TOTEM GENERATION RULES by J.D. Pilling Introduction I was alarmed when a player I Storytell for came to me with a Totem that he was interested in purchasing. For four Background points, he would be able to fly, shoot laser beams from his eyes and be impervious to bullets (well, maybe this is a bit of an exaggeration, but not by much). Regardless, I sat the player down and showed him how, although it would be amusing, it would also unbalance any type of serious game play. When asked for my recommendation of how to develop a Totem he was interested in, I began consulting the various Totems presented in the Werewolf: The Apocalypse source books. From the Totems listed (almost 100 in all), I created my own system. In my own campaign, Totems are also characters, not some mindless animal that wanders on stage, farts, then grants the player-characters' pack mystic powers to take over the world. As characters, Totems have personalities and a profile (described below). However, it is important to note that a Totem is only a single aspect of a greater being or Incarna which can have numerous aspects. Thus, the death of a Totem (yes, it can happen, to the chagrin of many players) does not represent the death of the thing it represents (although this could lead to numerous philosophic discussions). The more in tune (the greater the number of Background and experience points invested) the pack becomes with a Totem, the stronger it becomes. However, the Totem is also bound to the strength of the pack so that the death of pack mates and the breaking of other connections weaken the Totem. In my campaign, the Totem loses the number of points the deceased member had invested in the Totem. What the starting strength of a Totem should be is a major concern for many Storytellers. The cost is a single indicator, but without a system to generate a cost it is difficult to determine how good an indicator cost is. The system below allows for the generating of Totems along the same lines that other characters are produced. Some of the material is taken directly from Werewolf: The Apocalypse (2nd Edition) "Totem" on pg. 113 which I highly recommend reading. The Totem Totem Name: What animal, concept, incarnation, etc. does the Totem represent? Concept: Is the Totem a Totem of Cunning, Renown, Respect, War or Wisdom? Background Cost: Determined by the strength of the Totem itself and the Traits it gives to the players. Points Spent: Determined by the number of experience points spent by players to increase the strength of the Totem. Rage, Gnosis and Willpower: All Totems have seven points to divide among the following three stats. Power: All Totems begin with a base Power of 20. Charms: All Totems begin with the Charms of Airt Sense and Reform. At this point, you have developed a Totem that virtually any player can have for free. It does not do much, does not say a whole lot, will not show up very often (if ever) and could easily represent the Totem spirit of each tribe that shows up to welcome the player to the tribe and is rarely seen again. However, players tend to be a little more demanding and want gifts and attention from the Totems their characters choose so they spend Background and experience points on them. These points can represent a stronger aspect of the spirit (one with more Rage, Gnosis, Willpower, Power or Charms, such as Materialize) or they can represent gifts from the Totem to the characters. To reward them for their efforts in gaining its attention, Totems award characters a wide range of Traits. Costs for these Traits are included as part of the Background Cost for the Totem. It is up to the Storyteller to determine if later experience points can be used to buy more Traits and at what cost. In my campaign, later experience can only be used to increase the strength of the Totem or to increase its influence with other spirits as per pg. 113 in the rule book. For existing Totems, that do not seem to match up with the Background cost outlined below, simply augment their profiles or award them some of the advantages listed in the rule book. For example, being able to communicate with characters without forcing them to purchase the Gift: Spirit Speech will help players interact with their characters' Totem and will make life easier on the Storyteller. It is also important to realize that this should not be a system for players to abuse. If a character develops a Totem that threatens to unbalance the game, simply do not allow it. Traits Traits are Charms given by the Totem to the pack they have adopted or chosen to favor These Charms take the forms listed here: Attributes: +3 per dot in Physical and +2 per dot in Social or Mental (+1 to cost if Attribute can exceed Homid maximums) Abilities: +2 per 3 points worth of Abilities Gifts: + (2 x the Gift's level) Backgrounds: +1 per +1 Background point (The Totem Background is obviously off-limits), Rage, Gnosis or Willpower: +2 per 3 points of Rage, Gnosis or Willpower available per story. (This can only be taken once, and the type must be selected). +3 per 5 point of Rage, Gnosis or Willpower available per story (with the same restrictions as above). +3 per 3 points of Rage, Gnosis or Willpower that may be taken in any combination. Renown: +1 per additional point of temporary Glory, Honor, or Wisdom the pack receives when Renown is awarded. Miscellaneous: +3 per +1 Dice Pool(s) for wide categories of actions (such as combat). +1 per group that favors the pack. +1 per - 1 Difficulty modifier for given actions. +2+ Miscellaneous (Storytellers can incorporate other Traits, such as hibernation, at their own discretion, although such traits should be examined first to see if they correspond with existing Gifts). Limitations Note: These cannot reduce the cost of any Trait below 1). Exclusions: -1. Restrictions on who can be chosen (Exclusion of certain tribes, auspices, or breed types). This can only be taken once per Totem. Mantle: -1. Traits under the mantle may only be used by a single pack member at a time. The member must pass the mantle on before another can make use of the Traits incorporated in it. The limitation can be applied for each Trait under the mantle. There can only be one mantle for the Totem unless the pack buys the ability for more than one pack member to make use of the Traits. Geographic: -2. Traits limited by geography will not work in certain locations. These locations should be fairly large and frequently encountered. As a rule, Malfeas and outer space do not make suitable geographic locations, although the Umbra, the Northern Hemisphere, and cities do. (This can only be taken once per Totem and affects all Traits granted.) Time: Traits limited by time can only be used once in a given time frame. -1 for daily, -2 for weekly, -3 for once per moon cycle and -4 for yearly. (This can be applied to each Trait, but cannot be used in conjunction with Traits usable only once per story.) Bans Most Totems have at least one Ban to represent the price of their patronage. The more dangerous the Ban, the less characters will have to pay to follow the Totem. Minor Bans: -0. The pack must never hunt, harm or eat totem animal or must provide minor gifts for such animals. Average Bans: -1. The pack must provide aid to certain groups or Pack suffers Social or Renown penalties (-1 per + 1 Difficulty or -1 temporary Renown (Glory, Honor, or Wisdom) loss). Major Bans: -2. The pack is forced to perform potentially dangerous actions (battling other Garou, preventing the actions of large human organizations, etc.). Suicidal Bans: -3. The pack is forced to make sacrifices of self and possibly life (seeking out and doing battle with Nexus Crawlers, Wyrm Incarnas, or other nasties; the permanent sacrifice of a point of Willpower, Gnosis, Physical Attribute, or two Social or Mental Attributes). MISCELLANEOUS NET TOTEMS ANA NG by Vladimir Drakul Totem of Wisdom Ana Ng (pronounced AA-nuh ENGH) is more so a concept than an actual entity -- sort of like how some Christians envision God. Ana Ng's typical "manifestation" is of a young, attractive, Korean girl. She is a mysterious totem, representing all the things that you never quite see out of the corner of your eye. Ana Ng gives her followers the following traits: Magnetic and Alluring. She will also remove one Repugnant trait (if the Garou has none, she attains one Gorgeous trait). Also, Ana Ng's wise followers gain the use of the Gift: Calm. Ana Ng's reclusive nature, however, gives her followers the Negative Social Trait: Shy. Ana Ng also requires her children to try using their words before they use their claws. ANTELOPE by Diane Keating Totem of (varies) Background Cost: 5 (7 for Pronghorn) Like his brother Wind, Antelope has different aspects that packs can take. The two totems are said to proceed from the same source and Packs of the Antelope will find great allies in the Children of the Winds. All aspects will bring their children's Stamina up one dot (max of 5) and impart the Silent Strider Gifts: The Great Leap and Speed of Thought. Ban: Children of Antelope are not barred from hunting the physical embodiment of their totem, but if they ever forget to be thankful for his sacrifice Antelope will abandon them. Chamois (Totem of Cunning) Dancing ever on the edge, Chamois will add one dot to his children's Dexterity (if this takes them over 4, the specialty is "Sure-Footed"), the Merit: Daredevil, and increase their Willpower by 1. It is said that he was the first aspect to emerge from Pronghorn. Chamois's brother Wind aspect is the North Wind. Alchemical (Totem of Wisdom) This bizarre and mystical creature looks almost demonic with his serrated horns, goatlike beard, hawk's beak instead of a muzzle and fangs. He is said to be an amalgam of the other four Antelopes. His children lose one dot in Appearance but gain knowledge of the Metis Gift: Create Alchemical Element, and 3 dots in Enigmas (specialty is Visual). The Alchemical Antelope's brother Wind aspect is the Umbral Wind. Pronghorn (Totem of Respect) Pronghorn is respected by all the other aspects of Antelope, for his wisdom and courage are beyond question. It is said that he was the original Antelope and the others are reflections of him. He keeps running, never stopping for anything. He fears not death, for he is one of the oldest of the totems, and he is wise enough to know that the relationship between predator and prey is a sacred one, no one greater than the other. Pronghorn breeds prolifically, females conceiving litters and miscarrying all but one or two: his children have a 4 in 10 chance of breeding true. He imparts the Philodox Gift: Wisdom of the Ancient Ways and one dot in Past Lives. He teaches the Minor Rite: Prayer for the Prey. Pronghorn's brother Wind aspect is the West Wind. Kudu (Totem of Wisdom) Honoured by the Silent Striders as Khnemu, graceful, gentle Kudu gives his children one dot each in Appearance and Dexterity (Deft), and the Gifts: Invent, and Reshape Object. Khnemu sculpts our bodies: if his children conceive a Metis, they will have lighter deformities or, (Storyteller's option) will be deformed but fertile (the deformity will carry over). His children also gain the Flaw: Shy. Kudu's brother Wind aspect is the East Wind. Sable (Totem of War) Sable stands for no nonsense. Tough, combative and lusty, Sable only runs a short distance before he turns at bay and starts swinging his sharp, sabre-like horns around. He teaches his children Melee with specialties in swords and lances, and the Weapon technique Fencing. Sable's brother Wind Aspect is the South Wind. CAT by Brandon Quina Totem of Cunning Background Cost: 5 Cat is a stealthy, cunning, creature. He trails after his prey, killing them swiftly and with little ado. Cat is also curious, often going to extreme lengths to find out 'what the hells going on.' Children of Cat get +3 to their stealth ability. They get +1 to their Dexterity (even if this takes them above 5). They also get the Bastet gift 'Silent Stalking.' Ban: Children of Cat are deftly curious, and must try to solve any mystery they come across. They also lose 1 honor everytime they gain or lose honor (ie. if they gain 3 honor, they only gain 2 of it. If they lose 1 honor, they actually lose 2) CERRIDWEN by Kimberlee Simmons Totem of Wisdom Background Cost: 6 Cerridwen is a Celtic goddess of death, magic, and the earth. Due to Cerridwen's knowledge, her children get an additional Dot in Occult, Herbalism, and Cooking. Cerridwen gifts her children with the ease of shapeshifting, as she is a master of shapeshifting herself; she gives the background Metamorph and Mixed-Morph, as well as the ability to use the Gift "The Thousand Forms" (BF5) once a day. Ban: Cerridwen's children must do anything for their families, especially their children, to the point of sacrificing their own lives. This need not be blood family, but usually is. It is whoever the pack members think of as family (besides each other), usually non-Garou. She also asks that her children procreate, and take care of their progeny, whatever their heritage (human or Garou). CICADA by Chrisie Mitchell Totem of Respect Background Cost: 6 Every 17 years in the Hudson Valley, the 2nd brood of the 17 year cicada emerges to breed and die. These insects coat the trees in some areas, and make a loud droning noise, enough to drown out any other sounds. Children of this totem gain the gift: Messenger's Fortitude, due to the cicadas great stamina and single mindedness to their task. During the cicada's natural breeding time, children also gain the gift: infest, and can use it to call up a horde of these 2 inch long black bugs. Also see the bans, below. Ban: Children of this totem can live only in the areas these insects naturally live (Northeastern US) Children of this totem are also tied to the cycle of the insects death and rebirth. During the period in between active cycles, the Garou does not lose any signifigant traits, but may be very slightly lethargic(roleplaying is helpful). During the active cycle(aproximated at about 1 and a half months for game's sake), the Garou gain 2 temporary dots in stamina, and during the 2 weeks directly after the active cycle, the Garou lose one dot in stamina and one dot in strength, due to the totem's.. ahem, activities. Then the cycle begins again. CORAL by Ryan Tuccinardi Totem of Beauty Background Cost: 6 (It is not actually worth this but it demands this anyway because of its vanity.) Coral is an unusual Totem. It is vain and uncaring. Coral has almost no feelings and is very apathetic. It is arrogant and haughty, always believing that it and its children will eventually rule. Coral cares a great deal for how it looks and seems. However, it is dedicated to Gaia; it just seems to put her in second. It will sacrifice anything for her, except maybe beauty. Coral's Children get an extra dot in a appearance upon choosing Coral. Ban: Children of Coral must never become ugly unless Gaia is helped greatly by doing so. DONNA by Airin Morningkill Totem of Respect Background Cost: 7 Donna is an angelic spirit representing the power of love. A pack adopting her as a totem will receive both one dot in Charmisa and one in Strength. In addition they will gain the gift Serenity (CoG Level 4). Ban: Donna's children must take care to preserve those things which they love the most. Failure to protect one's most beloved object will cause Donna to abandon the Garou. EILITHYA by Ryan Tuccinardi Totems of Life Background Cost: 3 Eilithya is a Celestine from Greece that serves Hera. She only accepts Daughters except on very rare occasions. Her Daughters are usually quite prolific, giving birth to as many children as possible. She is a fertility totem in that her worshipers are usually quite fertile. They are often employed as midwives. Daughters of Eilithya are especially likely to get pregnant and get an extra point of Charisma, Medicine and Rituals upon choosing her. They also get an additional two skill levels from the above list once per moon cycle per Sept. Ban: Daughters of Eilithya must aid any pregnant woman and must take care of any young children they find, even nonhumans. ELDER SERPENT by Jaryn Dauss Totem of War Background Cost: 9 The Elder Serpent resides atop the highest crags in the central mountain ranges of Pangea. The greatest of all dragons, the Elder Serpent dwarfs almost everything else. Although it appears to be a Celestine of the Wyld, it is actually a Wyrm Celestine, a representation of the Wyrm's true calling, that of balance. The Elder Serpent grants his children the power to give and take damage, giving +1 to Strength and +1 to Stamina, as well as enhancing the connection to the instincts of the ancient world, +1 to Primal Urge. Also, Elder Wyrm Incarna may balk at the character, sensing in them something that they have lost. Ban: Children of the Elder Serpent must seek the balance. They must fight the Weaver as well as the Wyrm, even occasionally the Wyld itself. To mark his children, the Elder Serpent places a small marking, similar to those of the Garou, which will unknowable to all but the greatest of Garou mystics. When in any form other than Homid and Glabro, this tattoo will change into a multi-colored scale of the same size. FIRE ELEMENTAL by Scott Michae Ryland The Fire Elemental that is the totem is the "father" of fire elementals. He is a Totem of war and has a "dislike" for water elementals (no duh). He gives two main gifts to his childern: 1. Five points of Rage per story. 2. Fire damage is not agravated and is at half damage (rounded down). He has a ban on his children from ever puting out a fire with water and to always have a flame burning at the battle field. FORTUNA by Dog-Boy Ragabash Background Cost: 8 Fortuna is the Roman goddess of luck, and a favored totem of Ragabash, Glass Walkers and Fianna. Bone Gnawers rarely have success ("unlucky?") in attracting her attentions. Packs or Septs that honor this mercurial Incarna automatically gain benefit of the Merit Charmed Existence, and and at least once per story, some stroke of good fortune will fall the pack's way. It could be anything from finding fat rabbits for dinner, or a miraculous victory over a deadly Wyrmling. Ban: Those favored by Fortuna must never question the odds but trust in Fortuna to see them through, whether it's in a poker game or it's going up against an entire Black Spiral Hive...by yourself. GYPSY MOTH by Chrisie Mitchell Totem of Corruption Background Cost: 4 Spinning their distinctive white cocoons, the larva of the Gypsy Moth emerges and destroys all trees and green growth near it. The Scourge of the Northeast US, a large amount of them can destroy a forest or orchard in a matter of days. Bastards of this totem gain the gift: Cocoon and gain 1 extra die to use in survival rolls, due to the Gypsy Moth larva's interesting ability to avoid any means of destroying them. Ban: Bastards of Gypsy moth must not kill it's bretheren (no step on caterpillar, Black Spiral) and must subsist on a diet of fresh green leaves right off the tree. HERA by Ryan Tuccinardi Totem of Strength Background Cost: 7 Hera's Children are matriarchal and are almost totally Daughters; they are mostly Homids and Black Furies as well. Hera is a powerful Celestine that has power over women, marriage and strength. Her Daughters pray to her for strength and support. She is cruel, dedicated and persistent; her Daughters are likewise. She has great respect for age and many of her Sons, if she has any, are old. Upon choosing Hera, her Children gain an additional point of Strength and Manipulation as well as Perception (Ragabash), Stamina (Theurge), Manipulation (Philodox), Wits (Galliard) and Strength (Ahroun). They also get an additional point of Mythlore, Leadership, Melee, Brawl, Stealth and Intimidation. Elderly followers get another Perception and 2 Leadership. Each Sept gets three points of Intimidation, Strength and Manipulation every 3 moon cycles. Ban: Children of Hera must always acknowledge the superiority of women and the elderly. They must never admit to being weak or inferior. HIMERUS, HE WHO HEALS by Ryan Tuccinardi Totem of Respect Background Cost: 7 Himerus in his Healing aspect, is beloved by many Garou, especially Black Furies and Children of Gaia. He promotes growth through pain. His Children attempt to learn from every mistake and help others heal old wounds. His Children were almost always scorned by lovers and have sought solace in Himerus, who actually comforts his Children individually after they get hurt. He is benevolent and kind and is also a totem of Peace, Suffering and Healing. Children of Himerus get an additional point of Stamina, Intelligence and three points of Healing and Medicine upon choosing Himerus. Each Garou gets an additional four points of Healing, Herbalism and Medicine every four lunar cycles, and two of Stamina, cumulative. Ban: Children of Himerus must never try to lose their temper when wronged; they must always accept mistakes peacefully and kindly. They must heal others whenever possible and apologize for any pain caused. HIMERUS, THE VENGEFUL BEAUTY by Ryan Tuccinardi Wyrm Totem of Love Background Cost: 6 Himerus has two different aspects; in his aspect as the Vengeful Beauty, he is a Wyrm Totem of Corruption. Himerus is, to a minor degree, a totem of love, though his is unrequited, unacknowledged and scorned. The Vengeful Beauty is known as He Who Comforts the Rejected. He is comforting, yes, but he brings those who have been scorned to the Wyrm. His Children are often champions of the rejects and hate the popular. Children of Himerus get an extra dot in Perception, Strength, Brawl and Stealth and an additional point in each for every Sept or Hive each month. Ban: The Children of Himerus must always revenge any slight dealing with love or lust, even if it was not directed to themselves. JESSICA by Ryan Tuccinardi Totem of Art Background Cost: 5 Jessica is not a very common Totem. Most of her Children are Silver Fangs or Children of Gaia. Jessica is kind and benevolent usually forgiving her Children. Several tribes have excommunicated Jessica's Children from their Packs because Jessica puts more importance on artistic creativity than on Gaia. Her Children are known for doing nothing but paint or do some other artistic pastime. Children of Jessica get three extra pointa in Expression. They also get another two points one at a time per Sept. Ban: Jessica's Children must perform artistically in some way at least 4 times every moon cycle. KING ARTHUR by Kimberlee Simmons Totem of Respect and War Background Cost: 7 All followers (not "children"; his only son betrayed him!) of Arthur the King receive a Dot in melee (sword or klaive), an additional Die on all Soak rolls, and the ability for a single pack member at a time to use Hero's Stand (GoF4) per battle. Also given are the abilities to ride a horse, even into battle, appraise bladed weapons, and a Dot in Etiquitte. They also receive a Dot each of permanent (as long as Arthur is patron of the pack or the character) Renown in Honor and Glory. (all other glory and honor must be earned the hard way). Ban: All followers of King Arthur must embody the modern romanticisized ideals of Chivalry (listed below). Any transgression of this "Code of Chivalry" brings on the immediate knowledge of the error, as well as a nagging conscious-spirit gaffling sent by King Arthur, which will subtly remind the transgressor of his misdeed. No penalties are dispensed, but if the transgressor does not immediately seek to redress his wrong, or commits another transgression before the original was redressed, Arthur will withdraw his support from the entire pack, and will refuse to speak or listen to any pack member, or any agent thereof, until genuine effort is made to right this/these transgression(s). Also, Arthur's followers must treat children of Morgan Le Fey with disdain, as they constantly try to tempt and sideline the good knights. Optional (Gaian Knights) If a group or individual chooses to follow the Olde Code of Chivalry (detailed below), Arthur and his Knights will be mightily pleased! Whoever decides to seriously follow this strict and difficult path, and succeeds, will gain many benefits (Storytellers discression). if, however, one breaks any of these codes after deciding on this path, and does not immediately recognize (no help from Arthur here) and sincerely attempt to redress these errors, the favor of Arthur is forever withdrawn from that individual or group, and s/he (or they) may lose all benefits gained from previously successfully following the Olde Code!!! Gaian Knights have a succeptability to Morgan Le Fey's children, though they try to disdain them (Morgan's children are considered to have an additional Dot in all social attributes, even if this takes them above 5, when dealing with Gaian Knights). Arthur's Code of Chivalry Always keep one's word. Avoid lies. Never kill or attack an unarmed foe. Never harm an innocent. Never torture, for any reason whatsoever. Never kill for pleasure. Always help those in need. Respect authority, the Law, and honor. Never betray a friend. Olde Code of Chivalry (Code of the Gaian Knights): Noble Service, cheerfully rendered. Defense of any charge unto death. Courage and enterprise in obedience to authority. Respect for all peers and equals. Honor to those above your station. Obedience and respect from all beneath your station. Scorn for those who are lowly and ignoble. Military prowess exercised in service to your liege or cause. Courtesy to all ladies. War is the flowering of chivalry. Battle is the test of Manhood. Combat is Glory. Personal Glory above all in Battle. Death to all who oppose the cause. Death before dishonor. Defend lovers, The innocent, and women, and aid them in time of need. Never retreat from combat until weaker allies have done so first. Never overstay your welcome at any place. The arts are the food of the Chivalrous (especially music). Anger blinds; a cool head will win the day. THE LADY by Ryan Tuccinardi Totem of Mystery Background Cost: 3 The Lady is mysterious and silent. She never speaks unless spoken to or if she has something monumental to say. This rarely happens as she usually doesn't consider very many people to be worthy of her secrets. Her Children are usually daughters and often have their true appearances masked by beautiful masks of gold and silver. They wear flashy clothes -- often with a lot of jewelry. Children of the Lady get one point of Subterfuge and Stealth pet Sept. Ban: Children of the Lady may never answer a question with an obvious answer unless absolutely necessary. LUGH LAMHFADA by Kimberlee Simmons Totem of Wisdom Background Cost: 9 Like all Celtic gods, Lugh has his warrior aspects. His children get an extra Dot in melee when using a spear. But Lugh Lamhfada's main "claim to fame" was he is the jack-of-all-trades among the gods. Therefore, all his children gain the background Jack-of-All-Trades (even if Lupus). Lugh is also an aspect of the Celestine Helios (to the Celts he was a sun god, or the sun itself), and thus once a day a single pack member may ask Lugh to bestow the knowledge of the Gifts Kiss of Helios (Ahroun5), or Halo of the Sun (CoG5). Different pack members can use each Gift, but they may only be used once a day each. Ban: Lugh commands his children to keep his festival, Lughnassadh, which is a harvest festival. It is celebrated on August 1st. He demands his children never turn down a challenge, never let any innocent suffer, or let an artist or performer of any talent go without a patron! MANATEE, COW OF THE SEA by Ryan Tuccinardi Totem of Respect Background Cost: 4 Manatee is widely respected by most Garou however; the Get of Fenris and the Red Talons especially think him to be too pacifistic in nature. He does not fight back even when threatened with certain death. Actually, the only thing that can cause him to fight is if Gaia is threatened with death and even then only if he is the only defender nearby. Children of Manatee gets plus two in leadership. They may also breathe underwater, one Child per Sept at a time. Ban: Manatee must never fight unless absolutely necessary. MERLIN THE ENCHANTER by Kimberlee Simmons Totem of Wisdom Background Cost: 6 Merlin gives all his children occult knowledge (+1 dot in Occult), as well as giving them their choice of adding one permanent Dot in any Knowledge skill (up to a maxiumum of 5). Merlin also gives his children the use of the Gifts Sense Magic (Utkena1) or Cocoon (H4) once a day. Merlin's children all age very slowly, and so they have the Merit Longevity. Ban: Merlin decrees that his children must serve leaders. His children must seek out a worthy leader to serve, just as Merlin himself served King Arthur. And they also must not engage in romantic relationships at all (Merlin was done in by Nimue, and he wants his children not to make the same mistake!). Sexual relations are permitted, though frowned upon by most other children of Merlin. MISTLETOE by Ellerby Totem of Cunning Background Cost: 8 Mistletoe is devious and subtle. What starts as a small seed, (perhaps a single ill-fated kiss?) grows to consuming proportions. It grows like a mold, quickly and thinly, and leaves nothing untouched. System: Mistletoe grants +1 to all Manipulation, an additional +2 to Subterfuge, and has a special secret; those who are near Children of Mistletoe tend to become more and more attached to them. Although a brief conversation usually has no effects, any sort of prolonged relationship or affection will begin to grow. (Make up a system for this if you want, I find it more appropriate just to role-play it.) MORGAN LE FAY by Kimberlee Simmons Author's Note I have used, without permission, Amy Luther's new Gift for her revision of the Corax Bete "Fledgling's Promise," renaming it "Morgan's Balm." Amy Luther is the creator of that Gift, not I! It (Amy's Corax Gift) actually inspired this totem, so I had to use it. Totem of Cunning Background Cost: 10 Morgan gives her children ease in using any magic ability (any Gift that calls for a difficulty roll has the difficulty lessened by 1), and Occult knowledge is learned (add a Dot in Occult). All of her children also gain the Merit Animal Magnetism. She also gives her children a new Gift, Morgan's Balm! This Gift is accessible as any other Gift given by a totem (that is, 1 pack member may use it at a time), and it may be learned as a "normal" Gift from Morgan herself, though she is loathe to teach it to any but her own children. Ban: Children of Morgan must strive to test others so that they may be valuable assets to Gaia in her fight! This can take any form (wits, a challenge of wills, gamecraft, trickery, or out-and-out challenges), which will make Morgan's children unpopular with most Garou. Also, due to most people not understanding Morgan's nature as a challenger, who readies the warriors for their destinies with many trials, everytime a child of Morgan gains honor they lose 1/4th of it. Followers of King Arthur will disdain children of Morgan, seeing them as followers of a dishonorable spirit. When the two groups come into contact, Arthur's followers will try to ignore Morgan's children. When dealing with Gaian Knights, Morgan's children gain a temporary raise in all social attributes of +1 each (even if this raises a child of Morgan above 5). This is only in regards to dealing with Arthur's followers, not those who associate with or accompany Arthur's followers. MOSQUITO by Chrisie Mitchell Totem of Cunning Background Cost: 5 Like it's namesake, this totem excells at quick and unobtrusive movements in order to get close enough to it's target to suck it's blood. Bastards of Mosquito gain 2 dots in dexterity, and one dot in dodge. Favored bastards of this totem also gain the gift: Crawling Poison(BotW), due to the diseases the children of this totem are infamous for carrying. Ban: Bastards must subsist on a diet of fresh blood, just as a Vampire. Other Spirals may see this as a sign of weakness, to not be able to devour your enemies. OLD LADY EVERGREEN by Ryan Tuccinardi Totem of Cunning Background Cost: 5 The Old Lady is usually very kind, though she can be cruel if the occasion permits. She teaches survival at all costs. She teaches that her children should not care about happiness, fun, family or anything else -- survival of the individual is most important. She helps her children to survive anything at anytime. All Children of Old Lady Evergreen can talk to evergreen trees during the winter time. They also gain an extra two points in Survival each and for each Sept, a Child will get an automatic success on a Survival Roll. Ban: Children of Old Lady may never give up or admit defeat; they must always continue trying. PIGEON by Ellerby Totem of Wisdom Background Cost: 8 Pigeon adapted to the urban environment almost as quickly as Rat or Cockroach. Plentiful, hardy, and wise, Pigeon takes the city lifestyle to all new heights. Gain +3 Streetwise, +2 Survival, the power of flight when in the Umbra (running speed), and you may learn the gift Adaptation as if it were one of your tribal gifts of one less Level. Ban: Never pass up an opportunity for profit of any kind. SHARK by Ryan Tuccinardi Background Cost: 4 Shark is a Totem that believes in strength but not war and violence. It is peaceful unless provoked which is widely known to be a bad idea. Shark is wise, kind and quiet. He is frequently put into the same category as a Totem of War. This is however, untrue as Shark is neither violent or aggressive. Children of Shark get a minus three to the difficulty any meditation roll. Also, whenever violence is called for Children of Shark are given an extra die in their die pools. Ban: Children of Shark must be strong and kept in good shape all year, however violence must not be used unless necessary. SWALLOW by Ryan Tuccinardi Totem of Cunning Background Cost: 5 Swallow is a traveler, beloved to Silent Striders especially. Rather vain and cruel, he is, however, still dedicated to Gaia and would gladly do just about anything to save her. He is somewhat arrogant, and his Children frequently take after him. Children of Swallow get a point of Perception, Stealth and Navigation upon choosing him. They may also use the Silent Strider Gift Speed of Thought once per day for the entire Sept. Ban: Never admit inferiority to any other being that is not above the rank of Jaggling. SWAN by Ryan Tuccinardi Totem of Beauty Background Cost: 7 Swan is beautiful and kind. He is vain, though not uncaring. The Children of Swan are graceful and elegant, often dressing in pure white with white feathers and other trimmings. Swan has a soft spot for the underdog, he believes in the importance of internal beauty as much as external. Children of Swan get an extra dot in Appearance, Charisma, Expression, Dance, Stealth, Style and Etiquette upon choosing him. In addition, each Sept gets an additional skill level in each of these to devote upon one of its followers, permanently once per year. Children of Swan may spend a willpower point to make a botch succeed in any of these areas. Ban: Children of Swan must remain beautiful at all times, both inside and out. VULTURE TOTEM by Eric VanDycke "Sit down children, and let me tell you the tale of a student of mine, he was Corax, like some of you. His name was Shadow-Under- Stars. This story begins with him recieving a dream-quest that sent him on a dangerous mission in the spirit-world. He was searching for the feathered coat of raven. He searched far and wide for this object, his journey was filled with much danger. He battled lone banes in distant hellholes and searched the aetherial realm for months at a time, he battled the stone-skinned-ones, and ended up sending their most powerful shaman back into the wheel of life after a sky-battle that nearly left him dead. As he kneeled next to the dead body of the shaman he saw several strange scars on the chest of the man. Immediatly he knew that they held powerfull spirits, he felt it in his heart that they deserved to be free from the shaman's body. For two days he chanted to the totem-fathers of raven and owl to grant him the power to rip the poor spirits from the body of the shaman. In a rare visitation, owl came to him and granted him the wisdom to help the spirits that were trapped in the shaman's dead skin. He chanted and burned tabbacco, with a single talon, he tore the flesh and released the spirits. He was supprised when two small vulture spirits appeared from the wounds. They stared at him for nearly a day, finaly he got the nerve to speak to them. "Vulture-fathers, why do you stare at me?" he asked "We wish to remember the face of the one that let the vultures live on, we are the last two of our kind, for no one speaks praise of our father, Vulture," they said in unison "I will speak praise of him, if he deams me worthy" From behind the kneeling Corax came a voice, and a hand was laid on his shoulder. "You are worthy, my child, wear this feather with pride, and speak my name with reverence, so that my children may populate the skys once more," said the man that stood behind Shadow-Under-Stars. The man was dressed in a black feathered kilt, his red painted bald head was held high with pride and respect. "Go now, and continue your quest, for another of the feather needs yor help." "and so he left, he the story ends" "remember children when you see vulture in the sky, speak a word of praise so that his children will once again soar through the spirit-world's skys. VULTURE Totem of Respect Background Cost: 5 Vulture is the caller of the sun, he to which all birds owe their feathers, and he who holds his bald head high as a show of honor and reverence. He aids his children by teaching them Survival 3 and a point of permanant willpower. Each child of Vulture gains a one time bonus of +100 honor. One time a Year the children can call on Vulture to aid them in some way, similar to the Metis gift: totem gift (lv5). Ban: During the new moon phase, the child must do a five-hour ritual ceremony where he gives a gnosis point to father Vulture (Not permanant). Also, the child must dedicate part of every meal to Vulture by casting the food into the fire, where it travels in the form of smoke to Vulture.