From: holmes@mentor.cc.purdue.edu (Keith Harris)
Newsgroups: rec.games.frp.misc
Subject: SRUN: Australian Outlook, Totems-
Summary: -just a bit more...
Keywords: Shadowrun, SR, SRUN, SHADOWRUN
Date: 27 Jul 92 15:54:57 GMT
Organization: the Followers of Geeker's Path


->>[Here are few extra totems that we dug around with.  Lizard isn't included,
  and I also added which ones also came from African Origin...]<<
    -Shivowtnoeh

  Totemic Identification       -Dingo-      (Australian)

  Characteristics      : Dingo is the one of the great plains wanderers.  He
       is similar to the western worlds "coyote" in many ways, though he is
       not as transient in his nature.  Dingo is protective of his own, and
       will defend his kin, but not necessarily to the point of death.  He
       also is not bound to anything, except perhaps his word.

  Environment          : Plains and/or Prairie

  Advantages           : +2 Dice to Detection and Health Spells.  +2 Dice
       for Conjuring Prairie Spirits.

  Disadvantages        : Dingo is often considered to be a coward by others
       around him.  If given the opportunity, he will opt for retreat, so 
       as to deal with the situation from a better vantage point.  He is not
       a coward in the true sense of the word, but is often misunderstood
       by others.  A Dingo Shaman must make a willpower test with a target
       of 4 to remain in a given position/situation, or else he pull back
       to get a potentially better advantage.  Dingo is also easily tricked
       and/or manipulated by others.  He suffers a -2 to all his negotiation
       attempts, IF the other party is attempting to "pull the wool" over
       him.

  Totemic Identification       -Wild Dog-   (African)

  Characteristics      : The comparison to the western world's WOLF totem
      has been made repeatedly in the past.  Wild Dog is a very pack oriented
      creature, and will usually operate within a pack like environment.
      Do not underestimate him however, for he is capable of independence
      if left to himself.

  Environment          : Any Land, not inhabited by Man

  Advantages           : +2 Dice to Combat and Detection Spells.  +2 Dice
      to Conjuring Spirits of Land (not Desert).

  Disadvantages        : A Shaman of Wild Dog will prefer to work in a group
      environment, and in fact gains a "moral boost" when doing so.  All his
      spellcraft (Conjuring, Sorcery, and Theory) gains a +1 to the die roll
      in question (5's are 6's, etc...).  However, if left to himself, he
      often flounders somewhat, thus lowering his moral standing with himself
      (lower ALL target numbers, mundane or not, by 1).

  Totemic Identification       -Koala-      (Australian)

  Characteristics      : Koala is NOT a fighter, though she is quite capable
      of defending herself and her kin.  Her affinity for nature has allowed
      her to remain in touch with the natural balance of life, and indeed is
      the most powerful of the known Totemic Healers.  If cornered, she will
      retreat to the safety of the trees, and remain there until the danger
      has passed.

  Environment          : Any Land

  Advantages           : +3 Dice to all Health Spells AND +1 to all Health
      spell die rolls.  +2 Dice to Conjuring Spirits of Sky and Waters.

  Disadvantages        : Koala is not a fighter.  A Shaman of this totem
      will often try and find peacable solutions to any situation.  They
      also abhore violence in any form, thus ALL combat related actions
      suffer a -3 penalty to the die roll (firearms, gunnery, armed or 
      unarmed combat, spells, etc.).  This penalty is NOT incurred when
      defending themselves or another being.  In fact, if defending another
      or themselves, they get a +1 to all their die rolls (mundane or not).

  [GM's Note- An Initiate of the Koala Totem has all the numbers for his/her
   advantages modified by grade.  Thus, a grade 4 Koala Shaman would have
   +7 dice to all Health spells, and a +5 to all health spell die rolls.
   Their defense ability however is NOT modified, so no the Grade 4 does
   not get to add +5 to all their defense die rolls.]

  Totemic Identification      -Ant Eater-     (Australian & African)

  Characteristics       : Ant Eater, or Snout Tongue, is the great ravager
       of the insect world.  He is also one of the most purposeful totems
       of the Sixth World.  He is naturally inquisitive, and often can
       sniff out trouble, or those in trouble, with little difficulty.

  Environment           : Any Land

  Advantages            : +2 Dice to Detection and Manipulation Spells.
      +2 Dice to Conjuring Spirits of Land (not desert).

  Disadvantages         : Ant Eater is often slow to thinking and often times
      very stubborn.  A Shaman of this totem requires a willpower test with
      a target of 4 to break off from his current action, be it attacking
      reading a book, swimming, etc...  It is an unresisted test however,
      making it a little more "merciful" on the Shaman in question.  He
      also is always looking for a meal, and will VERY rarely turn down an
      offer to eat, of any kind (same willpower test above to avoid or turn
      down the offer).

  [GM's Note- Ant Eater has an additional set of advantages as well.  He is
   a MAJOR opponent of Insect Spirits of all kinds.  He gains an additional
   +1 modifier to his die rolls in ALL actions against any insect form, as
   well as against Spider and her related machinations.  This includes 
   resistance tests against ALL attacks, as well as ALL attacks made against
   an "insect form."  This number however is NOT cumulative with the effects
   of Initiate Grade.]

  Totemic Identification         -the Rainbow Serpent- (Australian & African)

  Characteristics      : The Rainbow Serpent is the bearer of the Earth
       Spirit and Keeper of its Lifewaters.  He controls the power of the
       earth itself, and always communes with its deepest spirits.  He has
       control of his surroundings and the surroundings of others.

  Philosophy           : The Rainbow Serpent knows that in time, all things
       are possible.  He has great patience and will NEVER enter a situation
       without first investigating it thoroughly.  He is an ageless creature
       and views all things as younger than himself.  He is never caught by
       surprise twice by ANYTHING.  If someone or something manages to do so
       he will study it in great detail, then continue onward with his
       existence.

  Environment          : Anywhere not inhabited by Man

  Advantages           : +3 Dice to ALL Spellcraft (Sorcery, Conjuring, 
       Enchanting, Thoery, etc.).  They also get DOUBLE their Intelligence
       and Grade attributes (if any) for purposes of Astral Projection and
       Astral Pools (not Astral Quickness however).  They also get DOUBLE
       their standard dice pool when dealing with Spirits of ANY kind.

       [GM's Note- the bonuses a Shaman gets when dealing with spirits on
	the Astral and Metaplanes ARE CUMULATIVE.]

  Disadvantages        : A Shaman of the Rainbow Serpent is not going to 
       rush anything in their lives.  They view quality over productivity
       in all things.  They never rush studying, enchanting, or spellcraft
       in any way.  Thus, they will not learn any Increase variation of
       Health spell, and in fact view such sorcery as "cheating."  Though
       they do get the time reduction bonuses for casting permanent spells,
       such as a Healing spell, they do not view it particularly necessary
       except in the preservation of life.  They do not accept any means of
       "short cuts" and will usually walk EVERYWHERE they go.  They only
       rarely invoke the Spiritual Power of Movement, except where the 
       necessity of another is required.  A Shaman of the Rainbow Serpent
       will not wish to aquire any reduction in Karmic expenditure for
       purposes of Initiate advancement, though group reductions are still
       permitted as it is considered wise to learn from the experience of
       another.

  Additional Notes    : If a Shaman of the Rainbow Serpent were to attain
       Grade 9 or higher, they will cease to physically age.  They can still
       be killed by normal means, they will simply no longer suffer the
       effects of time (reduction in attributes if any, mental failures, etc.)
       Concerning the effects of success vs. reduction of time.  A Shaman
       of this category will not spend Karma to reduce the effects of time,
       though they do get the standard modifiers to reduction do to level of
       success (say enchanting a focus, they get 4 success, thus reducing the
       base time appropriately).

  Rainbow Shamans and the MDI Manifestations-

     An additional note of interest here is required.  For some reason the
  Rainbow Snake Shaman's are immune to the malign effects of MDI storm 
  manifestations.  They cannot control them any better than the next person,
  that is to say no one can, but they are just not effected by them.  The
  high winds do not bother them any more than a breeze might, lightning
  that may strike them simply "washes" over them harmlessly, etc...  If a
  Rainbow Shaman were to be within an object and/or structure that is being
  subjected to the effects however, then they could be effected as a result
  of the object/structures exposure to the storm.

     They NEVER suffer the negative side effects of malign background count,
  either in a Manastorm or anywhere else on the globe.  Toxic Spirits and
  Toxic Shamans to them are the ultimate in disease however, and will result
  in an immediate reaction, usually the destruction and/or cleansing of the
  poisoned subject.  There apparently  CANNOT be a Toxic Shaman of this
  Totemic variant either.  The one historical record that mentions where a
  shaman of this variety was going to the "poisoner side" state that the
  individual was struck down by a suddenly arrising MDI manifestation.  It
  is uncertain as to the cause of this, but definitely lends respect to the
  class of individual.


  Totemic Identification       -Dingo-      (Australian)

  Characteristics      : Dingo is the one of the great plains wanderers.  He
       is similar to the western worlds "coyote" in many ways, though he is
       not as transient in his nature.  Dingo is protective of his own, and
       will defend his kin, but not necessarily to the point of death.  He
       also is not bound to anything, except perhaps his word.

  Environment          : Plains and/or Prairie

  Advantages           : +2 Dice to Detection and Health Spells.  +2 Dice
       for Conjuring Prairie Spirits.

  Disadvantages        : Dingo is often considered to be a coward by others
       around him.  If given the opportunity, he will opt for retreat, so 
       as to deal with the situation from a better vantage point.  He is not
       a coward in the true sense of the word, but is often misunderstood
       by others.  A Dingo Shaman must make a willpower test with a target
       of 4 to remain in a given position/situation, or else he pull back
       to get a potentially better advantage.  Dingo is also easily tricked
       and/or manipulated by others.  He suffers a -2 to all his negotiation
       attempts, IF the other party is attempting to "pull the wool" over
       him.

  Totemic Identification       -Wild Dog-   (African)

  Characteristics      : The comparison to the western world's WOLF totem
      has been made repeatedly in the past.  Wild Dog is a very pack oriented
      creature, and will usually operate within a pack like environment.
      Do not underestimate him however, for he is capable of independence
      if left to himself.

  Environment          : Any Land, not inhabited by Man

  Advantages           : +2 Dice to Combat and Detection Spells.  +2 Dice
      to Conjuring Spirits of Land (not Desert).

  Disadvantages        : A Shaman of Wild Dog will prefer to work in a group
      environment, and in fact gains a "moral boost" when doing so.  All his
      spellcraft (Conjuring, Sorcery, and Theory) gains a +1 to the die roll
      in question (5's are 6's, etc...).  However, if left to himself, he
      often flounders somewhat, thus lowering his moral standing with himself
      (lower ALL target numbers, mundane or not, by 1).

  Totemic Identification       -Koala-      (Australian)

  Characteristics      : Koala is NOT a fighter, though she is quite capable
      of defending herself and her kin.  Her affinity for nature has allowed
      her to remain in touch with the natural balance of life, and indeed is
      the most powerful of the known Totemic Healers.  If cornered, she will
      retreat to the safety of the trees, and remain there until the danger
      has passed.

  Environment          : Any Land

  Advantages           : +3 Dice to all Health Spells AND +1 to all Health
      spell die rolls.  +2 Dice to Conjuring Spirits of Sky and Waters.

  Disadvantages        : Koala is not a fighter.  A Shaman of this totem
      will often try and find peacable solutions to any situation.  They
      also abhore violence in any form, thus ALL combat related actions
      suffer a -3 penalty to the die roll (firearms, gunnery, armed or 
      unarmed combat, spells, etc.).  This penalty is NOT incurred when
      defending themselves or another being.  In fact, if defending another
      or themselves, they get a +1 to all their die rolls (mundane or not).

  [GM's Note- An Initiate of the Koala Totem has all the numbers for his/her
   advantages modified by grade.  Thus, a grade 4 Koala Shaman would have
   +7 dice to all Health spells, and a +5 to all health spell die rolls.
   Their defense ability however is NOT modified, so no the Grade 4 does
   not get to add +5 to all their defense die rolls.]

  Totemic Identification      -Ant Eater-     (Australian & African)

  Characteristics       : Ant Eater, or Snout Tongue, is the great ravager
       of the insect world.  He is also one of the most purposeful totems
       of the Sixth World.  He is naturally inquisitive, and often can
       sniff out trouble, or those in trouble, with little difficulty.

  Environment           : Any Land

  Advantages            : +2 Dice to Detection and Manipulation Spells.
      +2 Dice to Conjuring Spirits of Land (not desert).

  Disadvantages         : Ant Eater is often slow to thinking and often times
      very stubborn.  A Shaman of this totem requires a willpower test with
      a target of 4 to break off from his current action, be it attacking
      reading a book, swimming, etc...  It is an unresisted test however,
      making it a little more "merciful" on the Shaman in question.  He
      also is always looking for a meal, and will VERY rarely turn down an
      offer to eat, of any kind (same willpower test above to avoid or turn
      down the offer).

  [GM's Note- Ant Eater has an additional set of advantages as well.  He is
   a MAJOR opponent of Insect Spirits of all kinds.  He gains an additional
   +1 modifier to his die rolls in ALL actions against any insect form, as
   well as against Spider and her related machinations.  This includes 
   resistance tests against ALL attacks, as well as ALL attacks made against
   an "insect form."  This number however is NOT cumulative with the effects
   of Initiate Grade.]

  Totemic Identification         -the Rainbow Serpent- (Australian & African)

  Characteristics      : The Rainbow Serpent is the bearer of the Earth
       Spirit and Keeper of its Lifewaters.  He controls the power of the
       earth itself, and always communes with its deepest spirits.  He has
       control of his surroundings and the surroundings of others.

  Philosophy           : The Rainbow Serpent knows that in time, all things
       are possible.  He has great patience and will NEVER enter a situation
       without first investigating it thoroughly.  He is an ageless creature
       and views all things as younger than himself.  He is never caught by
       surprise twice by ANYTHING.  If someone or something manages to do so
       he will study it in great detail, then continue onward with his
       existence.

  Environment          : Anywhere not inhabited by Man

  Advantages           : +3 Dice to ALL Spellcraft (Sorcery, Conjuring, 
       Enchanting, Thoery, etc.).  They also get DOUBLE their Intelligence
       and Grade attributes (if any) for purposes of Astral Projection and
       Astral Pools (not Astral Quickness however).  They also get DOUBLE
       their standard dice pool when dealing with Spirits of ANY kind.

       [GM's Note- the bonuses a Shaman gets when dealing with spirits on
	the Astral and Metaplanes ARE CUMULATIVE.]

  Disadvantages        : A Shaman of the Rainbow Serpent is not going to 
       rush anything in their lives.  They view quality over productivity
       in all things.  They never rush studying, enchanting, or spellcraft
       in any way.  Thus, they will not learn any Increase variation of
       Health spell, and in fact view such sorcery as "cheating."  Though
       they do get the time reduction bonuses for casting permanent spells,
       such as a Healing spell, they do not view it particularly necessary
       except in the preservation of life.  They do not accept any means of
       "short cuts" and will usually walk EVERYWHERE they go.  They only
       rarely invoke the Spiritual Power of Movement, except where the 
       necessity of another is required.  A Shaman of the Rainbow Serpent
       will not wish to aquire any reduction in Karmic expenditure for
       purposes of Initiate advancement, though group reductions are still
       permitted as it is considered wise to learn from the experience of
       another.

  Additional Notes    : If a Shaman of the Rainbow Serpent were to attain
       Grade 9 or higher, they will cease to physically age.  They can still
       be killed by normal means, they will simply no longer suffer the
       effects of time (reduction in attributes if any, mental failures, etc.)
       Concerning the effects of success vs. reduction of time.  A Shaman
       of this category will not spend Karma to reduce the effects of time,
       though they do get the standard modifiers to reduction do to level of
       success (say enchanting a focus, they get 4 success, thus reducing the
       base time appropriately).

  Rainbow Shamans and the MDI Manifestations-

     An additional note of interest here is required.  For some reason the
  Rainbow Snake Shaman's are immune to the malign effects of MDI storm 
  manifestations.  They cannot control them any better than the next person,
  that is to say no one can, but they are just not effected by them.  The
  high winds do not bother them any more than a breeze might, lightning
  that may strike them simply "washes" over them harmlessly, etc...  If a
  Rainbow Shaman were to be within an object and/or structure that is being
  subjected to the effects however, then they could be effected as a result
  of the object/structures exposure to the storm.

     They NEVER suffer the negative side effects of malign background count,
  either in a Manastorm or anywhere else on the globe.  Toxic Spirits and
  Toxic Shamans to them are the ultimate in disease however, and will result
  in an immediate reaction, usually the destruction and/or cleansing of the
  poisoned subject.  There apparently  CANNOT be a Toxic Shaman of this
  Totemic variant either.  The one historical record that mentions where a
  shaman of this variety was going to the "poisoner side" state that the
  individual was struck down by a suddenly arrising MDI manifestation.  It
  is uncertain as to the cause of this, but definitely lends respect to the
  class of individual.