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Totem and Traits

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Totem

Cunning Respect War Wisdom

The Triat

The three members of the Triat were balanced with one another in the beginning. Creation began with the Wyld. The Wyld is chaos and the infinite realm of possibility, constantly swirling with change, shifting forms endlessly. From the Wyld's heedless creation came growth. Gaia sprang from the Wyld.

The Weaver, the embodiment of order, selected portions of creation from the Wyld and gave them structure; kept them from dissolving back into chaos at the moment of their birth. In doing so, the Weaver began to create the fabric of the universe - the Pattern Web.

The Wyrm was once the restorer of balance. Residing between the Pattern Web and the chaos of the Wyld, it ensuring that neither the order of the Weaver nor the chaos of the Wyld prevailed throughout reality, removing all that was not harmonious.

According to Garou myth, this was the true cosmological cycle of chaos, creation, and destruction. It lasted an eternity, but was ultimately shattered when the Weaver gained consciousness. The Garou disagree on exactly how this happened.

Regardless, the Weaver subsequently tried to spin the entire Wyld into full, patterned existence. The futility of such an impossible task drove the Weaver insane. In its desperation, the Weaver ensnared the Wyrm within the Pattern Web in its pursuit of the Wyld, in turn, driving the Wyrm insane as well.

Now the balance of pattern and chaos has been replaced by stagnation and decay, as the Weaver madly weaves it's patterns unchecked or balanced, while the Wyrm, trapped within the Pattern Web, works to devour Gaia and destroy all of creation from the inside out.

 

The Wyld

At once the most simply motivated and the least understood of the Triat, the Wyld is an unpredictable force that has little interest in hierarchies, fixed domains, or even names (Naming, according to myth, is a creation of the Weaver). At its most extreme it represents creative chaos unbridled by rules. At more subdued levels, however, it is associated with untamed nature. As such, it does not so much create realms for itself as it brushes past places, objects, and beings, leaving its mark on them. In keeping with its total disinterest in civilization, its few servitors in the physical world (labeled "Gorgons" by the Garou) are wild animals blessed with unique abilities, acting as paragons of their species. Needless to say, no two Gorgons are alike, and many seem not to have a clear purpose - they simply exist.

In the Deep Umbra, the Wyld is potentially the most powerful member of the Triat. In the physical Realm, however, the Wyld is the least powerful of the Triat. Its very essence, limitless possibility, is constantly forced from the physical world by the Weaver and humanity's focus upon "logic" and "reason." As logic is forced upon an illogical world, there is less and less room for the magic of uncaused change.

 

The Weaver

According to Garou myth, the Weaver is responsible for three things inescapably associated with the rise of civilization: Dogma (the superior virtue of one idea over another), Science (a process for evaluating empirical knowledge about the universe), and Technology (the use of tools of increasing sophistication to enhance the abilities of an individual or group). Unlike the Wyld (which has no clear agenda) and the Wyrm (which is too schizophrenic to pursue a unified agenda), the Weaver pursues its agenda of rigid stasis (i.e. an eternally unchanging universe) with total clarity.

To achieve its goals, the Weaver primarily relies on a vastly complex hierarchy of hyper-specialized spirits. These spirits engage in such diverse actions as "calcification" (transforming non-Weaver spirits into a part of the Pattern Web), conquest, and the subversion of existing resources and groups. Apart from the Technocracy (who do not believe or even seriously suspect that the Weaver exists), no group in the World of Darkness is wholly dedicated to the Weaver's goals. Many, however, take advantage of those aspects of reality it claims as its own (the Glass Walker Tribe of the Garou being a good example).

Note: It has been hinted that the "id" of the Weaver (Autochthon) is a Primordial, in a connection with the role-playing game Exalted. Because Exalted does not officially take place in the timeline of the World of Darkness, this may simply be a common theme used by the creators of both game lines at White Wolf Game Studio.

 

The Wyrm

Trapped in a prison since named Malfeas, the Wyrm has formed a microcosm of the Triat. The Wyrm within the Wyrm is the Defiler Wyrm, the face of corruption. The Weaver within the Wyrm is the Eater-of-Souls, the face of consumption. The Wyld within the Wyrm is the Beast-of-War, the face of calamity. The spiral-shaped labyrinth that the Black Spiral Dancers follow to the heart of the Wyrm consists of various tests for each of these faces, and for lesser spirits ("Urge Wyrms") that belong to each.

Though the Wyrm makes use of a powerful army of spirits in a manner similar to the Weaver, the Wyrm favors, more than the rest of the Triat, the subversion of existing entities. To this end, groups of shapeshifters (the Black Spiral Dancers), mages (the Nephandi), and wraiths (Spectres), as well as entire human organizations (Pentex) have turned themselves over to the Wyrm and represent many of its most powerful servitors. The Wyrm employs this strategy (a) because non-spirits do not have their nature written in stone, and are therefore easier to subvert and (b) because Earth as a physical domain is the Wyrm's primary battleground. If Earth falls to the Wyrm, the spirit world (which reflects reality in large part) will fall as well.

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Cunning

Fox

Background Cost: 7
Fox skulks slyly through the underbrush, merrily spreading confusion among his enemies. His favorite trick is to pull his enemies into his confidence and then lead them into a cleverly conceived trap. Fox is especially happy if the trap teaches his foe a lesson at the same time.
Traits
To help his children baffle and confuse their enemies, Fox teaches Stealth 2, Subterfuge 3 and Streetwise 2. He also grants each of his children a point in Manipulation.
Ban
The only limitation Fox gives his children is that they must never participate in a fox hunt and, if possible, always help any foxes encountered during such a hunt. However, Fox's children are viewed as untrustworthy, and they receive one temporary Honor less from any Honor awards.

 

Goat

Background Cost: 5
Wily and voracious, Goat is an excellent debater and can survive on nearly anything. Also, his horns and powerful feet can show the most stubborn opponents the light. Goat teaches his children how to pursue a point to its end, no matter what the cost. He isn't above using dirty tricks to get his way, either.
Traits
Goat gives his children +2 Subterfuge and +2 Survival. His Children make all Willpower rolls at -1 difficulty.
Ban
Goat's children must always eat what is offered to them.

 

Moodai the Brush-tail Possum

Background Cost: 4
Moodai the Possum is an urban totem followed by many Bonegnawers. A nimble and cautious spirit, Moodai adapts well to any environment, as do his Children. The Children of Moodai, though not respected, are often called upon to perform tasks unsuited to other Garou.
Traits
Moodai teaches his Children Stealth 3 and Survival 3. His Children also become adept climbers, subtracting three from the difficulties of all climbing actions.
Ban
Children of Moodai must leave fruit and other food for the many possums that forage in city parks. They must also never remove possums from ceilings, no matter how noisy they become while playing.

 

Racoon

Background Cost: 5
Racoon is a survivor. He lives anywhere, city or wilderness, and adapts as he sees fit. He prefers to be left to his own devices but becomes a fierce and cunning fighter when cornered.
Traits
Racoon teaches his children +2 Stealth and +3 Survival. They gain an extra die of Brawl during any claw or swipe attack.
Ban
Racoon asks his children to leave small, shiny objects in the forest for him to find.

 

Roadrunner

Background Cost: 3
Preternaturally quick, Roadrunner relies on her speed to carry her far from danger. Rapidity of movement implies an equal fleetness of mind, so Roadrunner embodies the ability to think quckly and to change course in midstream without a mistep.
Traits
Roadrunner grants her followers an additional dot in Intelligence, as well as a +1 to all Enigma's rolls.
Ban
Roadrunner forbids her children to hunt roadrunners. She also asks that her follower protect desert habitats.

 

Tulu the Kookaburra

Background Cost: 7
A staunch foe of the Wyrm, Tulu is always in good humour, laughing in the face of death. Tulu is an intelligent warrior, and swoops down on his prey, breaking their backs with a flick of his powerful beak. His manic laughter echoes across the Dreamtime. Tulu is sometimes called the Father of the Bunyip, for it was he who spilt the Rainbow Serpent's blood, from which the Bunyip were formed.
Traits
Children of Tulu have an irrepressible sense of humour and never suffer Harano. Tulu teaches his Children Subterfuge 3 and the Gift: Laughter
Ban
Children of Tulu must kill any snake they see, symbolic of their battle against the Wyrm. The exception to this rule is any servant of the Rainbow Serpent.

 

Urburra the Magpie

Background Cost: 5
Inquisitive and playful, Urbura is also somewhat territorial. He fights the Wyrm like his stauch cousin Tulu, but tends towards more strike-and-flee tactics, taunting his enemy and leading them into mistakes. Urburra's voice rings out through the Umbra, warning others of the approach of his children - his mortal children are renowned for their beautiful warbling calls at dawn and during the day. However, Urbura has a slightly sullied reputation due to his sometimes less than honourable behaviour.
Traits
Children of Urburra are taught the Gifts Call of the Wyld and Distractions
Ban
Children of Tulu must always protect young and females. They also receive one less Honour whenever receiving an Honour award due to the nature of their totem.

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Respect

Bison

Backound Cost: 5
Bison, hard-headed and serene, roams the endless savannah. Native American Garou who understand the route to enlightenment is through quiet, methodical thought usually follow him. His wicked horns discouage most from disturbing his thoughts. Although he was nearly wiped out in the 1890's, lately he has been more and more active, as the herds reestablish themselves.
Traits
Bison grants his children 1 Honour, +1 Animal Ken, +1 Enigmas and +2 Survival. They may draw on three additional Willpower points per story.
Ban
Bison's children must always use part of what they kill for something constructive.

 

Mu-ru-bul Tu-ru-dun the Bunyip (Lost totem)

Backound Cost: 7
Bunyip was another favoured totem of the Bunyip tribe, although little is known by most European Garou. Settlers, hearing tales of the Bunyip from the aboriginal people of Victoria and New South Wales, were terrified. The Bunyip is a fearsome beast, furred, flippered and scaled, with a long mane or beard and burning eyes. His bellow strikes terror into the boldest of hearts. Like Ngalyod, Mu-ru-bul Tu-ru-dun has neither been seen nor heard since the death of the Bunyip tribe. When he appeared in the past, Bunyip was glimpsed in rivers or billabongs, his whiskered face staring mournfully up at the moon.
Traits
Bunyip teaches his Children two Gifts: Surface Attunement and Bunyip Boom. It was Bunyip who taught the Bunyip tribe these Gifts, as well as Billabong stridge.
Ban
Bunyip asks that his Children honour him by drowning one enemy each year in fresh water.

 

Falcon

Backound Cost: 5
Noble and brave, Falcon soars high and leads all Garou. Falcon helps the Garou be strong through his insight into their hearts. The Silver Fangs are served by Falcon, who helps them maintain communication, and thus Unity. Falcon is a highly respected totem, although, because of the rumours about the Silver Fangs' failings, perhaps not as respected as he once was.
Traits
Packs chosen by Falcon can call upon four Willpower points per story, and gain +3 to a Leadership Dice Pool. Each pack member's Honour rating increases by one. Silver Fangs will often look upon packs of Falcon as being noble, although some will scoff and consider them poseurs.
Ban
Children of Falcon can never allow themselves to lose permanent Honor. If they do, it is expected that they will right this discrepancy or perform the Rite of Contrition and tone by throwing themselves into an impossible battle with a minion of the Wyrm, thus effectively committing suicide.

 

Glooscap

Backound Cost: 4
Glooscap is a warrior spirit, but one who often uses his wits and cunning to defeat his foes. He has existed since Gaia came into being. He is human in appearance, somewhat short. However, he is a powerful warrior and a master of deceit. He is also a teacher and gave names to many of the starts.
Traits
Packs chosen by Glooscap gain survival 1 and may call upon 2 extra Willpower points per story. They have a -1 difficulty on all hunting rolls and gain a point of Wisdom.
Ban
Glooscap requires that his children must fight, never flee, any creature altered by the Wyrm to be larger than its original size. If a bear has been corrupted into a huge, mutated beast, packs who hold Glooscap as their totem must confront the beast.

 

Grandfather Thunder

Backound Cost: 8
"Thunder rules with a first of Iron and a voice of Silk" is the ancient adage. Thunder is more feared than respected, yet his place among the Totems of Respect is secure. His Stormcrows have eyes everywhere, and he rarely chooses a pack on his own. Instead of relegating a totem avatar to the pack, he sends on of his Stormcrows to tend to his Children. Thunder teaches patience, ingenuity, subtlety and strategy to those he chooses.
Traits
Packs chosen by Thunder can call upon an extra five Willpower points per story, and gain +3 to an Etiquette Dice Pool. Very few people will trust them, but pack members can gain +2 to an Intimidation Dice Pool by invoking Thunder. Each pack member gains one point of Honour. Shadow Lords will want to know what packs of Grandfather Thunder are doing at all times.
Ban
Children of Thunder usually do not tell the truth to those they do not respect. They never respect those whom they dominate.

 

Kanau, the Wedge-Tailed eagle.

Backound Cost: 4
Kanau soars high over the mountains and outback on powerful wings. Nothing escapes his sharp eyes, and the wind whispers secrets to him as he roosts in his aerie. With powerful claws, Kanau rends his prey, hurtling down on it from height.
Traits
Kanau teaches his Children Alertness 3 and the Gift: Sense the Unnatural
Ban
Kanau demands that his Children punish all who destroy his nests or those of his offspring.

 

Lion

Backound Cost: 5
Proud and strong, Lion is the master of all he surveys, remaining ever vigilent of the Wyrm. To the Fianna, he is the beast of Lugh, slayer of Balor. Lion seeks vengeance on those who slew his children, and saves a special anger for the Dancers who turned from him. Children of the Lion are especially hated by Black Spiral Dancers, but they are liked by the Bastet, most Fianna, Red Talons and Silver Fangs. Lion is still very traditional and has become paranoid about "new ways of doing things".
Traits
Lion's packs gain one point of Honor and Animal Ken 3. They also receive a -1 difficulty on all rolls when impressing elders. Lion also gifts his children with an undying font of Rage when fighting Black Spiral Dancers, and four additional Willpower points per story.
Ban
Children of the Lion must protect helpless animals from danger.

 

Merlin

Backound Cost: 4
Marlin is not the largest of hawks, but he is still swift and fierce. He is something of an underdog's champion among totems, counselling that the greatest in size are not always the greatest in spirit. Merlin responds well to courage, and encourages his followers to strike intelligently rather than ferociously.
Traits
Followers of Merlin gain +3 Brawl and +2 Dodge when confronting enemies larger than themselves. They may also call upon three extra Willpower points per story.
Ban
Merlin's Children may never kill birds of prey, or their spirits. Even Wyrm-tainted raptors must be caught and purified if at all possible.

 

The Muses

Backound Cost: 5
Some few Fury packs follow the path of the Art Spirits, who grant their chosen gifts of insight and grace. The Muses usually choose a pack collectively, passing their individual blessings (poetry, music, dance, history, etc) to the most worth Furies. The Muses are not to be confused to Awen, the sacred creative impulse. The muses teach the craft and form, but they cannot engender the creative impulse.
Traits
Muse pack members each gain one permanent point to the Social attribute of their choice, the Gift: Touch of the Muse and one point in either Performance, Expression or Enigmas.
Ban
Muse packs must devote their lives to art and learning. They also work to defend free speech and freedom of expression.

 

Ngalyod the Rainbow Serpent (lost totem)

Backound Cost: 8
The Rainbow Serpent was the Bunyip's chief totem and the major Australian Incarna. Since the tribe's extinction, Ngalyod has not contacted any other Garou. Indeed, it may be possible that Ngalyod is now bereft of power in Gaia's Realm and only exists as a ghost in the Umbra. The Rainbow Serpent appears as a vast, impossibly long snake; its scales are every colour of the rainbow. No one has ever been tall or high enought to see Ngalyod's head and tail at the same time. After a rain, the Rainbow Serpent could once be seen arcing from one pool of water to another in the Dreamtime. Today Ngalyod sleeps, exhausted from its grief over the death of the Bunyip. No one knows how the Rainbow Serpent will react if awakened.
Traits
Ngalyod gives each of her Children one permanent Honour and two permanent Gnosis. Any pack chosen by her will be greatly respected by Australian Garou, although they may well earn the enmity and envy of the Uktena, who have been trying to awaken Ngalyod for many years. Ngalyod's Children will never be attacked by Dreamtime spirits, although such spirits can and will defend themselves if they are attacked.
Ban
Children of the Rainbow Serpent must become parents as soon as possible, for the Rainbow Serpent is a spirit of creation and birth.

 

Pegasus

Backound Cost: 4
Although this totem is associated with the Black Furies, it is also known for the power in its wings and the nobility it exudes. Pegasus is chiefly concerned with sacred places, ever seeking to protect them. Because of the feud between the Get of Fenris and the Black Furies, Pegasus will not adopt a pack that has a Get in it. Pegasus is often represented as a black, winged horse with fiery eyes. It controls the element of Air and can teach its Children Gifts associated with travel and air.
Traits
Packs chosen by Pegasus can call upon an extra three Willpower points per story, and gain +3 to an Animal Ken Dice Pool. Each pack member gains two points of Honor. Black Furies will always be well disposed toward them.
Ban
Children of Pegasus must always aid females of all species, especially young females.

 

Quetzal

Backound Cost: 7
Quetzal is proud and beautiful, and his plumage marks him as nobility. He is more than a little vain, but he acts with only the purest of hearts. Although a totem of Respect, Quetzal also looks favourably upon warriors and takes pleasure when his Children overcome their enemies in fair battle.
Traits
Quetzal grants his children an additional die of Appearance and well as +1 Etiquette, +1 Melee and +2 Leadership. Each pack member gains 1 Honour. Quetzal's packs can drawn on three additional Willpower points per story.
Ban
Quetzal requires that his packs not shame him by acting rudely or ignobly, and they lose an extra point of Honour if they incur an Honour loss. He may also demand that they take action to defend his favoured home of Central and South America from anyone who would pillage those lands or his people.

 

The Smiling Happy Buddha

Backound Cost: 5
The Smiling Happy Buddha not only endows his followers with feelings of tranquil peace, but also provides for their material and monetary needs. He is also known as Mi-lo Fo, the Laughing Buddha. He is a big jolly fellow, although he is sometimes depicted as thin and starving. Mi-lo Fo is the patron saint of silver and gold smiths
Traits
Packs chosen by the Smiling Happy Buddha receive and extra two willpower points per story, and also have three points of liquidated Resources at their disposal for each story. In times of great stress, the Smiling Happy Buddha might appear to help Garou of great renown focus their will and block out all distractions (similar to the Silver Fang Gift: Mindblock).
Ban
The Smiling Happy Buddha wishes his followers to 'spread the wealth' to all members of the community. The Smiling Happy Buddha demands that his followers be peaceful amongst themselves. Above all, they must not horde money, but rather help increase its rate of flow.

 

Sphinx

Backound Cost: 7
The might Sphinx is strong and cunning. She is able to defeat her foes in combat, though she prefers a battle of wits. Sphinx chooses those Children who excel at enigmas and quick thinking.
Traits
Each follower of Sphinx gains 1 Honour and an extra point in Wits. The pack also gains +3 Enigmas.
Ban
Followers of Sphinx must never refuse a riddle challenge, and may lose significant amounts of Honour if they lose a challenge.

 

Stag

Backound Cost: 4
The master of the Wild Hunt, Great Stag is the representation of the wild, masculine power of nature. He is an ancient totem, older than Garou, and represents one of the fundamental aspects of life. He taught the Garou their affinity with nature and was perhaps instrumental in ending the Impergium; he is associated with virility as well. Stag will occasionally appear to lost Garou, leading them out of danger or aiding them in a crisis.
Traits
Packs chosen by Stag can call upon an extra three Willpower points per story and gain a +3 to a Survival Dice Pool. Each pack member gains three points of Honour. Fianna will always be well disposed towards them, as will faeries.
Ban
Children of Stag must always aid faeries or their kin.

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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.

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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.

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