Nuwisha

## Traits

Nuwisha regenerate and soak damage as werewolves do, but do not suffer aggravated damage or Gnosis loss from silver.

Nuwisha do not normally possess Rage, and cannot frenzy.

Nuwisha gain Renown for Glory and Wisdom much like Garou. However, they gain no Renown for Honor and use Humor instead. They base Humor Renown upon originality and ingenuity, as well as how appropriate a prank was for the lesson being taught to the victim. Nuwisha gain rank in the same manner as Ragabash.

## Totems

While all Nuwisha are children of Coyote, they also know that there’s more than one way to be a trickster. Every werecoyote takes a personal totem that defines their life and their relation to Coyote. Players can use freebie points to buy the required Totem Background for those that cost more than five dots. Nuwisha who change Totem, whether through choosing a different face of Coyote or because Oghma chooses them during the story, must pay for any required increase in Totem dots with experience points.

Nuwisha use the name of their totem when speaking with other Nuwisha; a werecoyote named Steps-Lightly who follows Raven would be called Raven Steps-Lightly among her own kind and Steps-Lightly by other shapeshifters. The following nine are the most common aspects of Coyote that Nuwisha take as totems.

### Chung Kuel

**Background Cost:** 6

A spirit of luck, and particularly of bad luck. Nuwisha that follow Chung Kuel fight the Wyrm by causing a host of small and large problems (that all seem like chance) to befall their enemies.

**Individual Traits:** Chung Kuel’s followers can cast bad luck on targets that deserve to suffer. Once per story (not necessarily at the player’s request), the Storyteller rolls a single die. On a 1, nothing happens. On a 2-9, something minor inconveniences the target of the Chung Kuel’s attention. Rolling a 10 means almost certain disaster for Nuwisha’s focus as chance turns against him. The Storyteller and the Nuwisha’s player should work together to determine the exact results. Followers also add two dice to all Stealth and Subterfuge dice pools.

**Ban:** Followers can only use their abilities against those who knowingly follow the Wyrm.

### Kishijoten

**Background Cost:** 4

A spirit of gentleness and healing, Kishijoten’s Nuwisha use humor to bring comfort to their allies, while listening and offering quiet advice. Many Nuwisha consider this the most difficult face of Coyote to follow because doing so demands great patience and kindness.

**Individual Traits:** Followers gain one extra Bruised Health Level and add two dice to Medicine dice pools.

**Ban:** Followers must always stop to help the injured, but need not aid followers of the Wyrm.

### Kokopelli

**Background Cost:** 4

A spirit of celebration, joy, and fertility, Nuwisha who follow Kokopelli enjoy themselves to their utmost and encourage their fellows and allies to do the same.

**Individual Traits:** Followers gain a dot of Stamina and add two dice to Performance rolls when playing musical instruments.

**Ban:** Nuwisha who follow this totem can never strike anyone in anger.

### Loki

**Background Cost:** 7

The Liesmith is a spirit of war who believes the best lessons are written in blood. While most Nuwisha prefer to hang back when others charge into battle, followers of Loki leap to the forefront of combat, taking as much joy in bloodshed and mayhem as a Get of Fenris.

**Individual Traits:** Loki grants his followers one additional Bruised Health Level and an extra dot of any one Physical Attribute, which can increase the Attribute above 5.

**Ban:** Followers must always accept formal challenges to combat, even from the Wyrm. They must also offer their kills as sacrifices to Loki.

### Oghma

**Background Cost:** 8 *(not available during character creation)*

A bard and scholar, Nuwisha who follow this face of Coyote carry the memories and stories of their Breed with them, and teach by gently humiliating those who refuse to learn by other means. Nuwisha cannot choose to follow Oghma — he chooses them when he deems them worthy.

**Individual Traits:** Followers can use an additional 5 points of Willpower every story. When in a formal contest to teach another individual humility, they can gain either five temporary dots spread amongst their Mental Attributes or four temporary dots spread amongst their Physical Attributes. The distribution of those dots can change in each contest.

**Ban:** Followers of Oghma can never strike another in anger.

### Ptah

**Background Cost:** 5

A spirit of wisdom, mysteries, and mystical travel. All Umbral Dansers follow Ptah (save those few chosen by Oghma), and so he is by far the most popular of the faces of Coyote.

**Individual Traits:** Followers reduce the difficulty of passing through the Gauntlet by 3 (to a minimum of 3). Only Nuwisha who follow Ptah are capable of performing the Rite of Dansing. Followers may use the Gift: Sense Wyrm freely while in the Umbra, and, while there, age at a fraction of their normal rate.

**Ban:** Ptah asks that his followers defend the stars from all that would cause them harm.

### Raven

**Background Cost:** 5

A knowledgeable and watchful spirit, Raven’s followers are careful observers who spend much time with the Garou, frequently walking among them as one of their own. They council and guide Gaia’s warriors, often without the werewolves knowing where the wisdom truly comes from.

**Individual Traits:** Followers gain two dots of Enigmas and dot of Subterfuge. The Corax offer welcome and hospitality to Raven’s children.

**Ban:** Raven asks that his children never carry wealth; they must trust that Raven will provide for them.

### Ti Malice

**Background Cost:** 4

A spirit of lying, theft, and treachery. Many of Ti Malice’s followers go into business to wreck harmful corporations, and ensure that making a living in ways that serve the Wyrm becomes increasingly difficult.

**Individual Traits:** Ti Malice adds two dice to all Manipulation and Enigmas dice pools.

**Ban:** Followers must show no mercy to the weak, especially in business deals.

### Xochipilli

**Background Cost:** 5

A spirit of chance and especially of risk, Nuwisha who follow this totem take great joy in risking almost certain death and living to tell the tale. Even many werecoyotes consider those who follow Xochipilli to be insane.

**Individual Traits:** Followers gain three dots of Survival. Xochipilli also grants five soak dice when performing outrageous and exceedingly dangerous stunts. This special ability only works when the odds are very much against the Nuwisha surviving the encounter. Optionally, Storytellers may simply state the follower survived, but was badly injured by an event that would have obviously killed anyone else.

**Ban:** Followers can never turn away from a dare, even one that seems suicidal.

## Breeds

The Nuwisha have two breeds, homid and latrani (coyote-born).

### Homid

While growing up, most homid werecoyotes were clowns, show-offs, or eccentrics. Instead of trauma and bloodshed, their First Change often involves a sudden understanding of how much more fun they can now have. Thankfully, this is quickly followed by the realization that their fun with comes a responsibility to teach and to make their pranks meaningful.

***Beginning Gnosis:*** 1

***Starting Gifts:*** Persuasion, Master of Fire, Smell of Man

### Latrani

Just as coyotes are far more common than wolves in North America, latrani are considerably more common than lupus Garou. Like all of their species, latrani grow up curious and playful. Often their First Change occurs just as the consequences of their curiosity is about to catch up with them.

***Beginning Gnosis:*** 5

***Starting Gifts:*** Hare’s Leap, Heightened Senses, Prey Mind

## Auspices

Due to an ancient trick that Coyote played on Luna, she sees all werecoyotes as though they were Ragabash Garou. As such, they can learn Ragabash Gifts, and increase in rank as though they were Ragabash Garou, with Humor replacing Honor.