey is dead.
Traits
Shark offers his packs 1 point of Strength, +2 Stealth and two additional dice of bite damage. Children of Shark can swim for prodigious distances without getting tired.
Ban
Shark's children may never take pleasure or sadness at killing.

Weasel

Background Cost: 7
Weasel is a cunning, swift and relentless warrior, She carefully dodges her foe's attacks until she can bite him neatly in the jugular. She also believes she can beat anything that comes her way, and this overconfidence is reflected in her children.
Traits
Weasel grants 1 point of Dexterity to eac of her children. Her packs also receive +1 Dodge and an addtional die of bite damage.
Ban
Weasel requires that her Children never show fear.

Wendigo

Background Cost: 7
Wendigo is the beast of snow and ice, the marauder of the frozen northern lans. It is a cannibal spirit, devouring the hearts of its does, but it is too much of the Wyld to be tainted by the Wyrm. Wendigo teaches the Garou how to use the wild tactics of the storm in battle. It also teaches them to harness the cold bitnerness within them, turning it into murderous rage.
Traits
Each pack member gains five Rage points per story, regardless of their actual Rage rating; thus, Children of the Wendigo can have more Rage points to spend than their ratings may allow. Each pack member also gains two points of Glory. The Wendigo tribe does not automatically trust Children of the Wendigo; it is often too wild and unpredictable for sound judgement.
Ban
Wendigo asks that its Children always aid nativce peoples when they are in trouble.

Wolverine

Background Cost: 6
Wolverine is tireless and merciless, and his affinity to War is unquestionable. He draws on a bottomless font of anger and battles on after all others have fallen to inhury 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 that 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 atrocty, his children gain an extra point of Rage. Although the 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.

Wyvern

Background cost: 5
The serpentine Wyvern is sometimes a herald of war, and unrest, warning of approaching trouble. He despises the Wyrm greatly, and is not above using dirty tactics when doing battle with corruption. Many Silver Fangs consider Wyvern to be a somewhat savage totem, but his guidance is often popular among young, angry Fangs.
Traits
Wyvern's Children receive +2 Alertness, +2 Primal-Urge and learn the Gifts: Sight from Beyond and Call of the Wyld.
Ban
Wyvern' hates seeing caerns defiles, and charges his followers to defend caerns whenever asked, even if the sacred sites belong to rival tribes or other Changing Breeds. Wyvern's followers may never 'liberate' caerns from 'lesser shapeshifters'.

Yongar the Kangaroo

Background Cost: 7
Yongar is an athletic totem, valuing physical prowess and speed. He is alert and intimidating. Children of Yongar are energetic and brave, protecting those weaker than themselves.
Traits
Yongar teaches his Children the Gift: Leap of the Kangaroo. Children also learn Survival 3 and Intimidation 4.
Ban
Yonger's Children must always protext pups and elders from any thought.