Totems of Wisdom
The American Dream
- Background Cost: 8
-
Only those born in the 1950's or 1960's can become Children of the
American Dream. Prior to the '50s, the Dream was not strong enough
to makr its children as its own, and after the '60s, it lost much
of its power. A child of the American Dream gains the following
benefits as long as he is in the US: he can never become lost, and
even abroad Americans make an extra effort to help him. The ST may
have Ma and Pa America show up just as the character is about to be
thrown into jail, pay his bail, and give him money to buy a bus
ticket back home. Difficulties involving interactions with public
officials, government officials, or police - anyone who has sworn
an oath to uphold and defend the Constitution of the United States
of America - are decreased by three.
The downside to this totem is that devotees must make a Stamina and
Survival roll (diff 7) at each new moon to avoid becoming instantly
addicted to something of the ST's choosing (beer, tv, cigarettes, etc).
They also begin to adopt a swaggering demeanor, tell other people what
to do, and often cheat at cards, taxes and cgames. If a devotee ever
leaves the US, this effect increases and a Child of the American Dream
living overseas only requires three successes to frenzy.
American Fianna, as well as Silver Fangs, Glass Walkers and Bone Gnawers
receive 5 points of Honor renown when they ally with this totem.
Non-american Garou, especially Silver Fangs, Black Furies and Shadow Lords,
lose three points of Honour for making such an alliance, and will be
marked by their own tribes at potential problems.
Many Fianna who came to the US shared the Bone Gnawer tribe's vision
of the American Dream. They believes in hope and opportunity, a chance
to better themselves and their station. There are still a large number
of American Fianna packs who still place their faith in the American
Dream.
Boobook the Owl
- Background Cost: 4
-
Boobook is a versatile bird, small and dark, with golden eyes. Unlike
other owls, she is active in the daytime as well as the night. Boobook
is difficult to see, for her plumage allows her to blend into the foliage
of the treets in which she roosts. Her flight is swift and silent.
- Traits
- Boobook teaches her Children adaptability; they may gain
temporary aptitude with any Ability, at two dots, once per story. She
also teaches her Children Stealth 3.
- Ban
- Boobook's Children must be adaptable and versatile, never becoming
set in their habits or ways.
Bougoodoogahdah the Lyrebird
- Background Cost: 5
-
Bougoodoogahdah is a secretive bird who mimcs the cries of other Dreamtime
dwellers. He has a drab, brown body, but a spectacular tail, shapred like
a lyre.
- Traits
- Children who follow Lyrebird gain Expression 2 and Subterfuge 2.
They also learn the Gift: Mimic
- Ban
- Children of Bougoodoogahbah must never be flamboyant. They must
dress in drab colour and may never be the centre of attention. Their
performances should be modest, always hidden from view.
Chameleon
- Background Cost: 4
-
Chameleon is the ultimate adaptor. He changes himself to fit
in with his environment, and his eyes see everything around him.
Chameleon is usually favoured by Garou who prefer to observe
and learn unobtrusively.
- Traits
- Chameleon teaches his Children the Gift:
Blur of the Milky Eye and grants them three points of Perception.
- Ban
- Chameleon's Children must always observe their surroundings
before acting.
Chimera
- Background Cost: 5
-
Chimera is She of Many Faces, the Lady of Mirrors, the Ever-Changing.
She is the mysterious Lcaretaker of dreams and is thus the mistress
of Enigmas and inner wisdom.
- Traits
- Chimera gives her Children the ability to disguise themselves
as something or someone else when in the Umbra (roll Gnosis, diff 7).
The pack gains +3 to an Enigmas Dice Pool and +1 to Perception. Each
pack member subtracts two from all difficulties involving riddles,
Enigmas, finding things or interpreting dreams. Each pack member
gains two points of Wisdom. Stargazers will notice the pack's affiliation,
but it will not necessarily affect their opinion of them.
- Ban
- Chimera does not limit her Children, but will not visit them
if they do not seek enlightenment.
City Father/Mother
- Background Cost: 6
-
Every City has a pulse, an energy that each living thing within the
city contributes to. If the city is large enough, this pool of energy
manifests in the being of the City Father or City Mother. To date,
the Glass Walkers have had interaction only with Chicago, New York,
Atlanta, Philadelphia, Toronto, Boston and London, though the tribe believes
other cities harbour such spirits.
The totem appers in an anthropomorphic form representative of its
city. Chicago has broad shoulders, Atlanta is a southern belle
with faded and charred skirts, and Toronto is nattily dressed
and a little boring.
- Traits
- Children of a City gain an intimate knowledge of the place
as if they had the Bone Gnawer Gift:
Attunement. Sometimes, a City can
warn its children of impending danger by sending a messenger, usually in
the form of someone who loves the city. Children of the City can
draw on three dice of an Area Knowledge Dice Pool for their city.
Glass Walkers and Bone Gnawers gain one Wisdom when accepted, but any
other tribe member who is discovered to have the City as a totem
immediately loses 1 Honor.
- Ban
- City Mothers and Fathers often ask of their children favours
usually having to do with helping the whole city. If these favours
are not granted, the spirit may withdraw its support.
Cockroach
- Background Cost: 6
-
Cockroach is quick, hardy and incredibly adaptable.
Though ancient beyond measure, it is a totem of
the modern age. Its kin skuttle through every corner
of the city, infiltrating any nook and cranny.
- Traits
- Cockroach's Spawn gain the ability to Peek
from the Umbra into datastreams and through electrical
connections; that is, pack members can enter the Umbra, make a Gnosis roll
and view data that is stoed on media or streaming
through a computer cable. Each pack member favoured
by Cockroach subtracts two from all difficulties involving
computers, electricty and science (including Repair). They
gain +3 to any dice pool rolls to activate Gifts
affecting technology.
- Ban
- Cockroach asks that all of its kin be spared by the pack.
Dana
- Background Cost: 8
-
Dana is an ancient powerful totem of the ancient
Celts. Often thought to be a faerie spirit. Dana is actually
the spirit of an ancient wise woman. Dana is a very hard totem
to reach and thus does not often reveal herself to the Garou.
In fact, not many Garou know of her.
- Traits
- Dana grants her Children Second Sight, giving them the
Gift: Pulse of the invisible. Her packs gain the ability to entrance
listeners through singing or howling (Manipulation + Performance,
difficulty 8); the actual effects are up to the Storyteller. In
addition, the pack gains Past Life 3; this is not an actual
affinity with Garou ancestors, but an ability to learn ancient
knowledge and lore by accessing primal memories. All Fianna and
faeries will recognise and honor Children of Dana.
- Ban
- Dana asks that her Children hold a moot in her honor on
the solstices and the equinoxes.
Dolphin
- Background Cost: 4
-
Graceful and playful in the ocean, Dolphin watches the seas and acts
as their guardian and watchdog. Marine disasters sadden and frighten
her. They include the depletion by fisheries and various oil spills. Most
of Dolphin's children are impressively active in environmentalism,
even for Garou. Such werewolves often protest or interfere with whaling and
illegal oceanic dumping.
- Traits
- Dolphin grants her packs 1 Wisdom, +3 Empathy and 2 points of
Charisma.
- Ban
- Dolphin's children must prevent the hunting of marine mammals
and work to stop water pollution.
Duck
- Background cost: 5
-
Duck is a totem of Concordance and Harmony. Ducks mate for life and their
spirit avatar grants gifts of Love and empathy. Duck believes that the
majority of Garou have cut themselves off from too much of Gaia's love.
She believes that too many Garou have decided to retreat into their own
society, forgetting that most of them were once part of human or wolf
society. She does not believe that Garou should cut off their ties to
their birth culture, just because they discover that Gaia chose them to
defend her. Duck is likely to be most co-operative if the request will
bring two creatures together in a bond of love. Duck also possess the
ability to hide her beauty amongst the drab scenary.
- Traits
- Duck grants two extra points of Empathy (even if that
takes the Garou over 5) and the gift
Blur of the Milky Eye.
- Ban
- Followers of Duck must not break up relationships on any
basis short of danger to either member.
Fog
- Background Cost:5
-
Fog is a quiet and obfuscatory ally. He holds many secrets in the
gauzy folds of his cloak and teaches his children the value of
subtlety and patience. Fog is most favoured by Stargazers,
Uktena and Ragabash.
- Traits
- Children of Fog may add an extra dice to Subterfuge and
Stealth Dice Pools. They also receive -1 difficulty to all
Occult and Enigmas rolls and gain the Gift:
Curse of Aeolus.
- Ban
- If a child of Fog ever reveals a secret to someone outside
her sept, she loses one Willpower point permanently.
Frog
- Background Cost: 4
-
Frog bridges the gap between water and land, betweeen change and stability.
She symbolises transformation and adaptability, both great keys for
survival. A bringer of rain, to bless of curse, Frog holds within her
tiny form great stores of power.
- Traits
- Frog grants her followers a +1 to their Swimming ability. In
addition, she teaches them the Gift:
Sing Down the Rain. Frog's children
also gain an additional dice in Dexterity rolls involving leaping or
sudden movement.
- Ban
- Frog asks her children never to harm frogs or amphibians, and to
seek to preserve the wetlands that are her earthly home.
Hare
- Background Cost:5
-
Hare, also called Mahtigwess or Great Rabbit, is a trickster
spirit. He is a trickster and a provider, and often rescues the
people of the world from hideous beasts, and provides food for
those in need, making sure none go hungry.
- Traits
- Hare teaches his Children Survival 2, Subterfuge 2 and
Athletics 1. He also grants the Gift:
Leap of the Kangaroo, and
all running difficulties are reduced by 1.
- Ban
- Hare asks that all his kin be spared.
Heron
- Background Cost: 5
-
Heron is a curious spirit, and he long beak is often probing into
affairs that others would like to keep quiet. She is graceful and wise
and chooses only packs that exemplify her standards of purity, elegance
and inquisitiveness.
- Traits
- Heron's children receive one point of Wisdom. They also gain +3
Enigmas, and may add three dice to any Dice Pool that involves cleansing
or purifying something or someone in Gaia's name (the Rite of Cleansing,
for instance). Finally, Heron teaches her followers the Gift:
Open Seal.
- Ban
- Heron requests that her followers discover and lay bare secrets
at least once a moon. These secrets must be revealed to the entire
Sept at least, and must also be of some importance - discovering a
Kinfolk's secret infatuation is of little import, but revealing a vampire's
savings account number might suffice.
Jirrawin, the Cave Spirit
Meneghwo, the patchwork wolf
- Background Cost: 5
-
Created by the combined essences of Chimera and Unicorn, and the
spiritual contribution of the pack, Meneghwo is the manifested Dream
of Harmony and Peace. He is a composite being
made of many Garou. One of his eyes is brown, the other blue. One ear
is longer than its mate; his coat is a checkerboard of patches from a
thousand individual werewolves. He is white, grey, black, brown and red.
In any form, he looms above nearly any other wolf.
Meneghwo is somewhat slow of speech and thought,
but he is a good friend. He holds the memories of many Garou, so he
knows many things. Garou should explain things slowly to him. If he is
insulted, he only realises it later, but then he becomes very angry.
He possesses great knowledge, but one must be patient for it to surface.
When he teaches a Gift or aids a Garou, he will ask that the Garou
promote unity between the tribes.
- Traits
- In this incarnation, Meneghwo grants his Children
-2 to all Empathy rolls involving Garou, -2 to on all Enigma rolls,
and 2 points of Wisdom.
- Ban
- The Patchwork Wolf cannot battle any other Garou, since he
is composed of all tribes. If his Children raise a hand against other
Garou in anger, he will fall into Slumber.
Merlin
- Background Cost: 5
-
A merlin is a small bird of prey, a miniature hawk. Sharpwitted and
dangerous, Merlin knows many secrets and teaches them to the Fianna.
Merlin understands magic, and despite her small size, Merlin hunts
the Wyrm with enormous ferocity and courage.
- Traits
- Merlin gives her children an extra point of Occult, Rituals,
Enigmas and Primal-Urge.
- Ban
- Merlin commands her packs never to destroy knowledge.
Monkey King
- Background Cost: 7
-
The Monkey King hatched from a stone egg - the nature of Monkey was
irrepresible! Most noted for his wit and ability to avoid capture,
he has always stood as a symbol for liberty and intellectual
advancement.
- Traits
- The Monkey King grants his children the Gift
Blur
of the Milky Eye and
Open
Seal. Each of his children also has his difficulties
for any evasion or escape rolls reduced by two. His children can
purchase Abilities with experience points at one point cheaper than
the usual cost (the minimum cost is still one).
- Ban
- Children of the Monkey King should never constrict another's
freedom. This does not include Wyrm minions, but does include talens,
fetishes, dedicated items, et. If the spirits freely wish to give
their service to a Garou, the the posession of such an item is
permissable. In addition, Monkey King Children lose Honor renown if
they abandon those whom they have befriended or who are within their
care (ST discretion).
New World Trinity
- Background cost: 5
-
The triune being is composed of three bird-spirits that inspired the
founding fathers and mothers of the American revolution: Dove, Eagle
and Turkey. Dover represents the Jeffersonian ideals of peaceful
commerce with all, and entangling alliances with none. Eagle represents
John Adams' notion of a strong fierce warrior who fights so that his
children may become philosophers. The Turkey, a uniquely American
bird with high intelligence, represents Franklin's ideas of audacious,
defiant individuality and disregard for Old World emphasis on external
appearance over internal qualities.
- Traits
- Packs gain three additional dice when using any Gift involving
persuasion and learn the Gifts:
Wisdom of the Ancient Ways and
Dreamspeak. They can use Dreamspeak to give Gaian visions to influential
humans.
- Ban
- The Trinity requires that its children promote peace, seek justice
and build communities without compromising individuality.
Owl
- Background Cost: 6
-
Owl is silent and swift. In the night, Owl rules. He represents
secret and hoary wisdom culled from the deepest recesses of
the night. Owl is also associated with the secrets of death
and the Dark Umbra; certain Native American tribes believed
owls to be avenging ghosts.
Many Freeboters and members of the Sisterhood (Blackfury camps)
find a friend in Owl. Many human witches consider Owl a sacred
spirit; the name "stirge" or "strega" roughly means "owl woman",
and several Gifts are said to come from Ow's friendship with the
Furies.
- Traits
- Owl lends quiet aid to his Children, often gifting them
with premonitions of danger, and leading them to forgotten
mystic places (Storyteller's discretion). Owl gives wings to
each of his Children when they enter the Umbra, allowing them
to fly from place to place. Owl's Children subtract two from
all difficulties involving stealth, silence or quiet. The pack
gain three additional dice when using any Gift involving the
air, travel, movement or darkness. Each pack member gains two
points of Wisdom. Silent Striders will often appear seemingly
out of nowhere to aid the pack when it is in danger. Children
of the Rat do not get along with Children of the Owl, as their
totems are constantly in conflict.
- Ban
- Owl asks that his pack leave animal sacrifices for him in the
woods, in the form of small vermin that are tied in place or
caged.
Ratatosk, the Squirrel
- Background Cost: 4
-
Ratatosk sees and hears all from his secret pathways up and down the
trunk of the World Tree. While he is small and puny, he knows much and
teaches his Children craftiness.
- Traits
- Children of Ratatosk learn Subterfuge 2 and three dots in any
Knowledges of their choice (Lupus characters can choose Knowledges
normally restricted to them). Children of Ratatosk will always gain one
fewer Honor renown point than usual (they must gain at least two points
to get one), but they get an extra point of Wisdom renown when earning
Wisdom (ST discretion).
- Ban
- Children of Ratatosk become skittish and jumpy - they will always
enter fox frenzy rather than beserk, and Gifts of beserk rage are
denied to them.
Hrafn, the Raven
- Background Cost: 5
-
To the Get of Fenris,
Hrafn is a Trickster-spirit favoured by many lupus. He plays with their
cubs and teases the yearlings and adults. He is always hungry, in fact
he is the hungriest of all the totem creatures. Hrafn often leads wolves
to prey, but lacks the strength to kill the animal himself. He feeds
upon what is left after the wolves are finished with the carcass. He is
also a totem of wealth. He makes sure the wolves want for nothing and
always have the resources they need.
The Shadowlords regard Raven differently. To them, children of Raven
survive through trickery and deceit. They typically survive by their wits
and love "living on the edge". They seek out danger and risk, but
they also know themselves well enough to resist corruption when they see it.
His children surround themselves with chaos and change, yet they also know
how to protect themselves from it.
- Traits
- Hrafn teaches his Children Survival 3, Subterfuge 1 and Enigmas 1.
Each pack member gains a bonus of a Wisdom point. Children of the Raven
are favoured by the Corax wereravens, and lupus Children can speak
to Ravens without need of a special gift.
- Ban
- Hrafn asks that its Children carry no wealth, instead trusting
to Hrafn to provide.
Rooster
- Background Cost: 3
-
The loud, echoing crow of the Rooster announces the sunrise and
warns of the coming of the Wyrm. He watches for danger and uses
his bright plumage to scare off threats. Rooster is a proud totem,
though his reputation suffers because most Garou only think of him
as a barnyard animal. He is more popular among British and continental
Fianna.
- Traits
- Rooster gives all his Children the Gift:
Sense
Wyrm.
- Ban
- None of his children may eat domesticated animals.
Themis, the Dream Weaver
- Background Cost: 6
-
The ancient Greeks regarded Themis as a patron of balance and justice,
of air and earth. As the balance of the Triat shifted, the Dream-Weaver
slipped into the grey area between Wyld and Weaver. Her present Realm
is a dream sphere in this middle ground, and advice from Themis comes
only through dreams.
Packs serving Themis must spend much time in the deep wilderness,
observing and meditating on the balance of the Tellurian. They oppose
injustice wherever they can. Themis is an old spirit; Priestesses
of Artemis and more traditional Amazons often follow her.
Glasswalkers will never be chosen by Themis. Too much of the Weaver
exists in them.
- Traits
- Followers of Themis gain 2 Wisdom points each and one additional
point in Enigmas and Gnosis. Galliards of Themis gain the
Dreamspeak
Gift, and may also receive prophetic dreams (ST option), although the
meaning of the visions will be obscure. Players should interpret the dreams
themselves rather than making an Enigmas roll.
- Ban
- Followers of Themis must not surround themselves with either too
much Wyld or too much Weaver. In addition, because Themis does not leave
her realm, her Followers do not have the same sense of immediacy with
their totems that other Children might.
Tin Hau
- Background Cost: 4
-
Tin Hau, goddess of sea and fishermen. She has a big moot on the 23rd
of the third moon of the New Year. Tin Hau attunes her followers to
the South China Sea.
- Traits
- Any Child of Tin Hai has an extra two dice on all rolls while
sailing in the South China Sea. In the past, storms have stopped for
passing "pirate" ships, and storms have sunken enemy ships when Tin
Hau felt that her Children were in danger.
- Ban
- Tin Hau will not allow the sea to be desecrated. She will send
storms to destroy those who pollute the South China Sea.
Twister
- Background Cost: 4
-
Mercurial and swift, Twister speeds through the countryside
on wings of wind. He is destructive, powerful and alien.
However, from wild destruction come new beginnings. Twister's
Children tend to be forces of change and dynamism, throwing
open the doors to new ideas.
- Traits
- Twister's packs gain one point of Dexterity and
one point of Strength. They also gain Primal Urge 2
- Ban
- Twister's children must never leave a residential area without
some minor act of destruction (Many of his packs playfully
single out trailer parks for attention).
Uktena
- Background Cost:6
-
Uktena is a dark, powerful and ancient water spirit with the
features of a serpent and a cougar. Few spirits known and
understand as many occult secrets as Uktena.
- Traits
- Uktena surrounds each of its Children with a protective
ward when they are in the Umbra; this adds three dice to
their soak rolls. Each pack member favoured by Uktena is
taught secret lore and knowledge, gaining two extra experience
points that may only be applied to learning Enigmas, Occult,
Gifts or other mystic knowledge.
The pack's association with Uktena is distrusted by other Garou;
Social rolls difficulties are increased by one when interacting
with other Garou (except, naturally, Uktena Garou). Each pack
member gains two points of Wisdom. Garou of the Uktena will
treat the pack as lost siblings.
- Ban
- Uktena asks that its children recover mystic lore,
places, animals and objects from minions of the Wyrm (this
definition often includes mages and always includes Tremere
vampires).
Unicorn
- Background Cost: 7
-
Unicorn is pure, powerful, strong and wise. She is a
totem of peace, of harmony and of healing. She represents
the pure understanding and unbridled love of Gaia, and
she extends this bliss to her Children.
- Traits
- Unicorn's Children gain her swiftness in the Umbra,
moving at twice normal speed across the shadowy landscape.
Children of the Unicorn subtract two from all difficulties
involving healing and empathy, but add two difficulties to
hurt or harm other Garou (at least those not of the Wyrm).
They gain three additional dice when using Gifts involving
peace, healing, strength and protection. Each pack member
gains three points of Wisdom. Children of Gaia will always
give aid and will usually side with the pack in any disputes.
Many Blackfuries of the Order of the Merciful Mother follow
Unicorn.
- Ban
- Unicorn asks that her Children continually aid and
protect the weak, the helpless, the abused and the
exploited, but not to the extent of furthering or aiding
the Wyrm.