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.