Totems (Werewolf)

Totem is a Background that applies directly to the character’s pack, rather than the individual. Unlike other pooled Backgrounds, the pack spends all of the points that members have invested in this Trait to determine their totem’s power.

Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. In addition to their Totem bonuses, all beginning totems have a base of eight points to divide among Rage, Willpower, and Gnosis. The totem also begins with the Airt Sense and Re-form Charms. Apart from bestowing power, totems start out somewhat aloof from the pack, and they have little influence among spirits, unless the players buy a closer connection with Background points. With time, roleplaying, and experience points, pack totems can grow in power as their pack grows in Rank and influence. Some totems can even become the totems of whole septs or — in legendary circumstances — even tribes.

Most of the powers that totems bestow are available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming that she doesn’t keep it). After spending the initial cost of the totem, the players can spend any remaining Background points to add to the totem’s strength and abilities.

Totem Point Cost
 1
 1
 2
 2
 2
 3
 4
 5

The listed cost is in Background points, which can be bought through experience at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member joins the pack, or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.

## Totems of Respect

As spirits representative of virtue and honor, werewolves look to these grand spirits for advice on leadership and diplomacy. Some of the greatest Garou leaders have followed totems of respect.

### The American Dream

**Source:** Tribebook: Bone Gnawers, Revised, p.83; Bone Gnawers Tribebook, p.45; Fianna Tribebook, p.51

(**Note:** Fianna Tribebook describes the American Dream as a totem of Wisdom instead of Respect. Whether this is an editing error or the Fianna truly acknowledge the American Dream as a totem of Wisdom is unknown.)

**Background Cost:** 3

The American Dream isn’t dead – it’s just been lost. Followers of this totem quest to find it, sometimes by reliving quintessentially American experiences. For a while, only Garou born in the 50s and 60s could dedicate themselves to the Dream, but thanks to an epic quest by a few Bone Gnawers, a new generation has discovered it again.

For the vast majority of the denizens of the World of Darkness, the American Dream is just that – a dream. The future is bleak, the world holds little hope and suffering is commonplace. Especially in the slums, backwaters and inner city hellholes that many Bone Gnawers frequent, America is a dying nation that’s neglected its own citizens. As amazing as it may seem, followers of the American Dream are still optimistic about the world around them. With the help of their totem spirit, they seek out the few basically good people left in the world and fight to help and protect them.

After a pack dedicates itself to the American Dream, they rarely see their totem spirit – until it’s needed, that is. Incarnations of the Dream wait until the best possible moment to show up with a bit of advice, a handout or a helping hand. However, the Dream always appears in disguise, usually as an American citizen. Garou without much Gnosis have trouble recognizing a manifestation of this spirit when it’s nearby. Accordingly, they initially treat every stranger they meet with respect, since any of them may be an avatar of their Incarna. Most of the time, the world around them is a bleak and dismal place, but there’s always a chance that help will show up when it’s least expected.

Garou known for their sagacious wisdom and considerable Gnosis report seeing a wide array of personas for their totem spirit. These appearances always correspond to people who represent the American Dream or America at its finest (at least, from the Storyteller’s view). For instance, it might appear as an All-American Athlete, a young child eager for her first day of school, an elderly black man who can recall every detail of the civil rights movement, or just an average Joe on a coffee break at a construction site.

For Garou who rely on Gnosis too much – typically by spending too much time in the Umbra or away from the company of other Garou – these visions appear to be surreal. Some of the most disturbing visions involve the Dream as it appeared in the 1950s, whether that’s a fresh-faced young housewife, a gee-whiz teenager or a suburban Dad in his smoking jacket with a pipe full of tobacco. (Gosh!) Fortunately, only followers of the American Dream can see its more surreal manifestations, and even then, only when they have been overpowered by the maddening influence of the Wyld.

As a controversial totem, the American Dream has staunch allies and dedicated enemies. American Silver Fangs, Glass Walkers and Bone Gnawers gain 5 temporary Honor when they ally with this totem. Other non-American Garou, especially European Silver Fangs and Shadow Lords, lose 5 temporary Honor instead when they ally with the American Dream and are immediately marked as troublemakers.

**Individual** **Traits:** As long as a follower of the Dream is in the good ol’ U.S. of A, he will *never* get lost. (This cancels out any Gift, rite or other supernatural ability that causes Garou to “get lost,” as defined by the Storyteller.) Even when the Garou is traveling abroad, certain other Americans will make an extra effort to help him. Sometimes these are merely manifestations or incarnations of the American Dream; sometimes they’re actually humans with a great deal of sympathy for its ideals. Every session, the Storyteller should hide one character in the story that is actually the manifestation of the pack’s totem spirit. That one person may offer help at a critical time, but only if he is asked, recognized or treated with respect. The game stats for this manifestation are the stats for the pack’s totem spirit.

        The pack can actively look for the totem spirit, but this requires the pack members to meditate for a few rounds before rolling their temporary Gnosis. Homids need three successes on a Gnosis roll (difficulty 6) to recognize an incarnation of the Dream. As outsiders to human culture, metis and lupus Garou have a tougher time recognizing it (difficulty 8). A character cannot try more than one “recognition” roll per scene to identify his totem spirit. This benefit is purely at the Storyteller’s discretion; it should save the pack from difficulties or inconvenience no more than once per game session. Dreamer packs tend to treat all humans they meet with respect, just to be sure.

**Pack** **Traits:** As a major benefit, Dreamer packs get Athletics +2 and Empathy +2. (At the Storyteller’s discretion, the Athletics bonus may not apply to sports like hockey and soccer and the Empathy bonus may not apply to anyone who is not an American.) As a minor benefit, for any Social-based dice pool for interaction with American “officials,” reduce the difficulty by 3. This includes confrontations with police, public servants, bureaucrats, public officials or government figures. Anyone who has sworn an oath to uphold the U.S. Constitution also applies.

**Ban:** Followers of the Dream must accept that their totem spirit cannot always be with them. The chance of it manifesting depends on how fervently the pack upholds the nation’s dreams and ideals, no matter how they interpret them. As a result, most American Dreamers are patriots, crusaders and idealists. Even in their native land, many find these traits annoying at best, and foolish at worst. If the pack does not display them, the totem spirit will not manifest.

        In addition, when traveling abroad, followers of the Dream cannot help but openly exhibit the worst tendencies of Americans. They speak loudly and coarsely, insist that everything back home is better than what they can find while traveling and have a tendency to debate the merits of American culture, foreign policy and military action. When a follower of the Dream deals with people from other countries, increase the difficulty for all of the “ugly American’s” Social-based dice pools by 1.

### Bison

**Source:** Werewolf Players Guide 2nd Ed., p.120; Players Guide to Garou Revised, p.135

**Background Cost:** 5

Held in high esteem by many Native American tribes, Bison is both calm and warlike, serene yet determined. Garou adopted by Bison admire their spirit father for his methodical logic, stubborn survival and willful war skills. As an American totem, he most commonly adopts Uktena and Wendigo packs.

**Individual** **Traits:**  Bison offers his children 1 temporary Honor.

**Pack** **Traits:** +1 Animal Ken, +1 Enigmas and +2 Survival. In addition, they may draw upon three extra Willpower points.

**Ban:** Bison’s children must not be wasteful and must always use part of something they kill to a practical purpose. (In the case of Black Spiral Dancers and other such enemies, the possessions of one’s kill may suffice.)

### Caribou

**Source:** Tribebook: Wendigo, Revised, p.79

**Background Cost:** 4

**Pack** **Traits:** Caribou provides for both man and wolf, in the bounty of her flesh, the strength of her sinew, the warmth of her fur and the soundness of her bones. Not a piece of Caribou should ever be wasted, the entirety of her body sacrificed to continuing the life of Gaia’s creatures. Caribou can give a pack +2 to Survival rolls, aiding a pack or a Garou in finding shelter, food, tracks or safety.

**Ban:** Caribou requires that her children must never harm a baby human or animal, a defenseless child or a pregnant creature.

### Chhi-Lin

**Source:** Stargazer Tribebook, p.53

**Background Cost:** 6

Chhi-Lin is a divine creature from the True Gaia Realm who appears in the world only when and where virtue has consecrated an area, usually through the wise rule of a king or guardianship of a caern. Chhi-Lin’s very presence purifies the region in which he appears, although he cannot appear near Wyrm toxins. Usually, Chhi-Lin must be sought out in dreams.

**Individual Traits:** Each pack member gains +1 Charisma and one temporary point of Honor.

**Pack** **Traits:** Packs chosen by Chhi-Lin can call upon five Willpower points per story.

**Ban:** Children of Chhi-Lin must purify and cleanse themselves daily, performing a Rite of Cleansing no less than once per week.

### Digital Eye

**Source:** Players Guide to Garou Revised, p.135

**Background Cost:** 6

Some call him “The God in the Machine,” others more derisively “Big Brother,” but he has always preferred to be known as Digital Eye. A powerful spirit that no one has seen personally, Digital Eye may well have existed as long as the earliest computers; it is only in the modern age of wide-area networks that he has grown in power enough to sponsor packs. Digital Eye believes in total equality through total honesty; secrets hold power and only by obliterating that power can any sort of level playing field be established. As such, Digital Eye is still seen as a maverick totem, even among the Glass Walkers, many of whom object to him on privacy grounds. Others, however, feel that the strength he brings outweighs such concerns.

**Individual Traits:** Digital Eye knows that not all secrets are available in digital form and thus teaches his children the Gift**:** Blur of the Milky Eye. For all those secrets that are available in digital form, however, Digital Eye offers each of his children +3 Computers and +3 Security. Glass Walkers affiliated with Digital Eye receive 1 temporary Honor, but all others lose 1 temporary Honor.

**Ban:** Digital Eye only communicates through computers, either visually on screens or aurally through speakers. As such, he is unable to confer any of his blessings if his child is not carrying at least a palm top computer. In addition, none of his children may hold back any secrets from anyone who is not of the Wyrm. He does, however, make an exception for the Litany tenet “The Veil Shall Not Be Lifted.”

### Elk

**Source:** White Howlers Tribebook, p.72

**Background Cost:** 5

Elk is built to bear the heavy burden of its antler crown, just as lawgivers must bear the weight of their duties as judges and arbiters, and to both, balance is vital. Elk teaches his followers to think carefully and thoroughly before taking actions or making judgment.

**Modern Times:** Cautious Elk was weakened by the corruption of those he had given his patronage to. Now, he rarely is convinced to serve as a Totem to Garou, fearing another betrayal.

**Individual Traits:** Those who follow Elk gain a point of Honor Renown and gain two extra dice to any Investigation rolls regarding ferreting out the truth.

**Pack Traits:** Packs that follow Elk can call on three dots of Law and three dots of Investigation per story. As well, those of the Philodox auspice are well disposed to them.

**Ban:** Elk requires that its followers never refuse to listen to both sides of any argument.

### Falcon

**Source:** Werewolf 20, p.373

**Background Cost:** 5

        Like the Silver Fangs he serves, Falcon is a most noble spirit. His keen eyes look deep into the Garou heart, rewarding and inspiring the valorous and honorable. A respected totem, Falcon brings unity to the Fangs and thus to the Garou. Rumors of the Silver Fangs’ less-than-sterling performance of late have tarnished Falcon’s reputation only slightly.

**Individual Traits:** Each pack member gains two temporary Honor.

**Pack** **Traits:** Packs chosen by Falcon gain three dice to Leadership as well as an extra four Willpower points per story.

**Ban:** To Falcon’s children, dishonor is worse than death; they can never allow themselves to lose permanent Honor. If they do, they must either put right the wrong or, if that proves impossible, perform a Rite of Contrition *and* further atone for their offense by hurling themselves at a powerful minion of the Wyrm. While essentially a suicide run, their blood will wash away the stain on their names.

### Father Mule

**Source:** Tribebook: Children of Gaia, Revised, p.76

**Background Cost:** 5

Mule, sterile son of Horse, is a totem who particularly favors metis. He values hard work, stubbornness and strength. Lupus consider him a Weaver-thing, as they commonly believe (incorrectly) that hybrids do not occur in the wild. Homids consider him strange and perverse. He will not accept any fertile being as his child. Garou who follow Horse or Bull will be well disposed toward children of Mule.

**Individual Traits:** Each pack member gains a point of Honor Renown; metis that follow Mule are presumed to bear their situation with grace.

**Pack Traits:** Mule grants his packs an extra dot of Strength and Stamina, which may be assigned as usual.

**Ban:** Mule requires that his children obey all lawful orders. They must stubbornly refuse all unlawful orders. As noted above, no fertile being will be accepted by Mule so, in addition to metis, he only adopts sterile or barren homid and lupus Garou.

### Father Peyote

**Source:** Wendigo Tribebook,p.51→Axis Mundi: The Book of Spirits, p.119

**Background Cost:** 8

**Individual** **Traits:** Followers of Father Peyote each gain two extra Gnosis points per story, regardless of their permanent ratings.

**Pack Traits:** Packs of Father Peyote may also add +1 Rituals and +1 Enigmas.

**Ban:** Peyoteists must commune with peyote (take peyote in a sacramental manner) at least once per season, and they must uphold their cultural values.

### Frog(-of-Respect)

**Source:** Players Guide to Garou, Revised, p.135

**Background Cost:** 7

Though small, Frog carries a respect among the Garou that belies her meager size, especially among the Uktena and Wendigo. Like Gaia’s chosen, Frog is a shapeshifter spirit and a predator. As a spirit of change, bound by the changing water levels brought by tides and temperature, Frog is associated with the seasonal changes, as well as with both Luna and Helios. If asked properly, Frog will guard her children’s lands well and make them prosper, and her many years of guarding caerns have made her a highly honored totem.

**Individual** **Traits:** Frog is adept at understanding the four forces of the world**:** the Seasons, the Elements, the Triat and Gaia. As such, she teaches her children the Gift**:** Elemental Favor, focusing on the classical elements. With this Gift, Frog’s children can summon rain with water elementals, so long as there are already clouds. As the children of a strongly respected totem, those associated with her each receive + 2 Honor.

**Pack Traits:** Frog also keenly maps the land of the heart, and her packs receive + 2 Empathy.

**Ban:** Though a ruler of the seasons, Frog is also bound by them. Frog’s children suffer a +1 difficulty penalty to all rolls during the winter.

### Glooscap

**Source:** Ways of the Wolf, p.52

**Background 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 many names to stars.

**Individual Traits:** Each of Glooscap’s children subtracts one from all hunting rolls and gains one point of Honor Renown.

**Pack** **Traits:** Packs chosen by Glooscap gain one dot of Survival and can call upon two extra Willpower points per story.

**Ban:** Glooscap requires that his children must fight, never flee, any creature of Gaia that has been altered by the Wyrm to be larger than its original size. If a bear has been corrupted into a huge, mutated beast, packs adopted by Glooscap must confront the beast.

### Grandfather Thunder

**Source:** Werewolf 20, p.373

**Background Cost:** 7

Like his Shadow Lord children, Grandfather Thunder is more feared than respected by other Garou. Thunder is patient and subtle, and he seldom sends his own avatars to packs. Instead, he commands one of his Stormcrows to tend them.

**Individual Traits:** All pack members can also gain two extra Intimidation dice when they invoke Thunder’s name. Many Shadow Lords see little difference between respect and fear. Each pack member gains one point of Honor Renown.

**Pack** **Traits:** Thunder’s packs can call upon an extra five Willpower points per story, and they gain three dice to Etiquette. Shadow Lords will follow the pack’s activities with keen interest.

**Ban:** Grandfather Thunder commands his children to give their peers and their rivals no more respect than they deserve. Sycophancy goes against Thunder’s nature.

### Harpy Eagle

**Source:** Rage Across the Amazon, p.114

**Background Cost:** 6

Harpy is a huge bird and lords over the highest canopy of the rainforest. From her vantage point, she can see much that endangers the rainforest, but she rarely sees details, for the thick canopy hides the world below. It is said Harpy sees the big picture, but misses the small details.

**Individual** **Traits:** Harpy gives her children the Gift**:** Spirit of the Bird and Intimidation 2. In addition, they receive one temporary point of Honor.

**Ban:** Harpy asks her children to protect the trees. They must prevent the deforestation of the Amazon.

### Horse

**Source:** Dark Ages: Werewolf, p.228

**Background Cost:** 6

Horse is responsible for most of mankind’s success in the Dark Medieval, serving as a symbol of progress and strength. Nobles, merchants and even some peasants rely upon Horse for prestige, commerce, travel, farming and advantages in combat. Warders sometimes favor this totem for its connection with travel and cities, but most Garou look down on Horse for its close connection with humans.

**Individual** **Traits:** Horse gives each of his children one dot of Stamina and allows them to ride horses without penalty.

**Pack Traits:** The pack gains Animal Ken +3 and Ride +2. The pack may also call upon three Willpower points per story.

**Ban:** Most Garou have little respect for followers of Horse, as he is a domesticated animal. All Social rolls involving Garou (except Warders) add two to their difficulty. Also, Horse asks that his children never harm domesticated animals.

### Hyperion

**Source:** Rage Across the Heavens, p.28

**Background Cost:** 10

Just as Luna’s face of Sokhta/Phoebe will sometimes act as a pack totem, so does Helios’ Incarna of Katanka-Sonnak. He does so very rarely, and only when thoroughly impressed with a pack’s mettle and foresight. Mokolé and Corax, the other children of Helios, respect Hyperion’s children and will cooperate with them as necessary.

**Individual Traits:** Each one of Hyperion’s children receive the Level Five Gift**:** Kiss of Helios regardless of rank.

**Pack Traits:** The pack may also call on an additional five Willpower points per story.

**Ban:** Children of Hyperion/Katanka-Sonnak must protect the other shapeshifters left on earth, particularly the Mokolé and Corax.

### Lion (*W20 Rage Across the World* write-up)

**Source:** W20 Rage Across the World, p.121

(**Note:** For Lion’s stats before the White Howlers fell to the Wyrm, see the *White Howlers Tribebook* write-up on Lion below.)

**Background Cost:** 8

        Lion is king of the savannah, and for good reason. His immense roars and powerful jaws put him on top of the food chain, and guarantee his position against any would-be predators. Lion’s folly is that he is hardly a team player. His pride might work together, but his aloof nature keeps him distanced from them. While the women hunters of the pride work to feed the young, he rests lazily awaiting tribute.

**Individual Traits:** Followers of Lion gains a dot of Charisma and Strength. Additionally, on any contested roll using a Social Attribute, a follower of Lion wins on any ties as if she were the defender. This effect requires a point of Gnosis.

**Pack Traits:** Lion’s pack can belt out a powerful roar. One member at a time can use the Shadow Lord Gift: Thunderclap, but focused on the sound of her roar. Additionally, Lion’s pack can access two Gnosis and two Rage.

**Ban:** Lion is known as a glory hound, taking credit for his pride’s kills. For this reason, followers of Lion lose one point from any Glory rewards, and increase the difficulty of any teamwork rolls by 1.

### Lion (*Players Guide to Garou, Revised* write-up)

**Source:** Werewolf Players Guide 1st Ed., p. 130; Werewolf Players Guide 2nd Ed., p. 120; Fianna Tribebook, p.51; Players Guide to Garou, Revised, p.135

(**Note:** For Lion’s stats before the White Howlers fell to the Wyrm, see the *White Howlers Tribebook* write-up on Lion below.)

**Background Cost:** 5

The Garou distrust those that would let their children fall, and thus the ancient totem of the White Howlers doesn’t curry as much favor as one of his strength otherwise might. However, some packs appreciate Lion’s dominant approach to leadership, particularly those among the Red Talons and Silver Fangs who share with him a respect for tradition. Lion is eager to adopt such packs.

**Individual Traits:** Lion’s children gain 1 temporary Honor.

**Pack Traits:** Lion’s packs gain +3 Animal Ken and may draw upon an extra four Willpower points per story, and make rolls to impress elders at -1 difficulty. (Lion has always known how to appeal to tradition. In the case of an unusually progressive elder, the Storyteller may waive this bonus.)

**Ban:** Lion’s children must destroy anyone who would hunt wild animals for pleasure.

### Lion (*White Howlers Tribebook* write-up)

**Source:** White Howlers Tribebook, p.72-73

**Background Cost:** 5

        Proud and strong, Lion is the master of all he surveys. He is an expert tracker, a strong fighter, and a noble leader. Those who he protects can be assured of their safety; while Lion walks, no harm will come to them. As for those who would invade his territory, usurp his mantle, or harry those he calls his own? Woe be to them, for Lion is as unforgiving as he is regal.

        Some who hear of Lion’s patronage of the White Howlers are confused, as they associate the name with the big cat from the African continent. The Howler’s patron, however, has only a distant relation to the savannah feline. Instead, Lion is the spiritual representation of the Cave Lion, a massive beast that preyed on prehistoric elephants and cave bears before it went extinct thousands of years ago.

        While many spirits faded or retreated to Pangaea after the natural animals that they are associated with went extinct, Lion left an indelible impression on the Garou who had aligned themselves with him. Long after the cave lion disappeared, Galliards around the hearthfires of the White Howlers and their Kin continued to tell stories of its prowess, ferocity, and strength. This dedication kept Lion strong and powerful, right up to the day when his followers fell to the Wyrm.

**Modern Times:** When the tribe it patronized fell to the Wyrm, it was a massive blow to Lion’s none-too-meager pride. If a spirit can be said to fall into Harano, that was Lion’s state when Griffin found him. Unwilling to allow this Totem to fall into suicidal slumber, Griffin harried the morose Lion until at last the cat-spirit roared in outrage and rose to do battle with its tormentor.

They fought and, although Griffin was far stronger than the weakened Lion, the Red Talon’s totem knew the value of a rousing fight to a wounded spirit. It allowed the battle to rage until Lion’s flagging spirits were revived and refreshed, and its form was weakened from exertion but no longer in danger of dissipating due to despair.

        When Lion recovered, he joined Griffin’s brood, where it now mentors Garou predominantly Fianna and Red Talons. As a boon for saving Lion, Griffin imposed a new ban upon those who would follow Lion: they must destroy those who would hunt wild animals for sport.

**Individual Traits:** Those who follow Lion gain 1 point of temporary Honor Renown and 1 dot in Brawl or Melee (chosen when the character gains Lion’s patronage). Elders and those who are particularly respectful of tradition are well-inclined towards followers of Lion.

**Pack Traits:** Packs who follow Lion gain three dots in Animal Ken, as well as two Willpower points per story.

**Ban:** Followers of Lion must protect White Howler Kinfolk, human or wolf, even those of human tribes other than their own.

### Mammoth (*Rage Across Appalachia* write-up)

**Source:** Rage Across Appalachia, p.155; Player’s Guide to Garou, Revised, p.136

**Background Cost:** 5

Mammoth is a powerful spirit whose children no longer walk the earth. This giant exists only in the Umbra. Mammoth symbolizes awesome power coupled with the ability to use that power wisely. Ancient humans once hunted the mammoth, which, like the buffalo, provided food and clothing for many individuals. Mammoth’s bones were sometimes used in the building of shelters for early peoples.

**Individual** **Traits:** Each of Mammoth’s children gains Enigmas +2 and add two to their Strength.

**Pack Traits:** Once per season, Mammoth’s children can use the Gift: Summon the Great Beast, calling a mammoth to appear.

**Ban:** Children of Mammoth must never be bullies and must avoid the temptation to seek power for its own sake.

### Merlin (Respect for Silver Fangs) (*Silver Fangs Revised* write-up)

**Source:** Silver Fangs Tribebook, p.52; Tribebook: Silver Fangs, Revised, p.80

**Background Cost:** 4

Although Merlin is far from the largest or most dangerous of birds, Merlin appears in many different ways amongst Falcon’s brood. To the Fianna, he is a Totem of Wisdom (see **Tribebook: Fianna Revised**, p. 83) but the Silver Fangs know him in his guise as a Totem of Respect and as the totem of House Blood Red Crest. Merlin, because he is one of the smallest of hawks, also tends to be swift, fierce and cunning. He is a champion of the underdog, teaching that size is far from the most important factor and that courage and intelligence are just as important, if not more so. He cautions that his children should use cunning before pure aggression and strike quickly and with wisdom.

**Pack** **Traits:** Packs devoted to Merlin gain three dice for their Brawl dice pools and two dice for their Dodge dice pools when confronting enemies physically larger than themselves. He also grants them three extra Willpower points per story, bolstering their courage in the fight with the Wyrm.

**Ban:** Followers of Merlin must not kill birds of prey of any kind, and must also spare their spirits. They may ignore this ban for raptors that the Wyrm has corrupted if, and only if, there is no hope of capturing and purifying them.

### Mir-Herta

**Source:** Valkenburg Foundation, p.77

**Background Cost:** 5

        Mir-Herta appears as an elk with the head, fins and tail of a salmon. The antlers of a stag sprout from his head. Mir-Herta is an old spirit of the earth, mostly forgotten in modern times. He used to aid many Wendigo packs of the American Northwest.

**Individual Traits:** Each child of Mir-Herta reduces one to all difficulties on all rolls involving remembering sacred traditions.

**Pack** **Traits:** Mir-Herta grants her packs the Gift**:** Wisdom of the Ancient Ways as well as one dot in both Enigmas and Rituals.

**Ban:** Mir-Herta does not allow his children to treat sacred customs with disrespect. Actively mocking Garou traditions costs followers of Mir-Herta a loss of temporary Honor Renown with the severity to be determined by the Storyteller (although questioning without mockery is permitted, so Ragabash may still fulfill the needs of their auspice). Followers must know at least one Rite, as well as be able to recite the Litany by heart, in order to prove their commitment to the Ways.

### The Muses (*Black Furies Revised* write-up)

**Source:** Black Furies Tribebook, p.42; Tribebook: Black Furies, Revised, p.80

**Background Cost:** 5

Some Fury packs follow the path of the Art Spirits, who carry with them creativity, skill and wisdom. The Muses – there are nine – collectively choose a pack, passing their blessings to the most worthy Furies. The Muses are not responsible for the sacred creative impulse. They teach the craft and form of their arts, but they cannot engender the act of creation. That is reserved for mortals alone, be they human or Garou. In the ancient days, it is said, the Muses were separate totem spirits, each responsible for their own small group of packs, but on the cusp of the Apocalypse, there are not enough Fury packs dedicated to the arts and learning from them to do so.

**Individual** **Traits:** Muse pack members each gain one point to the Social Attribute of their choice and one point in Performance, Expression or Enigmas. Each pack member will have a particular Muse to whom she is closest, based on the art form that she prefers. Calliope favors heroic and epic poets (Expression); Clio favors historians (Enigmas); Erato favors those who compose erotic and love poetry (Expression); Euterpe favors those who perform instrumental music (Performance); Melpomene favors tragic theatre (Performance); Polymnia favors the poets of the sacred (Expression); Terpischore favors song and dance (Performance); Thalia favors comic theatre (Performance); and Urania favors astronomy (Enigmas).

**Ban:** Muse packs must devote their lives to art and learning. They must also work to defend free speech and free expression.

### North Star

**Source:** Tribebook: Silent Striders, Revised, p.83

**Background Cost:** 5

When the banks of the Nile were the Silent Striders’ greatest concern, the tribe had little use for the North Star (known as Vegarda to many Garou), and she cared little for them. After the Striders were expelled from Egypt and scattered to the wind, their millennia of wandering under the North Star’s light, reliant on her guidance to find their way, softened the brilliant, hard heart of the Incarna. She sent her spirit children to the Striders to share her gifts to aid travelers, and to watch over them as totem spirits.

**Individual** **Traits:** Each member of a pack that follows the North Star receives two dice of Survival. They also receive the skill Area Knowledge at two dice for any location in the Northern Hemisphere where the light of the stars is not overwhelmed by man-made light (no large cities but small towns and rural areas). Upon acquiring the North Star as a totem, each member of the pack gains one temporary Honor Renown.

**Ban:** The North Star requires that her packs travel often, accepting all legitimate quests and message-carrying duties.

### Old Wolf of the Woods (*Red Talons Revised* write-up)

**Source:** Red Talons Tribebook, p.50; Tribebook: Red Talons, Revised, p.79

**Background Cost:** 6

As mentioned in Chapter Two of **Tribebook:** **Red Talons Revised**, the Old Wolf of the Woods is a totem of spirituality rather than war. He misses the days when all Garou looked to him as their spiritual father, and resents the growing number of homid and metis werewolves as compared to the dwindling lupus. Old Wolf of the Woods is a sad spirit – he knows that he will exist only so long as wolves roam the face of Gaia. When the last wolf falls, he will cease to be.

**Individual** **Traits:** Each pack member gains three points of temporary Honor when Old Wolf of the Woods is chosen as the pack totem. Old Wolf also grants his pack the ability to call on his knowledge**:** Each pack member may call upon Ancestors 5 once per story, but may not access the Abilities that are forbidden to lupus characters. Finally, werewolves who follow Old Wolf of the Woods have an easier time stepping sideways; reduce all difficulties related to piercing the Gauntlet by one.

**Pack Traits:** Red Talons treat packs adopted by Old Wolf of the Woods with great respect.

**Ban:** Old Wolf of the Woods doesn’t hate homid or metis Garou, but he will never accept them as children. Only lupus Garou may follow Old Wolf as a totem.

### Osprey

**Source:** Tribebook: Silver Fangs, Revised, p.80

**Background Cost:** 5

Osprey is a skilled and wise hunter, able to pluck her prey from the river itself. Her respect amongst water elementals and fish spirits is high. Followers of Salmon in particular hold Osprey’s children as allies. Osprey chose House Austere Howl as her own, and for centuries she profited from her relationship as the house grew in strength and honor. However, its recent reversal in fortunes has dismayed her. Many of the underground Austere Howl packs, including Queen Mary’s own pack, still honor Osprey and she tries to guides them as they seek to clear the house’s name.

**Individual** **Traits:** Followers of Osprey gain two dice to any roll taken while on or underneath a significant body of water. They also gain an extra dot of Perception and two dots of Athletics.

**Ban:** Osprey charges her followers with protecting the rivers and the seas. They must not allow or commit any action that causes a body of water to be fouled, even as slight as urination in a river.

### Pegasus

**Source:** Werewolf 20, p.373

**Background Cost:** 4

Like the Black Furies it holds under its wings, Pegasus is chiefly concerned with protecting wild places. It comes to its packs as a winged horse with fire in its eyes, and it teaches them Gifts associated with travel and air. Because of the rivalry between the Black Furies and the Get of Fenris, Pegasus will never accept a pack with even one Get member.

**Individual Traits:** Each pack member gains two points of Honor Renown.

**Pack Traits:** The Children of Pegasus can call upon an extra three Willpower points per story, and gain three dice in an Animal Ken dice pool. Black Furies are well disposed toward the pack.

**Ban:** Garou chosen by Pegasus must always aid females of all species, young females in particular.

### Phoenix (*Players Guide to Garou, Revised* write-up) - This totem may not be taken by PCs

**Source:** Werewolf Players Guide 1st Ed., p.105; Werewolf Players Guide, 2nd Ed., p.85; Players Guide to Garou, Revised, p.82

**Background Cost:** None. Only the Silver Pack takes Phoenix as its totem and there may be only one Silver Pack at a time.

Phoenix is the great bird that lives a glorious life, burning bright and inspiring all that see him. At the end of his life, though, he burns away to ash, consumed by his own fire. A new Phoenix then rises from those ashes, once again inspiring those who can see him. The cycle of life for the Phoenix spirits represents life, death and rebirth and many werewolves see the existence of Phoenix as evidence that the world can rise from the ashes of the coming Apocalypse. Perhaps the reason that Phoenix chooses the Silver Packs is that he is paving the way for that rebirth in ways the Garou cannot comprehend. He only chooses packs that contain a representative of each of the five auspices.

**Individual** **Traits:** Members of the Silver Pack gain 5 temporary Renown in all three categories: Glory, Honor and Wisdom. Every member of the pack gains an extra die in his dice pools for any social rolls made while interacting with other Garou that know of his membership in the Silver Pack. Phoenix knows that his children will face many of the Wyrm’s most dangerous servitors in their quest and so grants them added protection. The difficulty of all attack rolls made for Wyrm creatures attacking the Silver Pack is increased by 2. All members of a Silver Pack carry Phoenix’s mark, the blue flame on their left shoulder or left shoulder blade (player’s choice upon induction into the Silver Pack), throughout their membership in the pack. Some choose to have a permanent scar or tattoo made there after their service in the Silver Pack is complete.

**Pack Traits:** The pack as a whole gains a pool of 10 extra points of Willpower per story, which can be used by any member of the pack.

**Ban:** Should a member of a Silver Pack ever shame herself that she falls below 3 permanent Honor, she will lose membership in the pack and usually her life at the claws of her packmates. Even if she survives, Phoenix will never again choose her and her name will be excluded from the tales of the Silver Pack’s deeds.

### Polar Bear

**Source:** W20 Rage Across the World, p.121

**Background Cost:** 10

        Bear is a long-standing totem among Garou. Due to Bear’s ties to the Gurahl, his followers are considered less honorable than their comrades. Polar Bear is a similar to

Bear but specifically relates to the Ice Stalkers, the Siberian bear shifters. Where Bear is a resting defender, Polar Bear fights the rising tides and sinking landmasses of her homeland. This makes Polar Bear a much more urgent and violent totem.

**Individual Traits:** Followers of Polar Bear gain a dot of Strength, and a dot of Stamina. They can also use the Gift: Mother’s Touch once per day. They can regrow limbs with a Willpower point. This heals any non-aggravated health levels that resulted in the disabled or removed limb. As with Bear’s followers, adopting Polar Bear causes distrust within the Garou community. Followers lose five points of temporary Honor, and all Honor rewards are reduced by one point.

**Pack Traits:** Polar Bear’s pack gains access to two dots of Medicine, and two dots of Brawl.

**Ban:** Unlike Bear, Polar Bear does not accept her honor loss as ban enough. She also requires her followers strike out at any threats that threaten to end a species.

### Quetzal

**Source:** Werewolf Players Guide, 2nd Ed., p.120; Players Guide to Garou, Revised, p.135

**Background Cost:** 7

Regarded by the Aztec, Toltec and Maya as holy, this green and red bird most commonly aids the Uktena, but will adopt any Garou pack that demonstrates sufficient grace, honesty and fairness. More than anything else, Quetzal is concerned with justice and will not tolerate his children harming those who have done nothing to deserve it.

**Individual Traits:** Each member of a pack adopted by Quetzal gains one point of Honor.

**Pack Traits:** Quetzal bestows upon his packs one extra point of Appearance, +1 Etiquette, +1 Melee and +2 Leadership, in addition to three additional points of Willpower per story.

**Ban:** Quetzal’s children may not act rudely or shamefully, nor may they inflict violence upon someone without a valid pretext. He has also been known to call his packs to South America to defend the lands or the people there. Some say he has taken an interest in the Zapatista uprising.

### Reindeer

**Source:**  W20 Rage Across the World, p.121

**Background Cost:** 7

        Reindeer stands tall, stands proud, despite the terrible conditions of his living space. Reindeer is a totem of pride and survival; he teaches his followers to not let setbacks and circumstance weigh them down. Reindeer is all the stronger for his ability to stand against the odds. He’s not Cockroach, who will hide from the environment.

**Individual Traits:** While standing their ground — not moving more than a few steps on their turn — a follower of Reindeer reduces the difficulty of soak rolls by 2. Additionally, Reindeer’s followers gain a dot of Stamina.

**Pack Traits:** A pack to Reindeer has three points of Willpower available to spend, and can share three dots of Survival to share.

**Ban:** Reindeer’s followers rise to the occasion, and they stay standing. While they can dodge attacks in the heat of battle, they can’t dodge without attacking. Sometimes, Reindeer forgives avoidance of massive Wyrm emanations, and other grievous attacks. But that’s all at Reindeer’s discretion.

### Scarab (*Silent Striders Revised* write-up)

**Source:** Silent Strider Tribebook, p.52; Tribebook: Silent Striders Revised, p.83

**Background Cost:** 5

The Scarab, Khepri, is a spirit of creation and renewal. As a symbol of the rising sun, he is part of Helios’ brood, and all things that scatter and hide when dawn’s light creeps over the horizon hate him. Scarab is patient and careful, never encouraging destruction for its own sake – carefully timed acts of creation and destruction, the totem knows, are both more effective and more fulfilling. Unlike most of Helios’ brood, Scarab is even stronger during a solar eclipse**:** during a total eclipse, the sun’s flare around the disk of the moon emblazons the sign of the scarab in the sky, and monsters that crawl out of hiding in those precious few moments are sure to taste Scarab’s hoarded wrath.

**Individual** **Traits:** All children of Scarab learn the minor rite Greet the Sun. Once per story, each member of the pack may channel Scarab’s regal bearing, radiating the light of the sun; for the duration of the scene in which this power is invoked, the child of Scarab is treated as though he had Pure Breed 5. When a child of Scarab spends Willpower on extended rolls, each point expended after the first round of the extended roll counts as two successes. And finally, during the brief duration of a natural solar eclipse each child of Scarab may add two dice to all actions.

**Ban:** Scarab insists that his children greet the sun each morning. On a more abstract level, Scarab shuns those Garou who reflexively turn to their Rage to solve problems without attempting alternative solutions (with exceptions granted during the precious moments of an eclipse, when a well-timed frenzy is part of the plan).

### Smiling Happy Buddha

**Source:** Caerns: Places of Power, p.68

**Background Cost:** 5

The Smiling Happy Buddha, a totem of Respect, 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 goldsmiths.

**Pack** **Traits:** Packs chosen by the Smiling Happy Buddha receive an 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 (This is 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 among themselves. Above all, his followers must not hoard money, but rather help increase the rate of its flow.

### Snow Queen

**Source:** Tribebook: Get of Fenris, Revised, p.82

**Background Cost:** 4

The Get of Fenris recognize many winter-spirits as their allies, and find themselves at odds with many more (such as those of Wendigo’s brood). One of the most peculiar of their allies is the Snow Queen, an embodiment of the chill, silent winter nights. She favors Fenrir who can carry themselves with grace as well as strength, who are hardy enough to sleep outdoors on a long, freezing winter night and still be cheerful in the morning.

**Pack** **Traits:** The Snow Queen teaches her children to move as silently as a snowfall, and to hold themselves as regally as nobility. Her packs gain three dice of Stealth and two dice of Etiquette, and may call upon three additional Willpower points per story.

**Ban:** Children of the Snow Queen must be courteous to their hosts, so long as their hosts do not break the laws of hospitality.

### Sodals

**Source:** Book of the City, p.122

**Background Cost:** 7

The Sodal spirits were the patron of old Anglo-Saxon frankpledges, of brotherhoods of Spartan warriors, and of innumerable Garou packs who used these spirits of unity to bind their packs and septs together. A Sodal will unify any group as tightly as heart could wish; so strong are they that the Wyrm has sought to corrupt them, and has seduced a few of these kinship-spirits into becoming the horrifying Serpent Fathers (described in Freak Legion). Sodals also favor the rare Kin who run in packs with their Garou families, maintaining that these humans are simply being one with their families. They are fond of any pack that accepts Kin. Offerings of wild fungi or greenhouse flowers wins their favor. The Sodals are most pleased with those packs that demonstrate perfect unity of action during their Rite of the Totem. They appear as idealized warriors appropriate to their setting; a Sodal assisting a Glass Walker in Rome might appear as a perfect centurion in gleaming armor, while a New York Sodal might appear in the guise of a heroic-seeming street gang leader.

**Pack** **Traits:** The Sodals grant an exceptional measure of teamwork. They offer a dice pool of five teamwork dice that can be used for any Ability possessed by a fellow pack member. Hence, if only one person in a pack possesses the Occult Knowledge, his packmates can draw on the pool to make their own Occult rolls (although he cannot, as none of his packmates are contributing to his own knowledge). A player cannot use more dice from the community pool than a packmate has dots in the given Ability; if the highest Brawl in the pack is four dice, no packmate can use all five teamwork dice on a Brawl roll. In addition, a Sodal grants three extra dice to avoid frenzy as long as the pack sticks together and doesn’t quarrel.

**Ban:** Any sowers of discord will find themselves and their pack abandoned by the Sodals. This applies to any Garou or Kin who starts or abets fighting, discord and arguments. Legitimate differences are unavoidable, but deliberate malice will drive off the Sodals.

### Sokhta/Phoebe

**Source:** Rage Across the Heavens, p.25

**Background Cost:** 7

The Incarna of Luna that reigns in the Aetherial Realm is sometimes known as Phoebe, sometimes as Sokhta. Both names please her equally, although the Stargazers are meticulous about referring to her as Sokhta. She will sometimes agree to watch over a pack as a Totem of Respect.

**Individual Traits:** The Incarna will allow any pack member to use the Ragabash Gift**:** Open Moon Bridge.

**Pack** **Traits:** Phoebe’s children receive +3 Enigmas and +2 Primal-Urge.

**Ban:** Children of Phoebe/Sokhta are pledged to defend moon bridges and moon paths from the predation of the Wyrm.

### Stag

**Source:** Werewolf 20, p.373

**Background Cost:** 6

Great Stag is an ancient spirit, older than the Fianna who claim him as a totem. He is associated with masculinity, virility and the raw wild power of nature. Light and dark are both in Stag. He gave the Garou their affinity with nature, and he teaches responsibility towards humans, but he is also the master of the Wild Hunt. An avatar of Stag occasionally appears to lost Garou, leading them to safety or otherwise aiding them.

**Individual** **Traits:** Each member gains three points of Honor Renown and one die to Stamina dice pools usable only for long-distance running.

**Pack Traits:** Stag’s packs can call upon an extra three Willpower points per story and gain three dice to a Survival dice pool. Fianna will always be well disposed toward them, and faerie spirits and changelings honor them as well.

**Ban:** Children of Stag must always show respect toward prey, including performance of a Prayer for the Prey after a successful hunt. Children of Stag must always aid the fae and spirits when asked.

### Stourbridge Lion

**Source:** Tribebook: Glass Walkers, Revised, p.82

**Background Cost:** 7

Though the Glass Walkers have largely fallen out of Stourbridge Lion’s favor, he’s never fallen out of the Glass Walkers’. Occasionally a pack impresses him enough that he agrees to take them on as his own children.

Stourbridge Lion first became known to the tribe when the locomotive of the same name was tested in 1829. He appeared to the gathered Garou as a massive lion made from bolts, steel and steam, and that is still the form he most commonly takes today. Occasionally, he appears as a massive train, and still other times as a rugged Wild West surveyor. As a bringer of food and water, he is a Totem of Respect, a fact bolstered by his aid to other tribes during the Wild West period. That he has overcome enough of the other tribes’ fear of technology to be respected is a testament to his power.

**Individual Traits:** Stourbridge Lion believes in distinctive personality but also in a firm sense of social responsibility, granting each pack member an additional die of Charisma as well as teaching them +1 Etiquette, as well as lending some of his natural speed and strength for +2 Athletics. Each pack member gains one temporary Honor.

**Pack Traits:** Stourbridge Lion’s children can call upon three additional Willpower points per story.

**Ban:** Stourbridge Lion demands that his children never use cars or motorcycles. He reluctantly allows his children to use boats to head overseas, but disapproves of planes.

### Sulis

**Source:** Players Guide to Garou, Revised, p.136

**Background Cost:** 8

Known to the ancient Romans as Minerva, Sulis was the British Celtic goddess of thermal springs and was also a goddess of healing. As worshipped by the Garou, Sulis is a spirit of balance and harmony, earning respect and leading by improving those around her. She is not only a goddess of water, but her name reflects the Sun and fire. Her temples are also decorated with the symbols of the air and earth. Sulis teaches that devoting yourself to your charges is an excellent way to guarantee their devotion to you, and as evidence of this she observes that indeed, she is mother to many packs. These packs are most commonly Fianna (Irish Fianna sometimes refer to her as Brigid) and Glass Walkers (who more commonly call her Minerva).

**System:** Sulis is a goddess of healing, and teaches each of her children +1 Medicine. Apart from this, however, Sulis prefers not to teach her children anything in excess, and instead continuously offers her knowledge in that which the Garou is ignorant. When spending experience points, Sulis will cut in half the cost to raise the Garou’s lowest statistic in that category. For example, if a Garou’s 2 Charisma is his lowest Attribute across all categories (Physical, Social, Mental), then it will cost a mere 4 experience instead of the usual 8. Garou associated with Sulis also gain +1 Honor.

### Suzaku the Red Bird

**Source:** Tribebook: Stargazers, Revised, p.81

**Background Cost:** 5

Suzaku was one of the first birds who claimed allegiance with the Emerald Mother, and as such was able to take a place of prominence and leadership among all other birds. This avian empress is haughty and disdainful to those who aren’t with her; but all who follow her as her children are accorded much favor. She teaches her children to be highborn and always strive to be the “better” individual. Suzaku has a rivalry with Falcon and his followers.

**Individual Traits:** The avian empress also purifies the blood of her children slightly, distilling it down to a stronger bloodline. Each of her children may add one dot to their Pure Breed score (though this may not be above 5).

**Pack Traits:** Packs chosen by Suzaku gain three dice to Leadership rolls.

**Ban:** Suzaku demands that all of her children must spend all of their efforts (in other words, one third of their experience points) in improving their social skills (which may be Attributes, Abilities, or social Gifts; Storyteller’s prerogative).

### Tambiyah

**Source:** Rage Across the Heavens, p.35

**Background Cost:** 8

Although the Veiled Mother is somewhat prejudiced toward all-female packs, she may take a mixed-gender pack as her children if particularly impressed by the pack members. Black Furies respect packs adopted by Tambiyah, regardless of gender.

**Individual Traits:** Tambiyah grants each one of her children an additional dot in Appearance; what’s more, all non-metis children of Tambiyah are granted exceptional fertility; the odds of them siring or bearing true Garou cubs are raised to one in five. This can bring great honor on the pack as time proceeds.

**Pack Traits:** The pack gains three dice on any Empathy and Medicine rolls.

**Ban:** Children of Tambiyah must work towards the welfare of children, whether this means establishing better community day care facilities or caring for their sept’s younger Kin.

### Tanawha

**Source:** Rage Across Appalachia, p.156

**Background Cost:** 6

This great bird spirit is the totem spirit of Grandfather Mountain. He symbolizes the pride of the predator in pursuit of his prey. In addition, he represents the connection between earth and sky. Although Tanawha dwells in the Umbra near his physical home, he will accept the homage of an individual Garou or pack willing to abide by his strictures.

**Individual Traits:** Each pack member gains the Gift**:** Spirit of the Bird.

**Pack Traits:** Packs chosen by Tanawha add an extra two dice to any Perception rolls made under the open sky.

**Ban:** Tanawha’s children must protect all predator birds and must avenge any deliberately caused deaths of eagles, hawks, falcons or other birds of prey that come to their attention.

### Thunderbird (*Werewolf 20 Wyld West* write-up)

**Source:** Croatan Song, p.122; WW: Wyld West, p.XX; Werewolf 20 Wyld West, p.37

**Background Cost:** 6

Thunderbird is the spirit of the uncorrupted storm. He is a spirit given to fury, but also an honored protector. He’s closest to the Wendigo, and is said to have ties to the Pumonca, but some Shadow Lords have managed to gain his respect.

**Individual Traits:** Thunderbird’s children gain a dot of Intimidation and a dot of Survival. They can call on an extra five points of Willpower per story.

**Pack Traits:** The Pumonca and Wendigo both respect Thunderbird, and will extend a portion of that respect to his packs. In the most desperate emergencies, Thunderbird may strike a foe of the pack with lightning. He dislikes having to go to such lengths for his children, however, and always demands repayment in the form of some quest.

**Ban:** Thunderbird looks down on cowards. His children are forbidden to flee from any fight where they aren’t clearly outmatched. Thunderbird may also ask his packs to take the fight to enemies of Gaia and the land, charging them with the extermination of local mockeries, Banes, vampires or children of the Storm Eater.

### Volcano

**Source:** Players Guide to Garou, Revised, p.136

**Background Cost:** 5

The brother of Earthquake and Twister, and Guardian of the Wyld’s Honor, Volcano stands forth and demands that all respect the power and honor of the Wyld. Though easily angered and difficult to reason with, those who patiently listen to the edicts of Volcano learn that honor is found in change and righteousness. Volcano teaches**:** Become whatever is needed in any time, but when you have adopted your new form, announce it, stand by it with resolve and never back down from your ideals even if they too must change as you do.

**Individual** **Traits:** Volcano grants his children the voice to speak their values and make the world listen; each member of his packs receives +1 Expression. Those adopted by Volcano also gain one point of temporary Honor Renown.

**Pack Traits:** So they can be adaptable and vengeful when needed, Volcano also gives his packs +1 Strength and +1 Wits, and two dice of Primal Urge.

**Ban:** Volcano forbids his children to ever attack an opponent without warning, and his packs must make a burnt offering to him once each lunar month.

### Wild Turkey

**Source:** Tribebook: Uktena, Revised, p.79

**Background Cost:** 5

Roaming Turtle Island from the woods and swamps of the southeast to the hills of the northwest, wild turkeys are known for their keen eyesight and ability to blend in their surroundings. These birds are wary and watchful, and quite intelligent when compared to their doltish, domesticated cousins. Wild Turkey is a proud totem, honorable and alert for danger. Packs dedicated to Wild Turkey make exceptional sentries, and thus are favored as scouts and guardians.

**Pack** **Traits:** Wild Turkey grants his packs +2 Perception (with the exception of smell rolls) and the Gift**:** Blending. Packs also gain an additional die when trying to impress or intimidate.

**Ban:** Wild Turkey is outraged at the depth of sheer stupidity his domestic relations have sunk to. Pack members must never use or consume any product from domestic turkeys (this is trickier than it sounds).

### Zarok

**Source:** Rage Across the Heavens, p.47

**Background Cost:** 9

The kingly Zarok is proud to lend a portion of his magnificence to packs who prove worthy. However, he is unlikely to do so unless convinced that the pack is well-respected among its peers; the presence of a Silver fang is always helpful toward this end.

**Individual** **Traits:** Each member of Zarok’s pack gains an effective level of Pure Breed when dealing with other Garou. Also, each one of Zarok’s children gains an extra point of Willpower for purposes of resisting external domination, mind control or intimidation.

**Pack Traits:** The pack gains four additional dice in Leadership, and two additional dice in Intimidation. The pack may also draw upon five additional points of Willpower per story.

**Ban:** Zarok’s children are not allowed to dishonor themselves. Any action which would lead to a loss of Honor renown will cause Zarok to abandon the pack.

## Totems of War

These totems spur Garou to greater heights of violence and Rage. Predatory animals and ancestral warriors are the most common totems of war. While packs focused on fighting the Wyrm are the chief followers of these spirits, scouts, healers, and other packs who expect to see a lot of combat will ally themselves with these spirits.

### Adder

**Source:** Players Guide to Garou, Revised, p.137

**Background Cost:** 8

Adder is the only poisonous snake in Britain, and was a popular totem of the Fianna since the early years *anno domini* when he taught and commanded Fianna packs in guerilla strikes against the Romans. Never the conqueror that other War totems boast of being, Adder taught his children then, as he does now, that damage can be done gradually and that enemies can be made to destroy themselves. Though Adder has little power in Ireland, English, Welsh and Scottish Fianna, and other tribes in Britain, often enjoy Adder’s blessing.

**Individual Traits:** Adder is a sly Totem of War, often confused with one of Cunning. But where the children of Cunning trick their opponents into destroying themselves, Adder envenoms his opponents and lets their panic spread his venom ever faster. Garou adopted by Adder receive the Gifts**:** Fatal Flaw and Wither Limb. In addition, each of Adder’s children receives +2 Stealth.

**Ban:** Adder is a totem of the British Isles, and when outside them must receive difficult ritual offerings every month to remain powerful. In effect, this ties up one dot of Resources for each member of the pack, and they are treated as having one less dot in the Background. Also, his children may never set foot in Ireland.

### Anaconda

**Source:** Rage Across the Amazon, p.113

**Background Cost:** 5

Anaconda is the lurking hunter of the jungle, slithering from the trees above or through the water below to suddenly leap at her prey. She does not use poison to take down her enemies, but instead relies on her constriction and her terrible bite. She squeezes her enemies near to death and then sinks her fangs in.

**Individual Traits:** Characters with this totem gain two dice in Brawl for any grappling or overbearing maneuvers. They also gain one die of damage in bite attacks. She also gives them Stealth 3 for sneaking up on enemies or hiding from them (so that they can set up the kill, of course).

Anaconda is not popular with most Garou as they believe her tactics are of the Wyrm. The Uktena native to the Amazon know better, of course.

**Ban:** Anaconda’s followers may never harm snakes.

### Aray

**Source:** Players Guide to Garou, Revised, p.136

**Background Cost:** 7

Aray is one of the earliest gods of war in human history, worshiped in ancient history as well as in Greece as “Ares.” Garou have also held Aray in high regard for millennia. Though fierce in his skill with weapons and combat, it is Aray’s ability to die and then rise again that makes him unique among the totems of War. Quite literally, not even death will stop Aray. He is popular among the Children of Gaia, Shadow Lords and Silver Fangs.

**Individual** **Traits:** The children of Aray are notoriously stubborn and difficult to destroy. If they suffer a wound that would otherwise kill them, they may spend one point of Willpower per wound level to ignore the wound. However, each wound ignored in such fashion effectively “kills” them for one scene. Enemies can effectively short circuit this power by simply attacking the body after death, hacking it to pieces until the character runs out of Willpower. Many Garou in the service of Aray tend to try and “die” in such ways that the body can’t be found.

**Ban:** Aray ties his children to the seasons. At the start of each season, they must find an item that perfectly embodies the season (such as a flower for spring, or an animal that has died of exposure for winter), and burn it as an offering to him.

### Badger

**Source:** Tribebook: Red Talons, Revised, p.80

**Background Cost:** 7

A strong hunter and powerful digger, Badger isn’t a common totem, but is very pleased when a pack chooses him. His sharp teeth and strong jaws can shear bone, and he revels in being underestimated. He prefers packs that don’t charge directly into the fray but search for their opponents’ weaknesses and exploit them. If cornered, Badger is capable of terrifying rage – to his mind, it is better to be injured in battle than killed in captivity.

**Individual Traits:** Each member of the pack gains one dot of Stamina.

**Pack Traits:** Packs that follow Badger may call upon +2 Stealth and the Metis Gift**:** Burrow. The pack may draw upon 5 points of rage per story.

**Ban:** Followers of Badger may not make their homes in pre-constructed dwellings, but must either sleep in the wild or build their own homes.

### Bear

**Source:** Werewolf 20, p.374

**Background Cost:** 5

Bear is wise in peace and fierce in war. He is a master of healing and mysticism, but the Garou mistrust him, for Bear’s true children are the Gurahl — werebears with no fondness for the Garou.

**Individual Traits:** Bear’s children gain a dot of Strength, can use the Gift: Mother’s Touch once per day, and can hibernate for up to three months at a time without need for food or water. Garou *lose* five points of temporary Honor renown (if they have it to lose), and reduce all Honor Renown awards by one point.

**Pack Traits:** Bear’s packs can use three dots of Medicine, and are well-regarded by werebears.

**Ban:** Bear asks no specific behavior of his Garou. Petitioning for his favor has already cost them a great deal of standing among their own people.

### Bird of Paradise

**Source:**  W20 Rage Across the World, p.121

**Background Cost:** 6

        Bird of Paradise is a bright, colorful, small corvid; a distant cousin to Raven. What he lacks in Raven’s wisdom, he has in pure glory. He uses his brilliant plumage to attract mates, in spite of the many vicious creatures in the rainforest. He fancies himself the king of the trees, and all evidence supports that claim. He laughs down at Crocodile, and flies far too fast for Cobra. His followers pride themselves in drawing attention.

**Individual Traits:** By reflexively spending a point of Rage when an opponent’s player has announced an attack, the follower can force the opponent to attack her instead of the opponent’s intended target. She can still roll to dodge and soak as normal. Additionally, Bird of Paradise’s followers gain a dot of Dexterity.

**Pack Traits:** A pack to Bird of Paradise has access to three additional points of Rage, and two points of Willpower.

**Ban:** Bird of Paradise demands its followers bear bright obvious adornments to their clothes, and remain majestic and obvious at all times. His followers cannot hide, even when fleeing from an assailant.

### Black Unicorn

**Source:** Tribebook: Children of Gaia, Revised, p.77

**Background Cost:** 5

Black Unicorn is sometimes called by some “Unicorn’s Shadow”; his coat is as dark as Unicorn’s is white, though his eyes shine with the same reverent love for Gaia. He is a noble spirit of war, created by Unicorn to help defend her children in times of need and to teach the Children how to fight with nobility and chivalry.

**Individual** **Traits:** Each member of Black Unicorn’s pack gains a dot of Brawl and a point of temporary Glory.

**Pack Traits:** Any one pack member at a time may gain three extra soak dice; Black Unicorn prefers that these go to the pack member currently defending an innocent, if any. His pack may call upon 5 extra Willpower points per story.

**Ban:** Black Unicorn demands that his children defend those who are unable to defend themselves, a duty that is often more demanding than it would seem.

### Boar

**Source:** Werewolf 20, p.374

**Background Cost:** 5

Boar is feared by hunters, and with good reason. He is too angry to pass up a challenge, too fierce to concede a fight and too ornery to die with good grace. Many combative packs, particularly of the Get of Fenris and the Fianna, choose Boar as their totem.

**Individual Traits:** Boar’s children gain a dot of Stamina.

**Pack Traits:** Boar’s packs can use two dots of Brawl.

**Ban:** Children of Boar must never hunt or eat boars.

### Bull

**Source:** Werewolf Players Guide, 1st Ed, p.131; Werewolf Players Guide, 2nd Ed., p.121; Players Guide to Garou, Revised, p.138

**Background Cost:** 8

The Apocalypse is nigh, and each year more and more Garou decide that the time for subtlety or negotiation is long since past. Fortified by the strength of many warriors and overflowing with Rage, Bull has become one of the dominant War totems among the Garou. Appearing as a fiery aurochs, Bull favors try-and-die, head on attacks. He is popular among almost all tribes, although especially among the Get of Fenris and the Fianna. The Red Talons also approve of Bull for his connections to Griffin as a representative of an extinct species.

**Individual** **Traits:** In the last few years, Bull has become much stronger and extends his strength to his children. Each member of Bull’s packs receives an additional dot of Strength, as well as + 3 Brawl. Being associated with Bull earns his children +1 temporary Glory Renown.

**Pack Traits:** Bull also offers 4 Rage to his packs, which may be drawn upon once per story.

**Ban:** However, Bull has also grown more desperate in the final days. His children find it very difficult to resist frenzy, and are at -2 difficulty on Rage rolls. He also disapproves of indirect solutions to problems, and may temporarily withdraw his blessings if his pack adopts such methods.

### Buzzard

**Source:** Tribebook: Silver Fangs, Revised, p.80

**Background Cost:** 4

Buzzard is the most beloved of Falcon’s brood and has been the Totem of House Crescent Moon for its entire history. Slow moving, yet graceful, Buzzard is a powerful bird that few can stop when he grows angry. He values control and precision in his followers and encourages them to learn skillful combat. The success of House Crescent Moon in bringing down the Shadow Curtain has boosted Buzzard’s reputation and many young packs are seeking his patronage.

**Pack** **Traits:** Packs chosen by Buzzard gain two dice to all Melee rolls and an additional point of Dexterity.

**Ban:** Buzzard detests the sight of Gaia’s warriors fighting amongst themselves when there are so many other enemies to be fighting. He asks that his children never initiate a fight with another werewolf. This excludes Black Spiral Dancers.

### Bya-akko the White Tiger

**Source:** Tribebook: Stargazers, Revised, p.81

**Background Cost:** 6

Bya-akko is a sleek and swift hunter, moving like a fast wind. But he is a saddened creature, for his own fleshly kin of albino tigers are largely gone from Gaia’s flesh, and he alternates between periods of sadness and anger. He can be calm and wise one minute, but bloodthirsty and manic the next. Bya-akko has identified the enemy who he believes destroyed his children – *the Weaver*.

**Individual** **Traits:** Bya-akko grants each of his children one dot of Dexterity to help keep them quick and nimble.

**Pack** **Traits:** Bya-akko also permits his packs three extra dice on any attack or defense roll involving specifically claws or teeth (no melee weapons). The White Tiger appreciates when his children rely on their own natural weapons in war.

**Ban:** Followers of the White Tiger must not own tools of the Weaver. Items with more than one moving part or electronic devices are the ones that earn Bya-akko’s ire. Simple objects (klaives, clothing, crowbars, etc.;) don’t particularly anger him. Bya-akko has been known to adopt Glass Walkers, but only if they are willing to abide by this stricture and perform a Rite of Contrition in which they renounce the Weaver. Needless to say, this doesn’t happen often.

### Carrion Bird

**Source:** White Howlers Tribebook, p.73

**Background Cost:** 7

        Death is a process of natural selection, but those who have fallen can nourish those who still live. To the eyes of Carrion Bird, they have become nothing but a resource for those who still live. Carrion Bird only accepts packs who are steadfast survivors, but has no interest in cowards. Only by proving themselves capable of entering dangerous situations and surviving them can a pack gain (and retain) Carrion Bird’s favor.

        While the natural versions of Carrion Birds are considered a sub-species of Crow or Raven, Carrion Bird’s supernatural aspects hold no particular alliance with Grandfather Thunder or other patrons of Crow or Raven. Carrion Bird follows Lion, and Lion alone, at least as long as it serves his best interests to do so.

**Modern Times:** When the White Howlers became the Black Spiral Dancers, this pragmatic totem-spirit shifted its alliance as well. It now acts as a totem predominantly to those who serve the Wyrm. Any who follow it after the Howlers’ fall subtract an additional two from any awards of temporary Honor Renown, and are likely to be held in suspicion of being Wyrmtainted themselves.

**Individual Traits:** Those who follow Carrion Bird subtract one from the difficulty of all Survival rolls, and gain an extra die on any roll where their own death is on the line, including, but not limited to combat. Each pack member subtracts one from any awards of temporary Honor Renown.

**Pack Traits:** Carrion Bird’s packs gain three dots in any rolls related to scrounging, scavenging, or making use of discarded materials (or corpses), and two points of Willpower per story. Corax are well disposed towards the pack.

**Ban:** Those who follow Carrion Bird may not participate in funerary rites or practices (formal or informal) of any sort.

### Clashing Boom-Boom (Combined *W20 Rage Across the World* and *Glass Walkers Revised* write-up)

**Source:** Glass Walkers Tribebook, p.54; Tribebook: Glass Walkers, Revised, p.84; W20 Rage Across the World, p.106

**Background Cost:** 8

Also known as Horus, Sekhmet, Nefertiri, Bishomon, Shango, Huitzilipochtli, Ares, Athena, Mars, Minerva, Tyr, or the Archangel Michael, the spirit of War is one of the oldest and most feared of all. She does not choose any but the greatest of warriors as her children, and refuses to be disobeyed. As well as a great warrior, she is a great tactician and commander. The development of the Glass Walker camp Dies Ultimae pleases her greatly, and she is a popular totem with them.

Clashing Boom-Boom appears in many forms and adjusts her appearance to suit the age. In the modern world she frequently appears as a stealth bomber flying overhead, a cloud of gunpowder referred to as the “Fog of War,” a stern elderly woman in crisp military attire or a young woman wearing complex armor made of Kevlar and hard plates in strange formation – an image of the future of warfare. Some packs even see her as a Predator drone.

**Individual** **Traits:** Clashing Boom-Boom’s children each gain two dice to their Firearms and Melee Skills. No target is ever impossible to hit, as long as it can be seen; the maximum difficulty for any roll involving weapons is 8. Her children are also taught the art of warfare, and instinctively know how to properly use any weapon they hold. Clashing Boom-Boom also ensures that her children’s weapons never malfunction or jam.

**Pack Traits:** Packs that follow Clashing Boom-Boom gain three dots of Leadership.

**Ban:** Clashing Boom-Boom does not tolerate insubordination of any kind. Her followers must follow any orders given to them by a higher-Ranked Garou. Refusing a direct order from Clashing Boom-Boom herself will result in her turning on the pack. She will fire upon traitors.

### Cobra

**Source:** Tribebook: Silent Striders, Revised, p.84

**Background Cost:** 7

The queen of the cobras was known to the Egyptian people as Wadjet, the protectress of the pharaoh. The theft of her symbols and the corruption of a number of her spirit brood by vampires like Sutekh infuriated the goddess; a serpent’s fury is cold, and only grows with time. Warlike Silent Striders and angry cobra-spirits are drawn to each other, joining together to take their war to the corrupting minions of the Wyrm – especially the Leeches. And woe to anyone else who stands in their way.

**Individual** **Traits:** Children of Cobra gain an immunity to snake venom, and an additional four dice to soak any other poison damage. Also, once per day, each member of the pack gains the ability to inflict four dice of lethal poison damage with his bite, in addition to the damage from the bite itself. Against Banes and vampires, this damage is aggravated.

**Ban:** Cobra grows impatient with Garou who will not fight (though of course she has no problem with stealth and ambush tactics). She demands that her packs take every opportunity to root out the vampires of Egypt and their corruption.

### Crocodile (*Silent Striders Revised* write-up)

**Source:** Silent Striders Tribebook, p.52; Tribebook: Silent Striders, Revised, p.85

**Background Cost:** 5

Crocodile is a wily hunter. He lurks, unmoving and unseen, beneath murky waters; the violent end of any prey that wanders too close to his jaws is inevitable. Crocodile chooses wily warriors among the Garou to call his children, taking only those who understand that surprise and overwhelming strength is the only way to win.

**Individual** **Traits:** Crocodile grants each of his children an additional die of damage with the bite maneuver (and the teeth of his children appear unusually long and sharp, even in Homid form). Also, each member of the pack can channel Crocodile’s cold calm to force down a frenzy. Upon invoking this ability, the urge to frenzy disappears, and the werewolf cannot frenzy for the remainder of the scene. This ability can only be used once per story.

**Ban:** Packs that follow Crocodile must not attack or bring harm to the Mokolé, the reclusive reptilian shapeshifters. This is a ban that is not tested often, but when it does come into play, these packs might be accused as traitors.

### Crow(-of-War) (*Shadow Lords Revised* write-up)

**Source:** Shadow Lords Tribebook, p.52; Tribebook: Shadow Lords, Revised, p.78

**Background Cost:** 2

Followers of Crow are, first and foremost, survivors. This does not mean they are selfish or unconcerned with the affairs of others, however. Quite the contrary – Crow’s followers take a keen interest in the world around them, and many of them are the humblest and most self-effacing Shadow Lords in existence. Crows make poor warriors, but they are intensely observant and quite loyal. They do not take betrayal lightly, however, and will go to remarkable lengths to gain revenge in whatever fashion they see fit.

**Pack** **Traits:** Packs of Crow gain two points in Alertness and Subterfuge and one point in Etiquette.

**Ban:** Crow asks that his children remain loyal to those they serve. He does not expect this from children whose leaders treat them poorly, however, or whose leaders are corrupt. In these instances, Crow asks his children to find a way to remove those leaders from power, and to replace them with others who are worthy of his children’s respect. If this is not possible, Crow never punishes loyalty.

### Eagle (*Children of Gaia Revised* write-up)

**Source:** Tribebook: Children of Gaia, Revised, p.77

**Background Cost:** 9

Eagle is a fierce fighter who aids Garou in honorable struggles and in building and upholding just societies. He loves those who cry for justice and hates cowardice and disunity.

**Pack Traits:** Eagle grants three extra dice for any endeavor the pack shares. In a pack of his which fights together, no member can suffer fox frenzy. Silver Fangs are prone to respect children of Eagle.

**Ban:** Eagle demands that his children oppose injustice and work to build and maintain a just society. Simply killing evil people is not enough; Eagle’s children must involve themselves in local government or politics to some extent, working positively toward a better society.

### Eagle (*Silver Fangs Revised* write-up)

**Source:** Tribebook: Silver Fangs, Revised, p.80

**Background Cost:** 7

Eagle is an awesome sight**:** powerful yet loyal, regal yet vicious. Eagle has chosen the youngest of the Silver Fang houses, Wyrmfoe, as his own. He and Falcon watch over this dynamic house and its unpredictable king carefully. Eagle was not highly regarded until recently, but the recent successes of his children are rapidly making him amongst the most well known, if not trusted, of Falcon’s brood.

**Individual** **Traits:** Eagle gives each of his children two extra dice in Brawl and an extra dot of Strength. The children of eagle are fearsome foes in hand-to-claw combat.

**Ban:** Eagle asks two things of his children. He asks that fallen foes are decapitated and their heads are displayed in his name, and that his followers stay absolutely faithful to their mates.

### Earth-burrowers

**Source:** Croatan Song, p.122

**Background Cost:** 4

Ancient allies of the Croatan, these totems know the secret pathways within the earth and the Umbral underground. They may manifest as recognizable animals such as moles or prairie dogs, or as more “mythical” beasts, all shadow and claws.

**Pack** **Traits:** Earth-burrowers teach the Gifts**:** Burrow and Underearth. In addition, they can be petitioned to temporarily grant the Gift**:** Umbral Burrowing if the pack’s need is great. Their packs also receive two extra dice on Survival rolls.

**Ban:** Varies by totem.

### Earthquake

**Source:** Players Guide to Garou, Revised, p.138

**Background Cost:** 5

As the Messenger of the Wyld’s Glory, Earthquake has little of Volcano’s codes and ethics, or Twister’s mysteries. He is bent on one goal only – the destruction of anything and anyone that displeases him. Earthquake has little metaphysical knowledge to offer his children; instead he teaches them exactly how to hit something so that it will hurt as much as possible, and that is all. And in the presence of Earthquake, who would dare argue his decisions?

**Individual** **Traits:** Earthquake teaches each of his children +1 Brawl, so that they may act as his fists. As the chosen of the Wyld’s Messenger of Glory, each of his children gains +1 temporary Glory Renown.

**Pack Traits:** Earthquake grants his packs +3 Strength.

**Ban:** Children of Earthquake may never travel by air. (Whether this applies to Moon Bridges is unknown… and thus subject to Storyteller’s discretion.)

### Elephant

**Source:** Uktena Tribebook, p.52

**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 Africa and Asia, Elephant’s presence among the Uktena symbolizes the tribe’s expanded cultural underpinnings.

**Individual** **Traits:** Elephant gives his children an additional dot in both Strength and Charisma. Because of his affinity for magic, Elephant’s children make all Occult rolls at -1 difficulty.

**Pack Traits:** Elephant’s packs also gain +1 Leadership and +1 Intimidation.

**Ban:** Elephant requires his children to prevent the destruction of his species and to hunt down traffickers in the illegal ivory trade. Elephant forbids his children from wearing or carrying items made from elephants’ tusks.

### Fenris

**Source:** Werewolf 20, p.374

**Background Cost:** 5

Over a thousand years ago, the Norse spoke of the ravening Wolf-God Fenris, a beast even the other gods feared. He is powerful, bloodthirsty, and he neither gives nor expects quarter. The patron of the Get of Fenris is a warrior’s totem who disdains weakness and chooses only packs that soak their blades and claws in the blood of foes frequently.

**Individual** **Traits:** Each member of Fenris’ packs get an additional point in a Physical Attribute (Dexterity, Strength or Stamina, at the individual’s choice when Fenris adopts the pack), but it cannot increase the rating over 5 in Homid form. Each pack member gains two points of Glory Renown.

**Pack Traits:** Get of Fenris respect the followers of their tribal totem a little more than other “outsiders,” and they test them often by inviting them on Wild Hunts and battles against powerful enemies.

**Ban:** Fenris requires that his followers never pass up an opportunity for a worthy fight.

### Firedrake

**Source:** Tribebook: Get of Fenris, Revised, p.82

**Background Cost:** 6

Firedrake is an aspect of the fiery nature of Dragon; he is a potent, if not over-mighty, spirit of flame and battle. He is largely a European totem, and is allied to Great Fenris thanks to their common zeal for devouring their enemies. He is a guardian of hidden treasures, a manifestation of the fire that destroys and renews, and a patron of destructive battle. He gladly serves as patron to packs who swear to leave their foes’ houses in ruins, and is particularly sought after by Fenrir who make a habit of fighting Leeches.

**Individual Traits:** Firedrake teaches each of his children the Gift**:** Master of Fire, and each pack member gains an extra die to Crafts rolls that involve shaping metal.

**Pack** **Traits:** Firedrake’s packs can call on an additional four Rage points per story, and receive two extra dice of Brawl.

**Ban:** Firedrake, like many draconic spirits, is avaricious; his children must sacrifice gold to him each month by hurling it into a potent fire such as a furnace.

### Flea

**Source:** Werewolf Players Guide, 1st Ed, p.131; Werewolf Players Guide, 2nd Ed., p.121; Players Guide to Garou, Revised, p.138

**Background Cost:** 5

The master of guerilla warfare, Flea teaches her children to strike quickly and repeatedly before an opponent can react, and how to leap away once the enemy has become aware of you. Many Garou see her tactics as cowardly, an unfortunate misconception, since she is not only quick, but also tough and armored. Though most popular among Bone Gnawers, she is also relatively common to Red Talons (who see her tactics as a viable method of attacking humans) and Glass Walkers (since her tactics are perfectly suited for urban warfare).

**Individual** **Traits:** Flea’s children learn the Gifts Hare’s Leap and Luna’s Armor. However, all members of her packs lose 1 temporary Glory, and subtract one from all temporary Glory awards they receive. Those who follow Flea have to prove themselves.

**Ban:** Flea asks that you leave her people in peace. (You can’t scratch, you poor mutt.)

### Gila Monster

**Source:** Tribebook: Uktena, Revised, p.80

**Background Cost:** 7

Though sluggish and hard to rouse, when finally angered, this desert-dwelling lizard clamps down with a death grip to let its poisonous saliva work into the wound. Packs dedicated to Gila are likewise slow to act but tenacious in a fight.

**Individual** **Traits:** Packs receive the Gifts**:** Venom and Implacable Grip.

**Ban:** Gila’s torpid nature rubs off on his packs. They receive a -1 die penalty on initiative rolls; in cold conditions, the penalty is -2.

### The Gorgons (Euryale, Helena, Isthmene, Medusa, Stheno)

**Source:** Tribebook: Black Furies, Revised, p.81

"The Medusae," as a single Totem, no longer exist. Due to circumstances that are not clear even to the Black Furies’ eldest Theurges, Medusa herself has fallen away from her sisters; all five now exist as independent Totem spirits. Packs previously dedicated to the Medusae should pick a new totem among the five Gorgons (listed individually below). This is an out-of-character decision, as the Gorgons themselves select their own packs in this time of turmoil. Players may cede this decision to the Storyteller, of course. According to the historian in Chapter 1 of **Tribebook: Black Furies Revised**, no known pack formerly adopted by the Medusae has been adopted by Medusa herself; however, there is no reason that, Storyteller willing, your pack cannot be the first.

#### Euryale

**Background Cost:** 4

Euryale, also called the Far Springer, is the eldest of the Five Daughters. She often serves as the matron spirit to packs of Amazons of Diana; she sympathizes with their general feeling that Man is the weaker sex, and deserves to be subjugated by Woman. Despite her role as older sister, she is a New Moon. She encourages Black Furies and female packs to deliberately violate social conventions imposed by patriarchal society whenever they can; Euryale can almost be heard cheering when a human woman walks down a New York street topless, drives a car in Saudi Arabia or a lesbian couple adopts a child.

**Pack** **Traits:** Packs devoted to Euryale receive the Gifts**:** Fatal Flaw and Leap of the Kangaroo, and +3 dice when using Intimidation on males.

**Ban:** Packs adopted by Euryale can never have male members, and will only subject themselves to a male sept official if he defeats the pack alpha in an open challenge.

#### Helena

**Background Cost:** 4

Helena, the Crescent Moon of the Five Daughters, holds a great deal more respect for man than her older sister Euryale does. She knows that both sexes are equally parts of Gaia, and it is simply the misguidance of the Patriarch that leads Man astray. Packs devoted to Helena probably err on the side of harshness when it comes to females’ weakness; Helena’s children, for instance, are likely to hold a mother partially culpable if her husband is abusing their children. However, they are sure to ferret out the truth of such a situation, and come down most harshly on the more serious offender of the couple, regardless of gender.

**Individual Traits:** Each member of the pack gains one temporary Wisdom Renown.

**Pack** **Traits:** Helena’s packs receive the Gift**:** Name the Spirit, +1 to Charisma and +3 dice to Investigation dice pools.

**Ban:** Helena’s packs must contain an equal number of male and female Garou. If there is an odd number in the pack, the odd Garou can be of either gender (if the pack has seven members, there can be 4 male and 3 female, 4 female and 3 male, but not 5 and 2 in either direction). The males can be Fury metis or members of other tribes, if Helena accepts them.

#### Isthmene

**Background Cost:** 5

Isthmene the Axe-Maiden is the youngest and most beautiful of the Gorgons; she is also, being the Ahroun of the Five Daughters, the fiercest in battle. She wields a labrys of pure silver, and encourages her daughters to wield a labrys as their primary weapon. Despite her kindly appearance, Isthmene brooked no insult or back-talk from any man while she walked the Realm, and she does not handle rebukes from her older sisters much better. Garou legends have it that whole forests were felled in ancient days as Isthmene worked off her Rage at her older sisters’ condescending ways.

**Individual** **Traits:** Each member of Isthmene’s packs receives one temporary Glory Renown, +2 dice to their Melee pools when wielding a labrys, and +1 Rage. They cannot enter fox frenzies; when they do frenzy, it is always a berserk frenzy.

**Ban:** Isthmene’s daughters will not tolerate any abuse from a male of any species, and they pay back such abuse in disproportionate fashion**:** insults are repaid with bruises; bruises with claw and fang.

#### Medusa

**Background Cost:** 4

Medusa is only older than Isthmene, and her Rage is no less frightening to behold. Medusa’s hatred of Man is only exceeded by Isthmene’s; it is said that she howled a song of rage when Pegasus adopted the first male metis of the Black Fury tribe, and that she abandoned her sisters for several years after that. Medusa, known by the poet Hesiod as “The Queen,” was a Galliard in life, and her songs remain beautiful; many of them serve as battlefield Rites on their own.

Medusa has once again left her sisters; whether willingly – due to a dispute with Helena or another – or as a result of battle with Wyrm- or Weaver-creatures is unknown. While most Furies assume that Medusa has no packs to call her own, the truth is that perhaps one or two packs have heard her distant calls, and receive some inspiration from their faraway mother.

**Individual** **Traits:** Medusa’s daughters receive the Gift**:** Inspiration, +3 to dice pools involving Crafts, and +1 temporary Honor Renown.

**Ban:** Medusa’s packs may contain neither gender of members of other tribes, nor even male Fury metis; they even refuse to consort with such creatures at caerns when possible.

#### Stheno

**Background Cost:** 4

Stheno, called “the Mighty” by Hesiod, is the middle daughter, and as such serves as peacemaker and Philodox among her sisters. Most often, to her chagrin, this involves standing to defend Helena against the other three, despite her own feelings towards Man. Stheno is as wise as she is strong; she rarely comes to any conclusion without proper deliberation, but her snap judgments are likely to be the correct ones nevertheless. Stheno seems to be terribly concerned about Medusa’s disappearance, and has assigned her daughters to seek out Medusa herself or any packs or minor spirits that serve her.

**Individual** **Traits:** Members of packs devoted to Stheno receive one temporary Wisdom Renown and the Gift**:** Strength of Purpose.

**Pack Traits:** The pack gains a dot of Strength and Stamina to be apportioned in the usual way.

**Ban:** Daughters of Stheno must accede to any request to stand as arbiters, particularly in conflicts between men and women. They must endeavor to learn the truth of these conflicts before rendering judgment.

### Griffin

**Source:** Werewolf 20, p.374

**Background Cost:** 4

Griffin mourns those species lost to extinction, and his rage against humans – so often the killers of entire species – makes him one with his Red Talon children. Always hungry, always hunting, Griffin strikes like lightning and kills without hesitation.

**Individual Traits:** In token of Griffin’s avian aspect, each pack member can communicate with birds of prey without resorting to a Gift. Each pack member also gains two points of Glory Renown.

**Pack** **Traits:** A swift, watchful hunter, Griffin grants three dice to an Alertness pool. Red Talons respect the followers of Griffin.

**Ban:** Griffin’s children may never associate with humans. Griffin never accepts a homid Garou as his child.

### Herne the Hunter (*Fianna Revised* write-up)

**Source:** Fianna Tribebook, p.51; Tribebook: Fianna, Revised, p.82

**Background Cost:** 4

Herne is the relentless master of the hunt, who often appears as a huge man with a headdress of stag antlers, bearing a boar spear and surrounded by fierce hounds. Stalking through field and forest, he quests for minions of the Wyrm, unleashing his packs to bring them down.

**Pack** **Traits:** Herne grants his packs an extra point of Stealth and Survival and the Gift**:** Sense Wyrm.

**Ban:** Herne’s packs must always pursue and do battle with minions of the Wyrm, regardless of the odds.

### Honey Badger

**Source:**  W20 Rage Across the World, p.107

**Background Cost:** 7

        Most predators are loath to attack a Honey Badger, and they are right to do so. Not only is the Honey Badger a fierce and tenacious predator, but it is a tireless fighter and has a tough defensive hide that allows it to escape most dangers. The Honey Badger is reckless and will enter a fight even if the odds are against it.

**Individual Traits:** Followers of the Honey Badger gain a dot of Strength and reduce all wound penalties by 1.

**Pack Traits:** Packs who follow Honey Badger gain access to the Gift: Resist Pain.

**Ban:** Honey Badger’s children may never back down from a fight, no matter how bad the odds are against them.

### Hummingbird

**Source:** Tribebook: Uktena, Revised, p.80

**Background Cost:** 6

In some ways the opposite of Gila Monster, Hummingbird embodies swiftness and precision. He can fly in all directions or hover. But he can’t stay still for long, for his speed comes at a price – a hunger that cannot be denied.

**Individual Traits:** Hummingbird grants each pack member an additional two dots of Dexterity. While in the Umbra, each pack member can hover or fly up to his lupus running speed, though without obvious wings.

**Pack Traits:** Hummingbird favors his packs with the Gift**:** Spirit of the Fray.

**Ban:** Hummingbird has a voracious appetite, and demands that his packs supply him with a point of Gnosis *per day*.

### Igaluk, the Hunter

**Source:** Wendigo Tribebook, p.50

**Background Cost:** 4

**Pack Traits:** Igaluk gives his children skills in the hunt. One pack member at a time may increase his Perception by one, and that pack member may subtract one from the difficulties of Stealth and Survival rolls.

**Ban:** Children of Igaluk must never mistreat their game; they must always thank any being they kill for food. Otherwise, Igaluk ensures that all animals beware the offending Garou.

### I’wai the Crocodile

**Source:** Rage Across Australia, p.138

**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 underwater with his strong jaws until it drowns.

I’wai is a friend of Otchout the Barramundi. Although I’wai’s offspring eat Otchout’s schools, people who fish for barramundi are often taken by crocodiles.

**Individual** **Traits:** I’wai has a tough hide, and his children gain an extra die to their soak Dice Pools for each Rank they hold.

**Pack Traits:** I’wai also teaches his children Primal-Urge +3. Mokolé will always be well-disposed toward 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, children of I’wai must help those seeking revenge against a foe.

### Jaguar

**Source:** Rage Across the Amazon, p.113

**Background Cost:** 7

Jaguar is the king of the rainforest, the supreme predator of the Amazon. *El Tigre*, as the Spanish call him, is a powerful and deadly hunter; many defer to him. He is also allied with the Balam tribe of the werecats, who can assume his form.

**Individual** **Traits:** Jaguar’s children gain one die in Strength, one die in Dexterity and one die to claw damage.

**Ban:** Children of Jaguar must kill any who destroy the rainforest. This would seemingly make Jaguar an ally of the Garou, but Jaguar believes the Garou harm the rainforest**:** any Garou who allies with Jaguar must fight his own kind.

### Momentum

**Source:** Book of the City, p.122-123

**Background Cost:** 7

Momentum is a victory-spirit of many names, including “Hot Hands” or “Winning Streak.” She favors the brave or the crazy, giving and withdrawing success almost randomly. Bone Gnawers endlessly seek her favor, but few of them enjoy it for long. The Shadow Lords are much more elaborate and careful in the rites they practice for her, but have no more luck than the ragged children of Rat do. Momentum has no true set form, but most werewolves report meeting her in the guise of a lovely but capricious woman, often dressed as if attending a  high-stakes casino.

The victory that Momentum brings can be the center of many stories**:** the Storyteller may make her the patron of a mighty pack who suddenly fell into ruin, or tell the tale of hapless cliath raised to great Renown by her mysterious forces. She is a temporary totem at best, and is mainly chosen by packs that intend to stay together for a single mission, then separate.

**Pack** **Traits:** Momentum grants a dice pool that can be applied by the pack to *any* dice roll they require (although they must share out the dice as usual). This dice pool starts at zero dice, and increases by one die for every victory the pack shares over a potent foe (such as a group of well-armed fomori at least equal in number to the pack).

**Ban:** No matter what, Momentum will *always* abandon the pack at a random moment, most often a highly inopportune time. This causes no Renown loss (it’s expected), but is inevitably bad timing from the pack’s perspective. The Storyteller picks the time at which Momentum leaves the pack, but it must be at some point before the close of the chronicle (or even the story) – the pack should go through at least one climactic struggle without her assistance. The points spent on Totem can be applied to the characters’ next pack totem without penalty.

### Moose (Totem of War *Wendigo Revised* write-up)

**Source:** Tribebook: Wendigo, Revised, p.79

**Background Cost:** 4

Moose’s antlers are his weapons, growing larger during the cold of winter. Moose does battle with the clashing of his antlers, conquering and sometimes killing his rivals with the force of bone against bone.

**Individual Traits:** Each member of Moose’s packs may receive a temporary dot of Strength when engaged in a direct challenge with a competitor, if the confrontation is over a question of mating or desire.

**Pack** **Traits:** Moose grants his packs two dots of Melee.

**Ban:** Moose is a headstrong, heedless creature – and often difficult to turn from his chosen goal. Children of Moose must spend a point of Willpower to deviate from a predetermined course of action.

### Morrigu

**Source:** Tribebook: Fianna, Revised, p.81

**Background Cost:** 8

 The Morrigu, called “Great Queen” or “Mistress of Battles,” was a totem of the ancient Celts. Her symbol, and the preferred form of her avatar, was the carrion crow. While she seldom fought, she was a frequent participant in battle, urging her favored heroes to victory. Though a powerful totem, few packs petition for her patronage, for the Morrigu is a harsh mistress, and demands much of her children. Those who fail her or refuse her requests may find themselves the victims of a horrible vengeance. This is especially true of those brave enough to take her as a personal totem.

The Morrigu is a triune spirit; a pack picks *one* of her aspects**:** Macha, (“the personification of war”), Badb (“Fury”), or Nemain (“Venom”). Members of her packs are often cold and vengeful in their anger, and show no fear in battle. She is especially popular with Galliards and Ahroun, although her followers come from all auspices. The children of Morrigu are respected and feared among the Fianna, and find allies among the Corax (and most especially the three ravens known as the Morrigan), and some faeries.

        **• Macha:** The personification of battle. She incites warriors to heroic, if suicidal, deeds.

**Individual Traits:** Each pack member gains the Ahroun Gift**:** Inspiration as well as a point of temporary Glory.

**Pack Traits:** Macha’s packs gain the Ahroun Gift**:** Stoking Fury’s Furnace, which can be used by any one pack member at a time.

**• Badb:** Badb represents fury unleashed; she is the harbinger of battle madness.

**Individual Traits:** Each pack member receives the ability to enter a berserk frenzy at will. Furthermore, each member of her packs gain a point of temporary Glory but lose two temporary points of Wisdom when first taking this totem.

**Pack Traits:** Babd’s packs gain the Gift**:** Song of Rage (Level 3 Galliard).

**• Nemain:** Her name means “venom”; she poisons with fear and cripples by sowing confusion and chaos on the battlefield.

**Individual Traits:** Each pack member gains a point of Subterfuge, but lose a temporary point of Honor when first taking this totem.

**Pack Traits:** Nemain’s packs receive the Gift**:** Fog of War.

**General Traits:** All of the Morrigu’s Children receive a bonus of -1 difficulty to Social rolls dealing with Corax and raven-spirits.

**General** **Bans:** No Child of the Morrigu may ever harm a raven, and all must always show respect for, and give aid to, the Corax. They must never show fear, even in the face of certain death.

### Nerigal

**Source:** Rage Across the Heavens, p.41

**Background Cost:** 8

The Ice Warrior is among the more willing of pack patrons; it pleases him that packs should shed blood in his name. He will lend his favor to virtually any pack brave enough to seek him out and request his guidance.

**Individual** **Traits:** Children of Nerigal never enter fox frenzy; they always enter berserk frenzy. The Ice Warrior also grants each pack member +1 Brawl and +1 Melee, as well as two points of temporary Glory Renown. Finally, each member gains an extra die to soak rolls (which cannot be used to soak silver).

**Ban:** Nerigal’s children are forbidden to show fear. They may not retreat once combat is joined, and are not allowed to avoid obstacles rather than overcoming them.

### O’ Mighty Dolla’ and Easy Credit (*Glass Walkers Revised* write-up)

**Source:** Glass Walkers Tribebook, p.54 (O’ Mighty Dolla’ only); Tribebook: Glass Walkers, Revised, p.85

**Background Cost:** 4

O’ Mighty Dolla’s growth slowly grew with the American economy from a Gaffling nickel spirit to a Jaggling quarter spirit until, after World War I, he emerged as O’ Mighty Dolla’. He takes the form of an overweight, raucous man wearing a ten gallon hat, expensive “cowboy” suit and smoking Banes in a cigar. Always clutching his bad knee but with a loud yell and smile, he’s been a mainstay of the American tribe.

Lately, however, he’s had competition. Easy Credit, who appears as a seductively beautiful young woman wearing a business suit, has started stealing away packs that might otherwise have been adopted by O’ Mighty Dolla’. Easy Credit is a new spirit; no one can remember seeing her before 1995, and her blessings are very similar to O’ Mighty Dolla’s. The two obviously have some connection, but no one knows what that is.

Both spirits clearly hate each other. O’ Mighty Dolla’ loudly curses his rival’s name, while Easy Credit hides her own distaste behind an enchanting laugh.

**Individual** **Traits:** Both spirits offer the same benefits to packs they adopt. (O’ Mighty Dolla’ calls his packs his “children;” Easy Credit calls them her “clients.”) All rolls involving commerce have a -3 difficulty bonus, and all Garou with either of these totems gain 2 dots of Resources.

**Ban:** O’ Mighty Dolla’ demands that his packs only use American currency, a fact that means he never adopts a pack outside of the United States. When not on American soil, he asks that his powers should only be used for making a profit. He is adamant that his children never use credit cards of any sort.

Easy Credit, by contrast, is international. Her demand is that her clients continue to generate a profit; they must end each financial year with more money than they began it. In addition, they may never use coins or paper money.

### One Voice

**Source:**  W20 rage Across the World, p.57

**Background Cost:** 4

        Spirits of revolution are nothing new and have empowered packs in some form or another for centuries. In the last few years, though, advances in instantaneous mass communication both cultural and technological have given rise to a new variety of totem. One Voice is the spirit of a crowd speaking in unison to make their voices heard, having quickly pulled together a full protest while the adrenaline was high. While it is not going to complain about planned protests, it prefers flashmobs and sudden protests thrown together through chains of telephone calls or Internet posts.

        One Voice speaks in the whispers of forgotten thoughts. Its voice is a composite of words said to the dialing tone, brought together to make new words, urging its pack to action. It communicates through cellphones whenever possible, either speaking to the pack directly or flashing up text messages from an unknown sender. If it must physically appear, it manifests as a faceless everyman with physical characteristics and clothing who is entirely average’ for the local area.

**Individual Traits:** Packmembers each gain two dots of Leadership, the better to gather and coordinate crowds.

**Pack Traits:** One Voice’s packs gain access to the  Philodox Gift: Command the Gathering.

**Ban:** One Voice’s packs cannot through action or inaction subvert the will or purpose of any group with which they’re working.

### Opossum

**Source:** Rage Across Appalachia, p.156

**Background Cost:** 4

The only marsupial to thrive in North America, ‘Possum is a wily survivor, able to exist in the wilderness as well as in cities. ‘Possum has learned the value of deception in escaping dangerous situations, but when cornered she is a fierce adversary. Her immunity to snake venoms aids ‘Possum’s success in keeping the snake population under control.

**Individual Traits:** Each pack member gains automatic initiative when cornered or forced into combat.

**Pack** **Traits:** Packs who follow ‘Possum gain Strength +3 and the Gift**:** Resist Toxin.

**Ban:** Children of ‘Possum must never kill one of her children. They must be particularly careful on rainy nights, and must attempt to decently dispose of any “roadkill” they encounter.

### Panther (*Black Furies Revised* write-up)

**Source:** Black Furies Tribebook, p.43; Tribebook: Black Furies, Revised, p.82

**Background Cost:** 5

Panther is a rare totem for the Garou, given the bad blood after the War of Rage and subsequent cascades of anger. Panther guides a few packs of Freebooters, Bacchantes and Amazons, but has not taken a new pack of Garou cubs in several years; surely any pack she was to take on would have to be exceptional in the traits Panther favors**:** grace, speed and cunning.

**Individual** **Traits:** Panther gives her children the Gift**:** Eyes of the Cat, and reduces the difficulties of all rolls involving stealth, grace or balance by two.

**Pack Traits:** Many Red Talons and Get of Fenris despise followers of Panther, primarily due to their distrust of the Bastet. The Bastet consider Panther packs kindred spirits and may call on their sisters in times of need; in particularly rare circumstances they may come to a Panther pack’s assistance.

**Ban:** Panther packs must aid felines in distress – be they housecats stuck in trees or Bastet beset by Wyrm-creatures. Panther packs must also spend at least one month a year in the Amazon, despite the great risk; things have gotten very dire there. Panther no longer asks her packs to gather gossip for her, having more important things to worry about.

### The People

**Source:** Players Guide to Garou, Revised, p.138

**Background Cost:** 8

Many of The People’s followers claim that when Martin Luther King declared “I have a dream,” he was channeling The People. They also claim that The People walked alongside Leonard Peltier in the early 1970s. No one can prove The People was involved in these incidents, but there is no doubt that the spirit of The People is real. It never appears with the same face twice, and it is from every race and nation, male and female, defending any whom have reason to defend themselves.

That The People has any truck with the werewolves at all surprises many Garou, but the Bone Gnawers and Children of Gaia have often cooperated with it as their purposes intertwine. Even tribes like the Black Furies, Fianna, Silent Striders, Shadow Lords, Uktena and Wendigo have had packs adopted by The People whilst trying to defend their Kinfolk. The only tribes The People will not deal with are the Glass Walkers (for their too-close-for-comfort affinity to the Weaver) and the Red Talons (for their genocidal hatred of humanity). The People despises both of these tribes with every fiber of its being.

**Individual** **Traits:** The People demands that its children be capable of being anywhere, and to help anyone. It offers its children the Gifts**:** Assimilation and Speed of Thought. In addition, The People is a spirit of war, not compromise. It teaches each of its children +1 Brawl, Melee or Firearms. (Each character can choose which bonus they receive, but once chosen, it is permanent.)

**Ban:** The People will never adopt a pack with either a Glass Walker or a Red Talon in it. In addition, followers of The People must devote themselves to helping oppressed humans in some way.

### Piggi-Billa the Echidna

**Source:** Rage Across Australia, p.138-139

**Background Cost:** 6

A totem of stubbornness and self-defense, spiny, ant-eating Piggi-Billa is particularly loved by metis Garou, who admire his self-sufficient character.

**Individual** **Traits:** Piggi-Billa teaches his children the metis Gifts**:** Burrow and Spines of the Echidna (as Gift of the Porcupine). Metis Garou who suffer the disfigurement of Weak Claws/No Claws will, upon sacrificing a permanent Gnosis point to Piggi-Billa, find their claws strong and healthy.

**Ban:** Non-metis followers of Piggi-Billa must never ridicule or ostracize metis Garou. Metis followers of Piggi-Billa have no ban.

### Porcupine (Totem of War *Wendigo Revised* write-up)

**Source:** Tribebook: Wendigo, Revised, p.80

**Background Cost:** 3

        Porcupine carries her defenses with her, quills bristling to sink in under the skin of any who are foolish enough to attack her. She is generally mild-mannered and sometimes overly blasé, but her spiky quills go a long way towards frightening off any casual foe. When attacked, she lowers her head stubbornly and lashes out with her tail, sending hooked barbs to embed themselves deeply into her opponent’s flesh.

**Individual** **Traits:** Each member of a Porcupine’s pack gains one dot of Intimidation and Melee.

**Ban:** Children of Porcupine tend to find romantic situations difficult, but other than that, they have few limitations.

### Rat

**Source:** Werewolf 20, p.374

**Background Cost:** 5

Silent and quick, Rat is adept at hit-and-run warfare. Rat fights to weaken, cripple and finally overwhelm, but he can be as vicious as any other totem when cornered.

**Individual Traits:** Rat teaches how to bite for best advantage, subtracting one from all biting roll difficulties. The pack members also subtract one from the difficulties of all rolls involving stealth or quiet.

**Pack** **Traits:** Rat’s children can call upon five Willpower points per story. Bone Gnawers respect Rat’s children and will aid them (although not at the cost of their own lives). Ratkin will be more tolerant of the pack than of most Garou.

**Ban:** Rat’s children must never kill vermin.

### Rhino

**Source:** Players Guide to Garou, Revised, p.138

**Background Cost:** 5

Lion may claim otherwise, but not all would acknowledge the great cat as the king of the savanna. Rhino, with his proud stoicism, is Lion’s opposite. Where Lion is arrogant and showy, Rhino moves slowly and carefully. Rhino is humble, but a great defender of his own, and most Garou underestimate his thoughtfulness, worldliness, and ancient knowledge. He is popular among the Children of Gaia, Red Talons (Griffin has shown interest in the endangered species) and Silent Striders, and some Bone Gnawers and Silver Fangs also follow him. Occasionally, he has been called upon to resolve disputes within the Ahadi.

**Individual** **Traits:** Rhino grants his children both his strength and patience; each of his children receives +1 Strength and one point of Willpower.

**Pack Traits:** Rhino teaches those he adopts how to quickly end a fight, and his packs can add +1 to their Brawl or Melee for the first attack they make in a battle.

**Ban:** Packs adopted by Rhino must actively attempt to save his true children. He will also not adopt any Garou without Wisdom Renown.

### Seadrake

**Source:** Tribebook: Get of Fenris, Revised, p.83

**Background Cost:** 7

Seadrake is the cold, cruel sister of Firedrake. She catches her foes in her coils and crushes them to death, or drags them deep beneath the waves to drown. She is the patron spirit of seas yet uncharted, and the manifestation of the ocean’s ability to kill. She loves Gaia and the majesty of the sea, but is a wrathful spirit, and therefore, one of Fenris’ favorite allies.

**Individual** **Traits:** Each member of Seadrake’s pack gains two extra dice of Stamina whenever immersed in the ocean, and one extra die to Athletics rolls.

**Pack Traits:** Seadrake’s packs may use the Gift**:** Spirit of the Fish, and can call upon five extra Willpower points per story. Uktena Garou react well to Seadrake’s children, but followers of more compassionate totems like Unicorn might be less enthusiastic about their presence.

**Ban:** Seadrake demands the offering of living foes bound and hurled into the ocean to drown. Her packs must sacrifice a foe to her in this way once each season at the least.

### Shark (*Players Guide to Garou, Revised* write-up)

**Source:** Werewolf Players Guide, 2nd Ed., p.121; Players Guide to Garou, Revised, p.139

**Background Cost:** 6

There is no animal that evokes more fear and horror in humanity than Shark. Emotionless and alien, Shark is a lethal and silent hunter. Packs adopted by Shark may be better received by Rokea, but don’t count on it.

**Individual** **Traits:** The children of Shark receive one point of temporary Glory each, and learn how to bite with exceptional power, doing two dice more of damage than normal.

**Pack Traits:** Shark’s packs also receive one point of Strength and two extra dice of Stealth.

**Ban:** Shark cannot abide those who show either pleasure or distress from killing.

### Sphinx-of-War (Totem of War for Silent Striders)

**Source:** Tribebook: Silent Striders, Revised, p.85

**Background Cost:** 8

The Egyptians called Sphinx by the name Aker and venerated him as the guardian of the Horizon**:** the dividing line between day and night, and between the worlds of the living and the dead. But even the humans knew that Sphinx was not “their” god; Sphinx existed long before human worship began. He was a powerful chthonic entity, a force of nature, a vital part of the order of the cosmos. As guardian of the lands of the dead, Sphinx despises ghosts and vampires that defy the natural progression of life and worse, wreak havoc among the living. It is also Sphinx’s charge to guard the severed coils of Apep – the Wyrm – so that the enemy cannot regain his power.

**Individual** **Traits:** Children of Sphinx may cross the Gauntlet into the Dark Umbra at the setting of the sun (as though they used the rite Descend into the Dark Umbra, with no blood sacrifice required). The difficulty of mind- or emotion-affecting powers used by the dead or undead is increased by 2 against children of Sphinx.

**Pack Traits:** Once per lunar year that a pack follows Sphinx, the pack may call upon their totem to seize one already defeated, Wyrm-tainted foe (or part of one). That enemy (or part of that enemy) is spirited away to Sphinx’s Umbral realm, and it will never return (or re-grow).

**Ban:** Children of Sphinx must return dead creatures to the land of the dead. Period. They are not required to destroy them or defeat them, but the dead must remain where the dead belong.

### Tasmanian Devil

**Source:** Tribebook: Bone Gnawers, Revised, p.84

**Background Cost:** 7

Despite their affection for American pop culture, Bone Gnawers don’t venerate a cartoon character, but the actual scavenger. Tasmanian Devil lends the Gnawers the wisdom and strength he once lent to his Bunyip children, giving them the resolve to fight on in the name of the lost tribe. The Bunyip’s fate gives Tasmanian Devil’s packs all the more reason to survive.

**Individual** **Traits:** All the Garou in the pack gain the Gift**:** Hare’s Leap (once known to the Bunyip as Leap of the Kangaroo), +2 Enigmas, and an increased affinity for the Dreamtime, which lowers the difficulty of all Gnosis rolls to cross the Gauntlet by 2.

**Pack Traits:** A pack dedicated to Tasmanian Devil may call upon five Willpower points per story.

**Ban:** Tasmanian Devil hates the Black Spiral Dancers for tricking the other Garou into wiping out the Bunyip, and demands that his children pass up no opportunity to slay a Dancer unless the circumstances would make such an effort suicidal. In addition, the pack must strive to make sure the Bunyip’s legacy isn’t forgotten; this may entail anything from telling the tale of the Bunyip’s fall to undertaking Umbral quests to reclaim some of the Bunyip’s forgotten Gifts and rites.

### Trapdoor Spider

**Source:** W20 Rage Across the World, p.106

**Background Cost:** 6

        A cunning strategist, Trapdoor Spider is patient and aggressive. It will wait days for prey to come along before it strikes. It waits for the precise moment, and then attacks, quickly and efficiently. The target rarely knows it has fallen into a trap until it is far too late for escape.

**Individual Traits:** Followers of Trapdoor Spider gain one dot in Dexterity.

**Pack Traits:** Packs that follow Trapdoor Spider gain three dots of Athletics as well as four points of Willpower per story.

**Ban:** Children of the Trapdoor Spider are forbidden from entering any combat situation without a plan.

### Tsetse Fly

**Source:** Silent Striders Tribebook, p.52

**Background Cost:** 5

Cruel and sinister, Tsetse Fly is the implacable mistress of vengeance. Once angered, she will not rest until her foe is slain. Her bite is usually impossible to defend against, and she prefers to strike when a foe least suspects. Striders following Tsetse Fly are relentless foes, nurturing thousands of years of frustration and anger into a simmering stew of rage, then lashing out from the shadows.

**Individual Traits:** Because Tsetse Fly is seen as an unclean totem, followers of Tsetse Fly subtract one point from any temporary Honor Renown rewards they gain.

**Pack** **Traits:** Striders following Tsetse Fly gain +2 Medicine and can put a “mojo” curse on their enemies. They must truly hate the enemy (i.e., must have spent at least five Rage points against him), must have a piece of his body or a personal effect, and must make a Manipulation + Intimidation roll (difficulty of the target’s Willpower). Success inflicts the mojo curse on the foe; all the foe’s Dice Pools are halved for a duration of one night per success scored. A botch turns the curse against the caster for a night. A mojo curse may only be cast on a foe once per year (Tsetse Fly expects her followers to take advantage of a weakened enemy!).

**Ban:** Followers of Tsetse Fly must always gain revenge against their enemies. Additionally, because Tsetse Fly is seen as an unclean totem, followers of Tsetse Fly subtract one point from any temporary Honor rewards they gain.

### Typhon (*Shadow Lords Revised* write-up)

**Source:** Rage Across Russia, p.125; Tribebook: Shadow Lords, Revised, p.78

**Background Cost:** 5

Typhon is a raging storm-spirit, the dragon that spits thunder and lightning. He is one of the more violent aspects of Grandfather Thunder, and his children reflect his tendency toward violence. They are aggressive and furious, just like their totem. Most Garou look on Typhon as a mixed blessing; he grants prodigious ability in battle, but he also makes his children thoughtless and temperamental.

**Individual Traits:** Each pack member receives three temporary Rage points per story. Typhon’s children gain two temporary Glory but lose two temporary Wisdom.

**Pack Traits:** Packs dedicated to Typhon may share three additional points of Brawl.

**Ban:** Typhon demands that his children never pass up a fight with a worthy foe. He also expects his children to spend time communing with storms.

### Wakinyan Tanka, Thunderbird

**Source:** Wendigo Tribebook, p.51

**Background Cost:** 6

**Pack Traits:** A member of Wakinyan Tanka’s pack may add three dice to his Strength pool. Also, Wakinyan Tanka teaches his children the Gift: Clap of Thunder (as the Level Two Shadow Lord Gift).

**Ban:** Wakinyan Tanka is a dangerous totem to court. If a pack member’s Rage ever exceeds his Willpower, she goes a little crazy. She behaves strangely and stays on edge (like someone who has had too much coffee); all her frenzy roll difficulties are at -2 until the player spends experience points to raise her Willpower score to at least equal or exceed her Rage score.

### Walrus

**Source:** Croatan Song, p.122

**Background Cost:** 7

Walrus befriended the Three Brothers during the Great Migration, and has been a friend to Wendigo in particular even into the modern era. He is a mighty totem, renowned as much for his strength as for his majestic tusks.

**Individual Traits:** All pack members receive two temporary Glory, and each pack member gains two dice to soak damage resulting from cold.

**Pack** **Traits:** Walrus grants his packs two extra dice on any Strength or Stamina roll, though only one member can benefit at any given time.

**Ban:** Walrus asks that his packs not hunt his animal children for their ivory, and to punish anyone who slaughters an animal for vanity. Walrus’ packs are deadly enemies of professional fur trappers, although they forgive anyone those who take an animal’s fur out of need.

### Weasel (*Players Guide to Garou, Revised* write-up)

**Source:** Werewolf Players Guide, 1st Ed, p.131; Werewolf Players Guide, 2nd Ed., p.121; Players Guide to Garou, Revised, p.139

**Background Cost:** 7

Some homids are surprised to learn that Weasel is a Totem of War, expecting her to be a Totem of Cunning instead. And whilst Weasel is cunning indeed, she is no mere trickster, but a sneaky, dexterous and relentless warrior. Like Flea, Weasel favors quick strikes and surprise above sheer muscle. Unlike Flea, she will never back down until a foe is destroyed. This attitude has made her popular among many young Shadow Lord packs.

**Individual** **Traits:** Weasel gives one point of Dexterity and +1 Dodge to each of her children, and they all gain an extra die of damage on bite attacks as well.

**Ban:** Weasel packs must never show fear.

### Wendigo

**Source:** Werewolf 20, p.374

**Background Cost:** 7

Cloaked in ice, roaring like the wind, eating the hearts of foes – that is Wendigo, cannibal spirit of the frozen north. He teaches the Garou to be as relentless as the storm, harnessing the cold bitterness of their hearts and converting it to a lethal rage.

**Individual** **Traits:** Each pack member gains five points of Rage per story, regardless of his actual Rage rating. Each pack member also gains two points of Glory Renown.

**Pack Traits:** While the Wendigo tribe respects Wendigo’s children, they don’t trust them easily, for Wendigo is unpredictable.

**Ban:** Wendigo’s children must always aid animistic peoples in need.

### The Winter Manitous (Negakfok, Tomanik, O’ha’a)

**Source:** Wendigo Tribebook, p.50

**Background Cost:** 4

**Individual Traits:** A pack member may call upon the Gift: Chill of Early Frost.

**Pack Traits:** The manitous grant their children +1 to both Stamina and Survival.

**Ban:** Pack members may not seek shelter from a winter storm until they have suffered at least one Health Level of damage from the cold (frostbite).

### Wolverine (*Players Guide to Garou, Revised-Red Talons Revised* combined write-up)

**Source:** Werewolf Players Guide, 1st Ed, p.131; Werewolf Players Guide, 2nd Ed., p.121; Players Guide to Garou, Revised, p.139; Tribebook: Red Talons, Revised, p.80

**Background Cost:** 6

Though Bull has gained admiration for his furious anger and straightforward approach, Wolverine has been spurned for the same qualities in terrible excess. Wolverine fights rabidly, exuding Rage in every movement, fighting long after all others have dropped due to exhaustion, injury or simple common sense. Almost mindlessly violent, Wolverine remains an outsider totem spurned by most, only showing his sympathy towards the rogues and misfits of the Garou Nation.

**Individual** **Traits:** Wolverine grants each of his children an extra point of Stamina, knowing they’ll need it to fight as he does, and so they’ll withstand his personal initiation ceremony. Upon adopting his children, he sends them a vision of the very heart of Malfeas, a glimpse at the soul of the Wyrm itself. This torture grants an extra permanent point of Rage to each of his children, though it may not let them exceed 10 Rage. As long as the pack remains adopted by Wolverine, this point may never be lost, so they cannot lose the wolf until such time as the pack disbands or Wolverine disowns them. If they survive long enough to reach the rank of Adren, Red Talon followers of Wolverine may be taught the Gift**:** Mother’s Rage.

        • **Mother’s Rage (Level Three)** — A she-wolf is most dangerous when protecting her cubs, and will fight against enemies from which she would normally flee if her family is at stake. The Red Talon with this Gift is able to harness that Rage and use it in battle, although only when defending something of value. A bear- or wolf-spirit teaches this Gift.

        **System**: This Gift can only be used in defense of something or someone else - Kinfolk, a wounded packmate, a caern, etc. If the Red Talon is attacking a foe, she may not activate Mother's Rage. To use this Gift, the player spends two Rage point. The Garou enters a kind of frenzy, but stays within the vicinity of her charge. She will attack anything that gets too close, within the usual guidelines of frenzy (i.e., if her Rage is equal to or lower than her Gnosis, she will not attack packmates). While in this state, the Talon takes no wound penalties. All difficulties to soak are reduced by two and she gains an extra dot of Strength. Additionally, she regains one Rage point each turn while the Gift is in effect, making it impossible for her to run out of Rage (and therefore impossible to lose the wolf). All of these benefits disappear when the Red Talon's charge is out of danger or at the end of the scene, whichever comes first.

**Ban:** Wolverine’s children must spend at least one point of Rage in every battle, and may never show mercy.

### Wyvern (*Silver Fangs Revised* write-up)

**Source:** Silver Fangs Tribebook, p.52; Tribebook: Silver Fangs, Revised, p.81

**Background Cost:** 4

Despite his winged, serpentine form, Wyvern is no friend of the Wyrm. Instead, he is one of the Wyrm’s most implacable foes. He often appears as a herald of war, bringing news of a major confrontation with the forces of the Wyrm. He drives all Garou, and those who follow him in particular, to give everything toward the defeat of corruption and often counsels the use of trickery and ambush in combat. Wyvern’s anger and viciousness make him an attractive totem for young, angry Fangs, looking to win Renown in battle with the forces of the Wyrm.

**Pack** **Traits:** Followers of Wyvern gain +2 Alertness, +2 Primal-Urge and the Gifts**:** Sight from Beyond and Call of the Wyld to share between the pack.

**Ban:** The sight of defiled caerns distresses Wyvern greatly. His followers must protect any caern if asked for assistance, even if one of the Fera holds it. Wyvern’s children must not participate in the “rescuing” of a caern from other shapeshifters and must stop such a theft occurring, should they learn of it.

### Yongar the Kangaroo

**Source:** Rage Across Australia, p.139

**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.

**Pack** **Traits:** Yongar teaches his children the Gifts**:** Leap of the Kangaroo (as the Lupus Gift). His followers also learn Survival +3 and Intimidation +4.

**Ban:** Yongar’s children must protect pups and elders from any threat.

## Totems of Wisdom

Keepers of mystical secrets, these totems ally with Garou to discover hidden truths, and in return can teach rare Gifts. While many Garou are reluctant to trust those werewolves who hunt secrets and answers rather than more tangible prey, a few recognize the crucial part that they play in Gaia’s defense.

### Ayahuasca

**Source:** Axis Mundi: The Book of Spirits, p.120

**Background Cost:** 8

**Pack** **Traits:** Children of Ayahuasca (Ayahuasceros) gain three points of Gnosis per story. They also learn +2 Survival and +3 Occult (which can bring their Occult score over 5).

**Ban:** An Ayahuascero’s Gnosis becomes “delicate.” A botch on a Gnosis roll will cause a loss of one permanent Gnosis point. The Ayahuascero is said to have “lost knowledge” and must work to gain it back.

### Bacchus

**Source:** Players Guide to Garou Revised, p.139

**Background Cost:** 5

Though much older than the Ancient Romans, this ancient Incarna of intoxication, sex and fertility has been dubbed with the name Bacchus ever since, and does not object. Always known as a mad wanderer, he has traded favors with the Black Furies as a fertility god, been pleaded with to bless the brews of the Fianna, and these days seems most at home among the raves and innumerable narcotics of the Glass Walkers. Those who see Bacchus only as a reveler miss the darker mysteries into which he inducts his children and the terrible rage he can bring upon those who would deny him. What’s more, those Silent Striders interested in the Dark Umbra often see the once-dead Bacchus as a guide.

**Individual Traits:** The trials Bacchus sends his packs on are far from trivial and he prepares them for the shocks they will face by giving each of his children +1 Stamina (which also enables them to withstand greater intoxication before passing out).

**Pack** **Traits:** Bacchus immerses his children in the mysteries of life and death, giving them +3 Occult and +2 Enigmas. Finally, Bacchus is wise but furious in his anger. His packs may draw upon 3 extra Rage per story.

**Ban:** Those who follow Bacchus tend to be strongly connected to their baser natures. If a character has a chance to indulge a strongly felt desire, he must succeed in a Willpower roll (difficulty of his own Rage) to do otherwise.

### Bat

**Source:** Tribebook: Shadow Lords, Revised, p.78

**Background Cost:** 5

Bat is an unusual totem, and a rare choice – as far as most Garou know, he has fallen entirely into the thrall of the Wyrm. Until recently, this was a very accurate summation; the fall of the Camazotz centuries ago destroyed Bat’s sanity, and in his hatred he turned against the Garou who drove his children to extinction. Recent events in Mexico, however, have redeemed Bat, or at least a portion of him. Like the deity revered by the Mayan cultures so long ago, Bat appears to have a dual aspect – in some respects he is still of the Wyrm, but in others he has come back to Gaia. Most Garou don’t know what to make of this, and look on Bat’s followers with great suspicion. None of them seem to be corrupt, but that doesn’t make them innocent.

For their part, Bat’s children have deep ties to the earth unmatched by those of other Garou. They listen to the voices of the Camazotz, and are making a sincere effort to continue that lost Breed’s work. The Voice of Gaia sings through them, and they listen to Her voice so that they can find Her enemies and destroy them.

**Individual Traits:** Each pack member’s Perception increases by one permanently, even if this would raise the rating above 5. Pack members also gain two points of temporary Wisdom Renown and may use the Gift**:** Ears of the Bat once per day for the duration of a scene.

**Pack** **Traits:** Bat’s packs gain three dots of Enigmas. Garou with this totem are well regarded by many Fera, particularly those in Central and South America. However, Garou look upon Bat and his children with suspicion, meaning that all pack members lose five points of temporary Honor (if they have that many) when Bat adopts them and subtract one from any temporary Honor Renown awards they receive. The pack members must work harder to prove they are honorable.

**Ban:** Bat demands that his children never fight with Gaia’s other children – including other Gaian Garou. Even ritualized or honorable combat is forbidden. His followers simply need to find other ways to resolve disputes. This has greater implications than may be immediately obvious**:** children of Bat cannot challenge other Garou if there is any chance that the Garou being challenged will choose a form of combat to resolve the dispute. If the challenged Garou chooses combat to resolve the challenge, the child of Bat who issued the challenge must back down. Depending on the circumstances (and the Storyteller’s discretion), backing down from issuing the challenge may entail a loss of Renown for the child of Bat.

### Boobook the Owl

**Source:** Rage Across Australia, p.139-140

**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 at night. Boobook is difficult to see, for her plumage allows her to blend into the foliage of the trees in which she roosts. Her flight is swift and silent.

**Pack** **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 ways.

**Note:** Boobook is the only Owl totem in Australia; a pack that follows Owl will gain alliance with Boobook instead until such time as the pack leaves Australia. Once the children of Owl leave Australia, Owl happily returns his blessings to them.

### Bougoodoogahdah the Lyrebird

**Source:** Rage Across Australia, p.140

**Background Cost:** 5

Bougoodoogahdah is a secretive bird who mimics the cries of other Dreamtime dwellers. He has a drab, brown body but a spectacular tail, shaped like a lyre.

**Pack** **Traits:** Followers of Bougoodoogahdah gain Expression +2 and Subterfuge +2. The also learn the Skill Mimic, which allows them (with a successful Manipulation + Mimic roll) to duplicate a variety of sounds. The difficulty varies according to the nature of the sound**:** 6 for another voice, 9 for a car engine.

**Ban:** Children of Bougoodoogahdah must never be flamboyant. They must dress in drab colors and may never be centers of attention. Their performances should be modest, always hidden from view.

### Brigid

**Source:** Tribebook: Fianna, Revised, p.82

**Background Cost:** 5

Brigid is a spirit of inspiration and creativity. The ancient patron of smiths, poets and healers, she stokes the fire in the head and heart like a forge.

**Individual Traits:** When attempting to create fetishes, ritemasters enjoy a bonus of -1 difficulty to bind spirits into items crafted by Brigid’s children.

**Pack** **Traits:** Packs of Brigid gain two extra dice to rolls involving Crafts or creative inspiration (e.g., composing a poem or designing an artful device).

**Ban:** Brigid’s children must never fail to celebrate Imbolc, displaying a new work of art, song or craft.

### Buffalo (*WW**:** Wild West* write-up)

**Source:** Werewolf: the Wild West, p.286

**Background Cost:** 6

Buffalo is sturdy, patient, slow to anger and filled with the wisdom for the future. His dreams of prophecy and words of wisdom have stopped wars before they could start.

**Pack** **Traits:** Buffalo grants +3 Stamina to the pack’s soak pool, and subtracts four from all rolls interpreting dreams. His children also gain +3 Survival when searching for food and safe water. Uktena and Wendigo Garou consider followers of Buffalo friends, unless the pack proves otherwise.

**Ban:** Buffalo asks that his children protect the great herds of buffalo that roam the ranges. This Ban doesn’t mean preventing the death of a buffalo for food, but rather is a request to defend the herd from those who would slaughter them by the hundreds for profit.

### Chameleon

**Source:** Werewolf Players Guide, 2nd Ed., p.121; Players Guide to the Garou Revised, p.139

**Background Cost:** 4

Changing animals share a strong kinship with the Garou, and few are as well-known and respected as Chameleon. Ever adaptable, invisible, silent and observant, Chameleon favors patient Garou who prefer to unobtrusively observe before acting. He is the patron of many Children of Gaia and Uktena.

**Pack** **Traits:** Packs adopted by Chameleon are taught the Gift**:** Blur of the Milky Eye and are granted three points of Perception.

**Ban:** Chameleon’s packs may not act until they have fully taken stock of their situation.

### Chimera

**Source:** Werewolf 20, p.375

**Background Cost:** 7

The totem of the Stargazers, Chimera is an enigmatic spirit, mysterious She of Many Faces, who invites one to find the inner wisdom beneath many layers of puzzles and deceptions.

**Individual Traits:** Each pack member subtracts two from all difficulties involving riddles, dream interpretation or enigmas. Each pack member also gains two points of Wisdom Renown. Chimera’s children are granted the ability to disguise themselves or something else when in the Umbra (Gnosis roll, difficulty 7).

**Pack** **Traits:** Chimera teaches how to find the truth behind a tangle of deceptions; the pack gains three dice to Enigmas and one to Perception. While Stargazers will notice the pack’s affiliation, that affiliation won’t necessarily influence their opinion of the pack.

**Ban:** The pack must seek enlightenment, but otherwise, Chimera places no restrictions.

### City Father/Mother (*Book of the City* and *Players Guide to Garou, Revised* combined write-up)

**Source:** Werewolf Players Guide, 1st Ed, p.132; Werewolf Players Guide, 2nd Ed., p.121; Players Guide to Garou, Revised, p.140; Book of the City, p.123

**Background Cost:** 6

A City Father or Mother is the manifestation of the human and machine interactions within the tight confines of the city limits. It reflects the character and history of the community that spawned it, but it is capable of acting on its own initiative in the city’s best interests.

The totem will only spring into being where there is a city, with a minimum population of 50,000 people.  It cannot leave its bounded area except to travel into the Near Umbra, where it is restricted to urban realms. The totem appears in an anthropomorphic form that represents its city. The City father of Pittsburg manifests as an immigrant steelworker, while San Diego takes the form of a Spanish missionary. Chicago is a broad-shouldered man dressed like a gangster but carrying a harmonica, with a faint smell of freshly slaughtered cows around him. Paris is a colorfully dressed can-can dancer with a rebellious glint in her eye, who never seems to be standing more than five feet from a musket.

**Individual** **Traits:** All children of a City Father may interact with the spirits of their city as if they had the Bone Gnawer Gift**:** Attunement, without the expenditure of Gnosis. Additionally, the totem may inform them of impending danger, either personally or through an appropriate messenger. Children of the City also each receive three additional dice to any Streetwise tests relevant to their city. Any Glass Walker or Bone Gnawer accepted by the City Father gains one temporary Wisdom but all other Garou discovered to have a City Father as a totem lose one temporary Honor.

**Pack Traits:** Often the City will aid his children, or request help from them, with lucky coincidences or friendly conversations with strangers. (For this reason, many of City’s children ride public transport.)

**Ban:** City Fathers and Mothers often request favors, large or small, of their children to aid the city as a whole. Frequently, Garou devoted to the city experience the emotions of their totem, becoming lightheaded during citywide celebrations or suffering nosebleeds during major disasters. If the pack refuses to perform these favors, the totem will withdraw its support.

        Some individual City Fathers or Mothers will offer slightly different traits based on their individual nature. A pair of sample specific City Fathers are presented here.

#### Big Joe Magarac, City Father of Pittsburgh

**Source:**  W20 Rage Across the World, p.56

**Background Cost:** 6

        ‘Big Joe Magarac’ is a figure of Pittsburgh folklore, a literal man of steel born to help the immigrant steelworkers of the city. His only joy was in working as long and hard as he could and helping his ‘brothers’ in the factories. The ‘character’ has popped up in the stories of workers all along the Rust Belt but the City Father knows his true home is in Pittsburgh. He usually appears as a muscular 9-foot tall man made of living steel with an accent suggestive of non-specific Slavic extraction. He’s good-natured, honest and generous and respects few things more than a hard worker.

**Individual Traits:** Big Joe’s ‘co-workers’ can call upon a version of the Homid Gift: Reshape Object with the limitation that they can only affect steel, iron, or some related alloy. In Big Joe’s version of the gift, the roll is Strength + Crafts instead of Manipulation. Glass Walkers and Bone Gnawers gain one point of temporary Wisdom Renown when accepted by Big Joe, but members of other tribes lose one temporary Honor. Also, he may on occasion offer warnings of impending danger, either directly or through a messenger.

**Pack Traits:** Joe’s packs each receive three additional dice to any Streetwise tests relevant to Pittsburgh.

**Ban:** Joe Magarac insists that his packs remain busy. Garou following him are expected to volunteer for whatever work needs to be done and cannot take time away from their assigned duties unless ordered by a superior.

#### The General, City Father of Shanghai

**Source:**  W20 Rage Across the World, p.56

**Background Cost:** 6

        The General first came into existence in the form of Shanghai’s city gods. It’s tough to say whether he’s an amalgamation of the three city gods worshiped by Shanghai’s population over the years or whether he is the latest in a series of City Fathers. He appears in roughly the human form of Chen Huacheng, a general who died in 1842 but his outfit contains aspects of a Ming Dynasty examiner’s uniform and a Han Dynasty statesman. The exact makeup of the outfit shifts depending on his mood. He is unerringly polite and tactful except when dealing with leaders whom he feels haven’t earned their place. He is often found in or near the City God Temple in Shanghai, where he accepts worship from humans even if they don’t realize exactly what he is.

**Individual Traits:** Packmembers serving under the General can call upon a version of the Uktena Gift: Call Elemental. But owing to the Daoist temple where he is worshiped, he grants the ability to summon elementals of the five Daoist elements of wood, fire, earth, metal, and water. Glass Walkers gain one temporary Wisdom Renown when accepted by the General, but members of other tribes lose one temporary Honor. Also, he may on occasion offer warnings of impending danger, either directly or through a messenger.

**Pack Traits:** Packs under the General’s leadership receive three additional dice to any Streetwise tests relevant to Shanghai.

**Ban:** The General, owing to an oath Chen Huacheng swore in life, insists that his packs protect the Yangtze River. Also, his followers are duty-bound to ensure that their leaders (both at the pack and at the court or caern level) are truly the best candidates for the job.

### Cockerel

**Source:** Tribebook: Fianna, Revised, p.84

**(Note:** Fianna Tribebook, p.51 refers to Cockerel as “Rooster.”)

**Background Cost:** 3

Many Garou are a little disdainful of what they consider “domestic” totems. Fianna don’t necessarily agree. One example is Cockerel, who crows his warning in a cackle to wake the dead. Loud and proud, he greets the dawn and alerts all to intruders. Though not the “sexiest” totem spirit, a few packs (mostly European) hunt the Wyrm with Cockerel’s patronage. He is more popular among British and continental Fianna.

**Individual** **Traits:** Cockerel gives all of his children the Gift**:** Sense Wyrm.

**Ban:** Cockerel’s children are forbidden to eat domesticated animals.

### Cockroach

**Source:** Werewolf 20, p.375

**Background Cost:** 6

Cockroach is quick, hardy, and persistent. He’s also everywhere in the modern world, watching and waiting. If one listens to his chosen tribe, he’s one of the totem spirits of the modern age.

**Individual Traits:** Chosen of Cockroach subtract two from all difficulties involving computers, electricity, and applied science. They can also perceive the contents of data streams in the Umbra, watching along with a YouTube video or listening in on a cellphone call with a successful Gnosis roll (difficulty 6).

**Pack Traits:** Cockroach’s packs gain three dice that apply to any roll to activate a Gift that affects technology.

**Ban:** The pack members must never kill a cockroach.

### Corn Maiden

**Source:** Croatan Song, p.122

**Background Cost:** 5

The giver of the great gift of corn, Corn Maiden is notable for being one of the few spirits affiliated with the Weaver that the Pure Lands Garou willingly trust. She is a strong totem with deep ties to the element of earth and the strength of plants; she also draws power from generosity. She is much loved among human nations, and her packs receive much of the same friendship.

**Individual** **Traits:** Corn Maiden’s packs learn the Gift**:** Cookfire; they also receive two temporary points of Wisdom.

**Pack Traits:** So long as they are friendly and helpful, Corn Maiden’s children receive three dice on any Social rolls dealing with humans.

**Ban:** Corn Maiden’s children must assist their human relatives with the planting and harvesting of corn, and are asked to give the gift of planting to any nations they may encounter. Packs who follow Corn Maiden usually carry a handful of corn kernels with them wherever they go, should a stranger be in need of food, or should they meet someone who has yet to learn the mystery of planting.

### Danu

**Source:** Tribebook: Fianna, Revised, p.82

**Background Cost:** 8

Danu (also known as Dana and Eshtarra) was the mother of the Tuatha de Danaan and worshipped by the Fianna as an aspect of Gaia as tribe-mother. For worthy packs she holds ancient wisdom and the power to use it. Just as true wisdom is never easy to find, Danu must be sought, for she reveals herself rarely.

**Individual** **Traits:** Danu grants her children the power to sense fae or other supernatural shenanigans; each pack member gains the Gift**:** Sense the Unnatural.

**Pack Traits:** Danu’s packs gain the ability to entrance listeners through taletelling, singing or howling. (Manipulation + Performance, Diff 8); the actual effects are up to the Storyteller. In addition, the pack gains three additional dots of the Ancestors Background; 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 most faeries (including many changelings) will recognize and honor children of Danu.

**Ban:** Danu asks that her children hold a moot in her honor during each of the four seasons, telling tales, old and new.

### Dolphin (*Players Guide 2nd Ed.* write-up)

**Source:** Werewolf Players Guide, p.132; Werewolf Players Guide, 2nd Ed., p.122

**Background Cost:** 4

Graceful and playful in the ocean, Dolphin watches the seas and acts as their guardian and watchdog. Marine disasters frighten and sadden 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.

**Pack** **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.

### Dolphin (*Wendigo Revised* write-up)

**Source:** Tribebook: Wendigo, Revised, p.79

**Background Cost:** 5

**Individual Traits:** Mischievous, social and playful, Dolphin learns quickly, cares deeply for her family, and brings joy to all who know her. Children of Dolphin are particularly resistant to the debilitating pull of depression, by adding two points to their Willpower pool against falling into Harano. Dolphin’s followers can also influence other Garou, Kinfolk and spirits with their cheerfulness and determination, by subtracting three points from any difficulty roll involving Charisma + Empathy (as the Children of Gaia Gift**:** Spirit Friend).

**Ban:** Dolphin only asks that her children do their best to nurture, teach and protect young pups or babies. Frequently the most dedicated Mentors have Dolphin as their totem.

### Dragonfly

**Source:** Tribebook: Uktena, Revised, p.80

**Background Cost:** 3

Dragonfly is ever watchful for prey or threats, but her stillness explodes into swift actions as she pounces. Though not a common pack totem, she is respected by many Garou as a fearsome pond predator.

**Pack** **Traits:** Dragonfly’s packs receive two extra dots in Alertness and an additional dot of Brawl.

**Ban:** Dragonfly asks her children to show patience and deliberation, but to act swiftly and decisively when a decision is reached. She also asks that the pack do whatever it can to protect dragonflies (frequently, this means halting insecticide use in a given locality, whether a farmer’s crop-dusting or a city’s mosquito-spraying regime).

### Epona

**Source:** Tribebook: Fianna, Revised, p.84

**Background Cost:** 4

The White Horse Goddess is a master of all equines. None can match her for speed or distance. She even crosses into the Otherworld as easily as one fords a shallow stream. Those who wish to follow her must often endure a hard pursuit to win her favor.

**Individual** **Traits:** Horses are at ease around followers of Epona, who don’t suffer the usual +2 penalty to Animal Ken or Ride rolls for horses; each of her children may also cross the Gauntlet at -1 difficulty.

**Pack Traits:** Epona’s packs gain three dice to running dice pools and a die of Stamina for purposes of long distance running.

**Ban:** The children of Epona must not eat horseflesh, nor allow cruelty to any equine.

### Fog (Aeolus) (*Players Guide to Garou, Revised* write-up)

**Source:** Werewolf Players Guide, 1st Ed, p.132; Werewolf Players Guide, 2nd Ed., p.122; Players Guide to Garou, Revised, p.140

**Background Cost:** 5

A totem of mystery and secrets, Fog (also known as Aeolus) is a spirit of both knowledge and stealth. Favored by mystics and spies alike, Fog knows much but teaches it only slowly, imparting the value of patience and subtlety to his children. He is most revered among the Silent Striders and Uktena.

**Individual** **Traits:** Fog grants his children +1 Subterfuge and +1 Stealth, as well as reducing the difficulty of any Occult or Enigmas roll by 1.

**Pack Traits:** Fog allows his packs to use the Gift**:** Curse of Aeolus.

**Ban:** The children of Fog may not reveal a secret to anyone outside his sept or pack. If they do, they lose one point of Willpower immediately.

### Frog(-of-Wisdom) (Totem of Wisdom for Uktena)

**Source:** Uktena Tribebook, p.52

**Background Cost:** 4

Frog bridges the gap between water and land, between change and stability. She symbolizes transformation and adaptability, both great keys for survival. A bringer of rain, to bless or curse, Frog hold within her tiny form great stores of power.

**Individual** **Traits:** Frog grants each of her followers +1 Swimming. In addition, Frog teaches her children the Gift: Sing Down the rain. Frog’s children also gain an additional dot of Dexterity rolls involving leaping or sudden movements.

**Ban:** Frog asks her children never to harm frogs or other amphibians and to seek to preserve the wetlands that are her earthly home.

### General Lee

**Source:** Tribebook: Bone Gnawers, Revised, p.85

**Background Cost:** 5

While Civil War heroes are certainly very interesting, this great spirit has nothing to do with the War Between the States. The General Lee is actually an automotive totem, deriving its name from one of the most famous white trash vehicles ever**:** the orange muscle car featured on the *Dukes of Hazzard*. Followers of this totem quest for the car of their dreams, one that they can worship far more than any animal spirit or urban Incarna.

After dedicating themselves to “the General,” the pack hunts to find a neglected, rusting hulk of a car. Typically, a Bone Gnawer in the pack begins slaving over this monumental gift to at least get the deathtrap running. Some Bone Gnawers transform these cars into shrines to the totem, often by propping them up on cement blocks in their front yards. With the help of their pack totem, it’s gradually transformed into a paragon of automotive excellence. There’s a reason for this**:** the car serves as a temperamental totem-spirit, one that can’t enter the spirit world, but can still serve as reliable transportation.

As the pack’s Theurge advances in rank, the lemon is gradually transformed. A fostern can actually drive his “totem car” around, although it’s still a sputtering heap held together by spit and bailing wire. Adren drive masterworks of automotive engineering with whisper quiet engines; reduce all difficulties for Drive rolls with the car by 1. An athro’s car never runs out of gasoline, while an elder can actually drive his car into the Umbra. If the car is actually destroyed, its spirit “slumbers in the Umbra” for a full cycle of the moon, then returns to a new set of wheels (and the rusting chassis attached to them) chosen by the pack.

Most worshippers of the General can be identified by the wrenches in their back pockets, oil stains on their clothing or the thunderous sound of their stock cars tearing through the streets. Yee-haw!

**Individual** **Traits:** Once accepted by the General, everyone in the pack gets +2 Drive and +2 Crafts (if this would grant them a specialty, they automatically get the specialty**:** Repair). All pack members have the difficulty of any Drive roll related to tricky or dangerous maneuvers reduced by 2. (If they are driving their own “totem car” and the pack’s Theurge is of at least adren rank, the difficulty is reduced by 3.) The pack also gains an intuitive knowledge of all of America’s highways, along with many back roads in the Deep South.

**Ban:** Worshippers of the General endlessly tinker with their cars. As part of this, at least one member of the pack must have mechanic’s tools ready at all times. There’s a good reason for this**:** the pack’s totem lives in the car they care for. Tinkering with the pack’s chosen car gives spiritual strength to the totem spirit. For all practical purposes, the totem spirit is bound to the car, and it can only go where the car goes.

Each day, a member of the pack must spend at least an hour making repairs, improvements and modifications to this shrine. If the pack skips a day, the car begins to degrade gaining one temporary fault. Each day, someone in the pack can attempt a Wits + Repair roll (difficulty 6) to fix this.

This is a sizeable ban, but it has its benefits as well. After years of reverent worship, these vehicles can reach a peak performance of mythical proportions. With a capable driver behind the wheel, some are capable of performing stunts rarely seen outside of 70’s car chases. As part of this, when the driver is Rank Three (adren) or higher, any time he fails a driving check, the totem spirit can then attempt a second roll using its Willpower as a Dex + Driving dice pool.

### Goose (Totem of Wisdom *Wendigo Revised* write-up)

**Source:** Tribebook: Wendigo, Revised, p.80

**Background Cost:** 3

        Goose is a seasoned traveler, her strong pinions making it possible for her to cover great distances more swiftly and easily.

**Individual** **Traits:** Goose can increase the distance a lupus-form Garou can travel, by adding 1 die to the Stamina + Athletics roll the long-running werewolf must make, at difficulty 4, for each hour of travel.

**Pack Traits:** Moon bridges between caerns are often opened with Goose’s aid; a ritemaster with Goose as her totem may lessen the difficulty level of establishing a moon bridge by 1.

**Ban:** Goose tends to be rather noisy, chatty and social in conversation with her kin. More than one child of Goose together necessitates a -1 penalty to all Stealth rolls. Packs adopted by Goose are, obviously, rather rare and probably embarrassing among the Wendigo.

### The Grandfather

**Source:** Rage Across Appalachia, p.155

**Background Cost:** 7

The Grandfather represents the protective nature of the mountain which bears his name. He symbolizes the wisdom that comes from extreme age as well as the solidity of rock. He is a tolerant and hospitable spirit and will not abide petty bickering in his vicinity.

**Individual** **Traits:** Each of Grandfather’s children gains three dice to add in any combination to add to his or her Social rolls once per story. In addition, individual pack members can add one to their Strength during any combat which takes place on solid ground, upon or inside a mountain. Each pack member gains +2 Athletics when climbing a mountain.

**Ban:** Grandfather’s children must never judge others by their race, social group or other identity factor, but must instead judge them by their actions. Obvious enemies (including the minions of the Wyrm, of course) are excluded from this stricture.

### The Great Trash Heap (*Bone Gnawers Revised* write-up)

**Source:** Bone Gnawers Tribebook, p.45; Tribebook: Bone Gnawers, Revised, p.86

**Background Cost:** 4

The Great Trash Heap is an Incarna of garbage. Its consciousness has spread across junkyards and landfills throughout the world. These individual Heaps contain a personality based on psychic impressions of all the people, places and things that interacted with the garbage. Garou packs dedicate themselves to individual Heaps, which are representatives of the One True Heap. Some believe the Incarna’s consciousness exists in an obscure Umbral Near Realm, one that allows Garou to sort through the “psychic dumping ground” of every piece of trash in the world. Other tales relate that this nexus allows werewolves to “dumpster dive” between the world’s most powerful Heaps.

**Pack** **Traits:** Once each cycle of the moon, the all-seeing, all-knowing Trash Heap will answer one question posed by the pack. The rest of the month, if each pack member carries a chunk of garbage offered by the Heap, they can always communicate with each other. (Tin cans are an obvious choice for this boon.) As an added bonus, the pack receives +2 Enigmas and +2 Investigation; the Trash Heap’s followers are good at finding information if they dig deep enough.

**Ban:** At each full moon, the pack must declare one great trash heap as their home. They must then protect it and carry out the requests of the Totem-spirit within it.

### Hakahe

**Source:** Rage Across the Heavens, p.34

**Background Cost:** 7

It’s very rare for Hakahe to serve as a pack totem, and even rarer for him to patronize a pack without at least one Uktena among them. Nonetheless, the Ebon Whisperer will once in a while lend his favor to a pack that seeks him out and beseeches his guidance.

**Individual Traits:** All Occult rolls made by the pack are at -2 difficulty.

**Pack** **Traits:** Hakahe grants his packs +3 Crafts and +3 Repair, and teaches his children the Gift**:** Reshape Object.

**Ban:** Children of Hakahe must work to build things of importance among human communities, the better to teach humans to build rather than destroy.

### Hare

**Source:** Ways of the Wolf, p.52

**Background Cost:** 5

Hare, also called Mahtigwess or Great Rabbit, is a trickster spirit. He is both trickster and provider, and often rescues the peoples of the world from hideous beasts. However, his strategy is trickery, not warfare. He produces food for people in need, making sure that none go hungry.

**Individual Traits:** Each member of Hare’s packs reduces the difficulty of all rolls involving running by one.

**Pack Traits:** Hare teaches his children two additional dice of Survival and Subterfuge and an additional die of Athletics, as well as granting the Gift**:** Leap of the Kangaroo.

**Ban:** Hare asks that all of his children be spared.

### Harrier

**Source:** Tribebook: Silver Fangs, Revised, p.81

**Background Cost:** 4

Compared to many of Falcon’s brood, Harrier is small, plain and unremarkable. However, her wisdom is unsurpassed and she always seeks to encourage cooperation in those who follow her. Her chosen house, Unbreakable Hearth, has learnt this lesson well.

**Individual** **Traits:** Harrier gives her children two dots of Empathy and allows them -2 difficulty on all Social rolls involving negotiation, truces and alliances. She also gives her children speed, to arrive on time where they are needed. Harrier’s children may double standard movement rates in all forms.

**Ban:** Harrier cautions her children to listen before they speak, and insists that they listen to all debates for five minutes before speaking themselves.

### Heron (*Silver Fangs Revised* write-up)

**Source:** Silver Fangs Tribebook, p.52; Tribebook: Silver Fangs, Revised, p.81

**Background Cost:** 5

Heron is graceful and wise and appears to be a tranquil spirit to all but her children. They, however, know the truth**:** that Heron cannot resist poking her beak into affairs that others would prefer remained secret. She is fussy about her children for that reason**:** she demands elegance, wisdom, discretion and most of all, inquisitiveness from her children. Packs that follow Heron tend to be impeccably groomed, well dressed, irreproachable polite and incurably nosey. A sept that counts followers of Heron amongst its members can expect their sudden return full of excitement and fear of their latest discovery of plots, plans and scheme of the Wyrm’s minions and demands for immediate assistance in dealing with them.

**Individual** **Traits:** Followers of Heron each gain one point of temporary Wisdom.

**Pack Traits:** Packs of Heron gain +3 Enigmas and may add three dice to any dice pool that involves cleansing or purifying someone in Gaia’s name. She also grants her followers the Gift**:** Open Seal, the better for them to find the secrets she loves.

**Ban:** Heron suggests, ever so politely, that her followers seek out and expose a new secret at least once a month. They must reveal the secrets to the whole sept in Heron’s name. The secrets must, of course, be far more than mere gossip. The information discovered must, in some way, palpably help in the fight against the Wyrm.

### Ibis (*Silent Striders Revised* write-up)

**Source:** Silent Striders Tribebook, p.52; Tribebook: Silent Striders, Revised, p.82

**Background Cost:** 6

The ibis has since ancient times been the symbol of Thoth, the healer, scribe and keeper of mystic lore. The ibis is also a moon spirit, one of Luna’s brood – for the Egyptians, Thoth ruled the moon’s path through the night, and even today the curved beak of the ibis is seen as symbolic of the crescent moon. Ibis’s greatest gift to the Garou is memory**:** The Garou seldom record their thoughts, plans or teachings, but Ibis does, and his writings are incorruptible and enduring. The Ibis guards many secrets that would otherwise be lost to the Silent Striders – and some that have been lost, as the Striders have forgotten even to ask.

**Individual** **Traits:** Packs that follow Ibis may call on their totem to aid their memory, as the spirit records their experiences. Any sight, sound, message or even scent may be recalled (requiring an Intelligence roll at a variable difficulty). Note that unless the pack spends Background points to improve their totem so that it may remain in contact with all of them, if the pack splits up, only members that remain with the totem will have their experiences recorded. Even more importantly for the Striders, a child of Ibis can ask after any specific memory recorded from any child of Ibis, living or dead, (success requires a properly worded request, a successful intelligence + Enigmas roll at a difficulty of 10 from the player, and usually a great deal of time). The difficulty of all magic worked against children of Ibis (whether “true magick,” hedge wizardry or vampiric Thaumaturgy, but not including wraith Arcanoi, werewolf Gifts or changeling Glamour) is raised by one.

**Pack Traits:** Packs pledged to Ibis gain three dice of Medicine that may be allocated among the pack’s members.

**Ban:** Followers of Ibis may not harm marsh birds, nor may they use throwing sticks as weapons (like the Wadjet Fang talen). Since Thoth was the advocate for the dead, children of Ibis must also intercede on behalf of ghosts in need of help to continue their journey to the afterlife.

### Invisible Hand

**Source:** Book of the City, p.123

**Background Cost:** 4

The Invisible Hand is a powerful market-spirit, strong in the ancient Greek city-states, the Venetian Republic, the Hanseatic league and in early America. He is a favorite of the Glass Walkers and some Children of Gaia. Some Garou interpret him as a spirit of pure capitalism. Others see him as a spirit of exchange which leaders regulate for the benefit of the common people, and still others hold that he is the patron of Gaian 18th century physiocracy**:** the economic idea that wealth can only be created by husbanding the Earth. In any case, the Hand insists that his children deal fairly with all, while allowing themselves fair profit.

**Individual** **Traits:** Followers of the Hand are acute business-wolves, whether haggling over a steaming elk carcass or acquiring a bankrupt company. They will always find it easy to learn the law of the Jungle or human law; each pack member gains two dice of the Law Knowledge.

**Pack Traits:** The pack gains three dice on any dice pool made to strike a “deal” of any sort, whether merchant negotiations, peace talks, or even some instances of gamecraft.

**Ban:** The Hand will disown any child who cheats or reneges on a bargain.

### Jackal

**Source:** Tribebook: Bone Gnawers, Revised, p.86

**Background Cost:** 5

A rare breed of Bone Gnawers fervently believes that the tribe can be traced back to a network of “scavenger caerns” in Northern Africa. Some of these tales are grossly exaggerated, and most evidence of their existence is gone, but there was a time when many Garou in that part of the world shared a common totem. Bone Gnawers knew him as Jackal. Silent Striders allegedly communed with another aspect of the Incarna, one they knew as Anubis. When Jackal packs first found out about the Striders’ war against Set and Apophis in the Kingdom of Khem, they leapt into the fray. When Khem fell, Jackal’s followers suffered almost as much as the Striders did.

**Individual Traits:** Each Garou also gains one dot in the Ancestors Background. Even Bone Gnawers and Silent Striders gain this benefit, but this requires them to travel on an Umbral quest once each year (with or without their pack) to relive a  major experience of this ancestor. Over the course of the chronicle, the Storyteller must create a background and backstory for this bygone Jackal pack from the days of Ancient Khem or the nights of Northern Africa before the Concord.

**Pack** **Traits:** Packs who follow Jackal gain +2 Survival, +1 Leadership and the Gift**:** Blur of the Milky Eye.

**Ban:** Jackal rarely strikes the first blow in any fight; he waits for others to kill. If attacked, he will defend himself, but followers of this totem prefer to wait and feast off the victims that remain. That doesn’t prevent them from taunting a foe into attacking them or commanding others to attack, but as “true scavengers,” they prefer to exploit the martial talents of stronger Garou. After the fall of Khem, followers of Jackal have been known for their bad luck. Some believe this “losing streak” began when Jackal packs failed to recapture the Kingdom of Khem from the Wyrm’s minions.

In a pack of Jackals, if a pack member strikes the first blow in a fight, the Storyteller can place some form of idol or marker in front of the player representing him. While that player has the idol, he is immune to the Ban**:** he can continue to strike first in combat. However, the player’s character is destined to have a streak of bad luck. Within three game sessions, the Storyteller can take the idol back to turn one successful die into a botch. After three game sessions, if the player still has the idol, the Storyteller takes it back without invoking this portion of the Ban. Regardless of this curse, Jackal packs usually choose one warrior in their pack to strike the first blow – and suffer the consequences – for the good of the pack. Garou in a Jackal pack cannot take the Flaw**:** Jackal’s Blood.

### Kiunik, Otter

**Source:** Wendigo Tribebook, p.51

**Background Cost:** 5

**Individual Traits:** Each pack member gains the Gift: Pulse of the Invisible.

**Pack Traits:** In addition, pack members may share a +1 bonus to Dexterity and Dodge.

**Ban:** Kiunik’s children must enter the Umbra at least once per moon cycle (from new to full) and follow a random Moon Path while there.

### Loon

**Source:** Rage Across Appalachia, p.155

**Background Cost:** 5

The loon is a rare visitor to the Appalachians, but its eerie call is sometimes heard in the region. A diving bird that thrives in colder climes, Loon is noted for its playful antics.

**Individual** **Traits:** Children of Loon gain the Gift**:** Surface Attunement. In addition, pack members who thank Loon before seeking food from rivers and streams will never go away empty-handed. Besides enhancing the effects of traditional Garou Howls, Loon teaches her children a special howl. Known as the Cry of Awakening, this eerie wail evokes forgotten memories of Garou ancestors in any Garou who hears it (add one die to any listener’s Ancestor rolls).

**Pack Traits:** Loon’s packs gain Swimming +2 and Athletics +2.

**Ban:** Those who honor Loon must seek ways to prevent the extinction of the species. Additionally, packs chosen by Loon must seek out opportunities to “play.”

### Lu-Bat

**Source:**  Rage Across the Heavens, p.49

**Background Cost:** 10

Lu-Bat has been known to serve as a Totem of Wisdom if properly approached, although he often refuses such requests. He prefers that Garou find their own way and make their own decisions, and will only act as a pack’s patron if convinced the pack will not use him as a crutch.

**Individual** **Traits:** Lu-Bat grants an understanding of riddles and the hearts of others; his children make all Enigmas, Empathy and Occult rolls at -2 difficulty. The Peaceful Counselor also grants each of his children an additional dot of Perception and two points of temporary Wisdom Renown.

**Ban:** Children of Lu-Bat are not allowed to act hastily; his packs must always have a backup plan for every major endeavor they attempt.

### Merlin (Totem of Wisdom for Fianna) (*Fianna Revised* write-up)

**Source:** Fianna Tribebook, p.51; Tribebook: Fianna, Revised, p.83

**Background Cost:** 6

A merlin is a dark, quick falcon whose diminutive size belies her ferocity as she hunts low and swift over the moors. Merlin is swift and sharp-eyed as she hunts the Wyrm. She sees many secret things and understands the nature of magic.

**Individual** **Traits:** Each pack member gains an extra dot of Alertness and one temporary Wisdom Renown.

**Pack Traits:** Packs of Merlin gain an extra point of Occult, Rituals, Enigmas and Primal-Urge.

**Ban:** Merlin commands her children never to destroy knowledge.

### Meros

**Source:** Rage Across the Heavens, p.58

**Background Cost:** 7

It is much more difficult for a pack to actually reach Meros to ask his patronage than it is to convince him of their worth. The wandering Incarna is usually willing to serve as patron to a pack, assuming that they understand all that entails.

**Individual** **Traits:** Children of Meros find it easier to navigate the Dark Umbra; each one gains -1 difficulty to any die rolls dealing with the lands of the dead or its inhabitants. They cannot lose their way, and can find their way to any destination given time (although the route is not necessarily the shortest or safest). Each pack member gains two points of temporary Wisdom Renown.

**Pack Traits:** The pack gains three dice to Enigmas and Occult rolls.

**Ban:** Meros expects his packs to travel, in order to broaden their minds. Packs of Meros must spend four months out of every year “on the road.”

### The Monkey King (*Glass Walkers Revised* write-up)

**Source:** Glass Walkers Tribebook, p.54; Tribebook: Glass Walkers, Revised, p.82

**Background Cost:** 8

The Monkey King is an ancient spirit, favored by the Boli Zouhisze but also popular among some Western packs. Hatched from a Stone Egg, this spirit was originally not a king but merely a monkey, albeit one made from stone. But the nature of Monkey is irrepressible, and soon he had studied under a Taoist wizard to learn the 72 transformations.

Still not satisfied, he confronted Heaven and demanded an office, and when he was cheated into becoming a stable hand, he fought Heaven itself and was only defeated when tricked by the Buddha. The King of Monkeys. The Great Sage, Equal to Heaven. God of Victorious Strife. The Monkey King is both student and warrior, both the trickster and the tricked. He is a powerful totem, who champions rebellion and learning.

**Individual** **Traits:** A stealthy escape artist, the Monkey King teaches his students the Gifts Blur of the Milky Eye and Open Seal, and they receive a -2 difficulty bonus on all evasion or escape rolls. They may also purchase Doppelganger as a Level 3 Gift, and may learn Speed of Thought as though it was a Glass Walker Gift. Having learned under the Taoist wizard, the Monkey King is an excellent teacher and his students may purchase Abilities with one less experience point than normal. (The minimum cost remains one.)

**Ban:** The Monkey King is a rebel spirit, and demands that his students never stand for the curtailing of another’s freedom. Although he allows for imprisonment of servants of the Centipede (Wyrm), he will not tolerate forcing a spirit into a fetish. (Bargaining fairly with a spirit to get it to agree to enter the fetish is, of course, permissible.) This also includes human rights, and he is fond of Glass Walkers interested in political causes such as freedom of speech or oppressed peoples.

The Monkey King never forgot the monkeys whom he first ruled, thus his students lose Honor if they abandon someone they have befriended or are responsible for.

### Mouse

**Source:** Tribebook: Bone Gnawers, Revised, p.86

**Background Cost:** 1

Mouse is humble, for she is one of the lowliest of all totems. She is a common totem among the rabble, for she is the only one to look after a lone Garou. While she may help an outsider find a temporary pack, she does not expect her ward to remain in it for very long. Mouse’s survival depends on hiding completely from her predators. She is quiet enough to live in the midst of mankind without attracting attention to herself. Her children are also perfectly willing to travel with others who are stronger and more capable than they are. This totem was once known as the Great White Mouse, but she has become so weak that her status has diminished.

**Individual** **Traits:** Mouse bestows +1 Stealth and the Gift**:** Tagalong. A Garou does not have to belong to a pack to follow Mouse. The loner’s totem-spirit is, of course, a Gaffling that appears as a tiny mouse.

**Ban:** If a follower of Mouse has not temporarily joined a pack with Tagalong, he must uphold the High ban and stay in Homid form until he does. If he does not uphold this ban, he loses his totem spirit until the next full moon; he also loses a point of temporary Honor or Wisdom (Storyteller’s choice). If a homid Garou following Mouse is wounded, he may step sideways, shift out of breed form and heal before returning to the physical world. Regardless of breed, her followers uphold this stricture until they can find other packs that will accept them.

### New World Trinity

**Source:** Children of Gaia Tribebook, p.53

**Background Cost:** 5

This triune being is composed of three bird-spirits that inspired the Founding Fathers and Mothers of the American Revolution**:** Dove, Eagle and Turkey. Dove 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 the Old World emphasis on external appearance over internal qualities.

**Pack** **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.

### Old Man Sea

**Source:** Werewolf Players Guide 1st Ed., p.132

**Background Cost:** 4

Old Man Sea is a venerable totem, followed by Garou who live near the shore or guard the seas from Wyrm depredation.

**Pack** **Traits:** Old Man Sea grants to his followers the Gift**:** Spirit of the Fish and +3 Sail. He is privy to many secrets; they are conveyed to him in whispers by every river and stream that pours into his immensity. Thus, his followers also gain +2 Enigmas and +2 Area Knowledge of the entire world (very general information only).

**Ban:** Old Man Sea’s followers must prevent any ocean pollution they can and must not destroy ships without good cause.

### Owl

**Source:** Werewolf 20, p.375-376

**Background Cost:** 5

Owl watches silently in the darkness, learning all that he can. Like the Silent Striders who claim him as their totem, Owl holds hidden wisdom, especially about death and the mysteries of the Dark Umbra.

**Individual Traits:** Owl’s children gain wings when in the Umbra, allowing them to fly from place to place. They also subtract two from difficulties involving stealth or silence, and gain two points of Wisdom Renown.

**Pack Traits:** Owl’s packs often receive premonitions and prophetic dreams that draw them to mystic places long forgotten. The pack gains three dice that apply to any Gift that involves air, travel, movement, or darkness. Silent Striders may appear to aid the pack when it is in danger, but packs that follow Rat (and Ratkin) are not well disposed towards Owl’s Garou.

**Ban:** Owl’s children must leave small rodents tied and helpless in the woods for him and his kind.

### Peregrine Falcon

**Source:** Tribebook: Silver Fangs, Revised, p.81

**Background Cost:** 5

Peregrine Falcon was once among the most common of Falcon’s brood. Silver Fang packs all over the world served her and House Wise Heart was proud to have her as its totem. However, she no longer flies high over the world as she once did. Her earthly counterparts are dying, poisoned by a buildup of pesticides in the food chain, and her House is in sharp decline. A sighting of Peregrine Falcon or news of a pack being chosen by her are both causes for celebration.

**Individual** **Traits:** Peregrine Falcon allows her children to learn more easily. They may increase their Knowledges with experience points at a cost that is one level lower than normal. Thus a new Knowledge costs 2 experience points to learn and each new level costs previous level x 2 to learn. Each child of Peregrine Falcon gains two Wisdom Renown.

**Pack Traits:** Peregrine Falcon grants her children an extra die on all Enigmas and Occult rolls.

**Ban:** Peregrine Falcon demands that her children never use pesticides or weed killers of any form, and that they destroy utterly any source of such materials they find. The children of Peregrine Falcon often avoid gardening centers and hardware stores because of this.

### Ratatosk (*Get of Fenris Revised* write-up)

**Source:** Get of Fenris Tribebook, p.50; Tribebook: Get of Fenris, Revised, p.83

**Background Cost:** 4

Ratatosk, the clever squirrel, 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.

**Individual** **Traits:** All children of Ratatosk learn +2 Subterfuge and two dots in any Knowledges of their choice. Lupus children of Ratatosk can even choose Knowledges normally restricted to them upon character creation. Children of Ratatosk will always subtract one temporary Honor from any Honor Renown awards, but will also gain one extra point of temporary Wisdom every time they earn Wisdom Renown.

**Ban:** Children of Ratatosk become skittish and jumpy. They will always enter fox frenzy rather than a berserk, and they may not learn the Gift**:** Wearing the Bear Shirt.

### Rattlesnake

**Source:** Werewolf 20 Wyld West, p.37

**Background Cost:** 8

        Rattlesnake is a compassionate totem, but he has the capacity for great wrath. Once someone has offended him, Rattlesnake’s fury lasts a good long while. Despite his fearsome anger, though, Rattlesnake teaches caution and contemplation. His packs are encouraged to consider situations before acting, to give fair warning if someone is about to cross them, and to leave any enemies too stupid to back down lying in the dust.

**Individual Traits:** Rattlesnake teaches his children the Gift: Pulse of the Invisible. He also grants them access to ancient memories not their own; each werewolf gains the mechanical equivalent of Ancestors 3.

**Pack Traits:** Rattlesnake’s children may entrance listeners by singing or howling (Manipulation + Performance, difficulty 8); success raises the difficulty of initiative and Perception rolls by 1 for the remainder of the scene, to a maximum of +3 difficulty. Uktena and Wendigo recognize and honor Rattlesnake and his packs.

**Ban:** Rattlesnake asks that his followers spare any serpents that cross their path. He also rejects any children who take up arms against the Pure Ones.

### Raven

**Source:** Werewolf 20, p.376

**Background Cost:** 5

Raven is the cleverest bird, though not clever enough to keep that fact to himself. He feeds without hunting, following wolves or bringing them to dead animals so they can feed. He teaches wisdom by taunting cubs into trying to catch the uncatchable bird. Raven watches the world, ever hungry for new secrets. His knowledge makes him a totem of wealth — if werewolves trust in him, Raven will provide.

**Individual Traits:** Pack members gain a point of Wisdom.

**Pack Traits:** Raven’s packs have three dots of Survival, one of Subterfuge, and one of Enigmas. Wereravens are well-disposed towards the totem’s followers.

**Ban:** Raven’s children can’t carry wealth, trusting their totem to provide for them.

### Red-cockaded Woodpecker

**Source:** Rage Across Appalachia, p.156

**Background Cost:** 4

This endangered bird makes her home in the sticky pine forests of the southeast. In Appalachia she lives in eastern Kentucky, one of her swiftly dwindling habitats. She is known for her tenacity and agility.

**Individual** **Traits:** Each of Woodpecker’s children gains Athletics +2 and Survival +2. Her children also have an easier time foraging for food in the wilderness, particularly in the form of vegetation. Children of the Red-cockaded Woodpecker can maneuver with ease through sticky substances such as tar, quicksand or pine resin.

**Pack Traits:** Woodpecker grants her packs the Gift**:** Spirit of the Bird.

**Ban:** Children of the Red-cockaded Woodpecker must attempt to prevent the extinction of this species. They must avoid causing harm to any woodpeckers they encounter.

### Roe Deer

**Source:** White Howlers Tribebook, p.75

**Background Cost:** 4

        A distant cousin to Stag, Roe Deer finds a way to ensure others may survive, even in the harshest of climes. She is the embodiment of feminine providence in the wild, an untamed pre-cursor to the grain and hearth goddesses.

**Modern Times:** Roe Deer was struck hard by the fall of the White Howlers, and her place was largely subsumed by Stag. She now exists as a member of Griffin’s brood.

**Individual Traits:** Followers of Roe Deer gain two points of temporary Wisdom Renown, and two dots of Empathy.

**Pack Traits:** Packs that follow Roe Deer gain three dots of Survival usable only in wilderness settings, and two points of Willpower per story. Fianna are well-disposed towards the pack.

**Ban:** Roe Deer requires that her followers never deny food to those in need.

### Salmon

**Source:** Players Guide to Garou, p.140

**Background Cost:** 7

There was a legend among the Celts that held the oceans as the barrier between this world and the next. Fish, dolphins and other aquatic denizens became the messengers between the two worlds. Of these creatures, none knew secrets and magic like Salmon. When Salmon swam down the Boyne River, he was imbued with great wisdom, a gift that would be passed on to whoever ate him first. Salmon was caught by the bard Finnegas, and then given to his apprentice Fionn Mac Cumhaill to cook. When Fionn touched Salmon’s flesh, he was given magic powers.

Those Garou who follow Salmon obviously do not believe Salmon died there, but instead made a clever bargain with Fionn, bestowing those magic powers in exchange for being freed. He makes a similar bargain with his children, offering powers in exchange for service.

**Individual** **Traits:** Salmon teaches his children the secrets he learned on the Boyne, granting each of his children both two extra dots of Rituals and two extra dots of the Rites Background.

**Pack Traits:** Packs sponsored by Salmon step sideways at -1 difficulty.

**Ban:** Salmon asks his children to accomplish a specific task once a year, and this task varies each year. Tasks often seem trivial (“Place a single copper coin on the edge of the Thames at exact dawn on the twenty-third of March.”) but often end up serving a much larger purpose….

### Sea Otter

**Source:** Tribebook: Children of Gaia, Revised, p.77

**Background Cost:** 4

Sea Otter loves humans who swim and play in the water and who conserve the resources of the sea and land. He despises pollution and the overconsumption of the sea’s wealth, especially shellfish. He has little power outside the natural range of the sea otter, but he gives what he can to those who will help the sea.

**Individual** **Traits:** Sea Otter allows all of his children to float in the ocean or any water indefinitely; they will never tire or drown. Each child of Sea Otter also swims at twice normal speed and gains a point of temporary Wisdom Renown.

**Pack Traits:** It’s rumored that Rokea are well disposed toward children of Sea Otter, although little proof of this exists.

**Ban:** Sea Otter demands that the ocean and its resources remain inviolate, including cleaning streams for use as salmon runs, preserving shellfish beds, and creating and protecting nesting grounds for seabirds. His followers are less eco-warriors than tireless workers for the maintenance of as much of the sea as can be saved.

### Seiryuu the Ancient Dragon

**Source:** Tribebook: Stargazers, Revised, p.81

**Background Cost:** 8

Seiryuu is an ancient sea dragon, as primordial and old as water itself, and is cousin to Uktena. He travels to the deepest dark of the eldest oceans and from there is able to plumb the depths for lost secrets and the answers to forgotten riddles.

**Individual Traits:** Seiryuu grants each of his children the ability to breathe underwater, for many elapsed truths can now only be found in the bottomless depths of the world.

**Pack** **Traits:** Seiryuu allows his packs to add their permanent Gnosis score to any roll involving Enigmas, thus allowing them to unravel the world’s most puzzling secrets.

**Ban:** Seiryuu asks that his followers bathe twice a day.

### Shantar

**Source:** Rage Across the Heavens, p.54

**Background Cost:** 8

Although the Loom Maker is somewhat alien by human standards, she is relatively approachable as a pack totem. If a pack is willing to go to the trouble to reach her and ask her favor, she usually agrees (providing there are no knee-jerk anti-Weaver crusaders among the pack).

**Individual Traits:** Each of Shantar’s children gain one extra die to swimming rolls or any rolls made to navigate the Weaver’s Webs. Furthermore, Glass Walker Gifts cost one less experience point to learn for Shantar’s children.

**Pack** **Traits:** Shantar encourages her children to be creative and inventive. The pack receives two extra dice on Repair, Crafts and Computer rolls.

**Ban:** The Loom Maker charges her children to heal rather than harm when dealing with the Weaver. She often gives her packs dangerous quests to cut Wyrm-influence away from the Webs.

### Sirius, the Dog Star

**Source:** Tribebook: Silent Striders, Revised, p.86

**Background Cost:** 4

This star, the brightest in the night sky, was of special importance to the Egyptians. They celebrated the start of their year when Sirius rose with the sun, a harbinger of the annual flooding and re-fertilization of the Nile River. To those ancient Egyptians, Sirius was the embodiment of Ibis, but many other human cultures recognized the canine qualities of the star and its constellation, creating legends about dogs with qualities from noble loyalty to unmatchable speed. The Incarna Sirius does favor a canine form, and so feels a fondness for the Garou, the Silent Striders in particular. He is recognized as a Totem of Wisdom because his gifts to his children focus on marking the passage of time and making predictions, but the Dog Star is still fond of a good race.

**Individual Traits:** All pack members receive two bonus dice when performing seasonal rites. Finally, all children of Sirius receive an Athletics specialty in “sprinting.”

**Pack** **Traits:** Packs that follow the Dog Star receive a point of Wits and two dice in Enigmas (only one pack member may use these bonuses at a time).

**Ban:** The Dog Star’s children must mark the yearly rising of Sirius over Egypt with an elaborate ritual, no matter where they may be.

### Skaia, Salmon

**Source:** Wendigo Tribebook, p.51

**Background Cost:** 5

**Individual Traits:** Each pack member gains the Theurge Gift: Spirit Speech and the Gift: Salmon Swim. In addition, pack members’ difficulties on Enigmas rolls are reduced by one.

**Ban:** Skaia’s children must do their best to protect and honor other spirits. They must never refuse a call for aid from any Gaian spirit.

### Soma

**Source:** Stargazer Tribebook, p.54

**Background Cost:** 5

Soma is a psychedelic plant totem who must be contacted through eating sacred mushrooms. She will provide her children with visions and images of enlightenment, providing symbols and mantras for their progress in Understanding.

**Pack** **Traits:** Children of Soma gain +3 to Enigmas dice pools and +1 to their Rituals Knowledge.

**Ban:** Soma will give bad trips to those who seek her only for selfish purposes.

### Sphinx(-of-Wisdom)

**Source:** Players Guide to Garou, Revised, p.120-121

**Background Cost:** 7

Holder of the secrets of ancient Egypt, Sphinx is both a wise guardian and a cunning warrior. Though known best for her clever riddles and mysteries, her claws and teeth are sharp, a fact that proves reassuring for many Garou in the End Times. A demanding mother, Sphinx only takes those who demonstrate intelligence and wit.

**Individual** **Traits:** Each of Sphinx’s children gain an extra point of Wits as well as two temporary points of Wisdom Renown. In addition, she teaches her children the riddles of their opponents in the Gift**:** Fatal Flaw.

**Pack Traits:** The pack may also add +3 to any Enigmas dice pool.

**Ban:** Sphinx’s children may never refuse a riddle contest. Sphinx also never takes a pack that will harbor a member with no Mental Traits of at least 4 after her gift of extra Wits (thus, she will accept someone with Wits 3).

### The Spirit without Name

**Source:** Players Guide to Garou, Revised, p.141

**Background Cost:** 7

The Spirit without Name is a misnomer. This spirit most definitely does have a name but it is unpronounceable by humans, only conveyed by wolves through scent, body motion and instinct. Humans cannot name it nor comprehend it. Wolves cannot miss it and see it in every motion of the breeze. It doesn’t represent anything, for then it would signify that and such semiotics are the thinking of humans. It merely is, signifies nothing, has very firm characteristics and is deeply meaningful – if you’re a wolf. (The spirit’s children tend to ignore claims from some homids that it may simply not reveal itself to humans in order to improve its mystique.)

Even if any human used these exact words, they’d get it wrong. Nonetheless, the spirit is the connection between the individual and the immediate, always fleeting environment surrounding him. It is the pack instinct. It is the brook and the knowledge of that brook; the tree and the knowledge of the tree at that very instant. It is here now, not a second ago, not a moment ahead, but exactly at this instant, as any wolf will understand it to be. It is, of course, most commonly the patron of Red Talon packs.

**Individual** **Traits:** Those who follow this spirit are strongly attuned to their inner nature and instincts, and receive +2 Primal-Urge even if this takes their score over 5. Those of his children who have 6 or 7 Primal-Urge receive -1 or -2 difficulty to all Dodge rolls respectively. In addition, he attunes his children more strongly to what happens around them. The difficulty of all pack tactics is reduced by 1, and by spending one Gnosis point and rolling Perception + Primal-Urge (difficulty 8), for one minute a child of the Spirit without Name can sense all events around her for 20 feet per success rolled.

**Ban:** The sprit cannot even be sensed by those with less than Primal-Urge 3, and thus he will not adopt them. Nor will he adopt any pack with a homid in its ranks. Lastly, the spirit’s blessings cannot be received in the unnatural city.

### Sturgeon

**Source:** Tribebook: Wendigo, Revised, p.80

**Background Cost:** 4

        Sturgeon has an uncommonly long life span, sometimes lasting nearly 100 years. Because of this longevity, Sturgeon can often help a werewolf in contacting ancestor-spirits, using the strength of his memory to bridge the Umbral distance between living and dead.

**Pack** **Traits:** Sturgeon’s children can subtract 2 from the difficulty of using the Ancestors Background, and may also subtract 1 point from the difficulty of learning any similar rite or Gift from an ancestor-spirit, whether that ancestor’s totem is Sturgeon or not. Sturgeon may be able to answer very old questions, but they are seldom speedy with their responses. Don’t rush a child of Sturgeon, or you will get nothing at all.

**Ban:** Sturgeon is extremely sensitive to anything that taints Gaia, because he carries the effects of toxins with him throughout his long life. Children of Sturgeon are exhaustively dedicated to considering all possible options and priorities in the interest of maintaining purity, something that other Wendigo find infuriating. Followers of Sturgeon that have the Ancestors Background sometimes find themselves unexpectedly visited by other Sturgeon ancestors, most of whom who feel the need to add their own opinions to the weighing of any decision.

### Themis the Dream-Weaver (*Black Furies Revised* write-up)

**Source:** Black Furies Tribebook, p.43; Tribebook: Black Furies, Revised, p.82

**Background Cost:** 6

Themis is the ancient Greek goddess of justice; she is seen in the traditional image of justice as a blindfolded woman holding scales. A pack of Furies dedicated to Themis built the temple of the oracle at Delphi, though it was later taken from them. As the child of both earth and sky gods, she strode between the old chthonic ways of Gaia and those of Man. She was able to keep this balance for eons, until the balance of the Triat shifted. As it did so, Themis slipped between Wyld and Weaver. Her present Realm is an Umbral sphere near the dreamlands; aid and advice from Themis only come through dreams, a trait that has given her the epithet “Dream-Weaver.”

Packs serving Themis are constantly on the prowl in search of injustice. They observe and mediate on the balance of the Tellurian when they can, but for the most part they follow their mistress’s guidance to sources of great injustice. Themis is an old spirit; Priestesses of Artemis and more traditional Amazons often follow her.

**Individual** **Traits:** Children of Themis gain a *permanent* dot of Wisdom Renown and add one to both their Enigmas and Gnosis traits. Galliards of Themis gain the Gift**:** Dreamspeak, and all of her children receive prophetic visions of the Storyteller’s devising from time to time – the meaning of which will not be obvious. Players should interpret the dream through roleplaying, rather than making an Enigmas roll.

**Ban:** Themis will never choose a Glass Walker nor allow her children to learn a Glass Walker-only tribal Gift (for instance, a child of Themis could learn Attunement since that Gift is shared with the Bone Gnawers, but could not learn Control Simple Machine). Too much of the Weaver exists in these things.

### Tin Hau

**Source:** Caerns: Places of Power, p.75

**Background Cost:** 4

Tin Hau, goddess of the sea and fisherman, is a Totem of Wisdom. She has a big moot on the 23rd day of the third moon of the New Year.

**Pack** **Traits:** Tin Hau attunes her followers to the South China Sea. This gives her followers 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 Garou children were in danger.

**Ban:** Tin Hau will not allow the sea to be desecrated. Tin Hau will send storms to destroy those who pollute the South China Sea.

### Toad

**Source:** Rage Across the Amazon, p.114

**Background Cost:** 6

Toad is a very strange totem. He is lord of many medicines and poisons, and can concoct on his back anything from hallucinogens to deadly toxins. He can also provide healing elixirs.

**Individual** **Traits:** Children of Toad gain Medicine +3. With the right materials, they can concoct many strange elixirs (Storyteller’s discretion). They also gain the Gifts**:** Resist Toxin and Venom. However, Toad demands a price for his powers….

**Ban:** Toad’s children are ugly, thus losing two points of Appearance. They must also not harm toads.

### Trout

**Source:** Croatan Song, p.122

**Background Cost:** 5

Trout is something of a trickster figure, but he is also a spirit of bounty and generosity. He teaches his children to be as slippery and swift as he is.

**Individual Traits:** Pack members subtract 2 from all difficulties involving swimming or escaping their enemies.

**Pack** **Traits:** Trout teaches his children the Gift**:** Spirit of the Fish. In addition, any one pack member at a time can call on an extra two dice for any Wits roll.

**Ban:** Trout’s Children can never take more fish than they need from the river. Trout also asks that his children learn to swim without the benefit of Gifts.

### Twister

**Source:** Werewolf Players Guide 2nd Ed., p.122; Players Guide to Garou, Revised, p.141

**Background Cost:** 5

The Wyld’s Keeper of Wisdom and brother to Earthquake and Volcano, Twister appears to offer little but destruction and incoherence. But listen to his mad ramblings, and you may hear the very secrets of creation itself. Twister leaves his mark on all he touches, tearing apart the transient things that surround us and reforming the world in his wake. Perhaps of all his lessons, this is the most pertinent**:** Nothing stays the same. He is most favored by the Black Furies and the Red Talons.

**Individual** **Traits:** Twister teaches his children how to perceive the world without preconceptions. Because of this, each of his children gains +1 Enigmas. As the children of the Wyld’s guardian of Wisdom, each follower of Twister receives one temporary point of Wisdom Renown.

**Pack Traits:** Twister also grants his packs +1 Dexterity and +1 Strength and +2 Primal-Urge.

**Ban:** Twister’s children may never leave a dwelling without destroying something.

### Uktena

**Source:** Werewolf 20, p.376

**Background Cost:** 7

The Uktena is an ancient water spirit that blends the features of cougar, serpent, and deer. He is the spirit of riverbeds and dark places, and he knows secrets that even other totems of wisdom have not discovered.

**Individual Traits:** Followers of Uktena add three dice to all soak rolls when in the Umbra, and gains two extra experience points per story that can only be applied to improving Enigmas, Occult, Rituals, Gifts, or other mystical knowledge. Garou also gain two points of Wisdom Renown. Uktena’s children add one to the difficulties of social rolls when interacting with werewolves of tribes other than Uktena or Wendigo.

**Pack Traits:** Garou of the Uktena tribe treat the pack like brothers.

**Ban:** Uktena asks that its Children recover mystical lore, objects, places and animals from the minions of the Wyrm.

### Unicorn

**Source:** Werewolf 20, p.376

**Background Cost:** 7

The totem of the Children of Gaia, Unicorn is a wise totem of peace, purity, healing and harmony. She is the embodiment of the blissful and encompassing love of Gaia.

**Individual Traits:** Unicorn’s children move at twice their normal speed in the Umbra, and subtract two from all difficulties involving healing and empathy, though they add two to all difficulties to harm other Garou (except Black Spiral Dancers and others tainted by the Wyrm). Unicorn’s Garou gain three points of Wisdom Renown.

**Pack Traits:** Unicorn’s packs gain three dice when using Gifts of healing, strength, and protection. Children of Gaia will aid the pack, and will usually side with them in disputes.

**Ban:** Unicorn’s children must protect and aid the weak and exploited, as long as they do not aid the Wyrm in doing so.

### Whiskey Jack, Jaybird

**Source:** Wendigo Tribebook, p.51

**Background Cost:** 4

**Individual Traits:** Each pack member may call upon the Gift: Blissful Ignorance, and she gains +1 Charisma. In addition, the difficulties for all rolls to fool another with words are reduced by one.

**Ban:** Whiskey Jack’s children must steal something once per moon cycle, whether it’s a pack of gum from a store or a Wyrm fetish.

### Wild Raven (*Red Talon Revised* write-up)

**Source:** Red Talons Tribebook, p.50; Tribebook: Red Talons, Revised, p.80

**(Note:** Wild Raven is simply listed as “Raven” in Red Talons Tribebook and is not to be confused with the Raven totem listed in the W20 corebook.)

**Background Cost:** 6

A scavenger and a trickster, Raven follows wolf packs to feed on their leavings, and shows his primal, animalistic face to the Red Talons in the deep woods. Packs who follow the “lupus version” of Raven are often shocked to discover that Raven’s more citified incarnation provides money to other Garou.

**Individual** **Traits:** Raven is delicate but nimble – he knows that one strong blow will kill him, and thus tries to stay out of harm’s way. Each of his children adds one dot of Wits and can call upon +2 Dodge. Packs who follow Raven gain one point of temporary Wisdom upon choosing him as their totem.

**Ban:** Raven asks that Garou who follow him always leave part of a carcass behind for him, especially the eyes.

### Wind Incarnae (*Players Guide to the Garou* write-up)

**Source:** Werewolf Players Guide, 1st Ed, p.132; Werewolf Players Guide, 2nd Ed., p.122; Players Guide to the Garou Revised, p.141

**Background Cost:** 5

Each wind blows its secrets across the ground, in falling snow and autumn leaves. Those Garou who can forget their Rage for long enough can hear their whispers, and the words of wisdom they offer. Garou may be adopted by one (and only one) of the Five Winds. The Wendigo are on good terms with the North Wind and may purchase the North Wind totem as if its Background cost was only 4.

**Individual** **Traits:** Packs favored by the East Wind receive an additional three points of Gnosis per story, and all of the East Wind’s children are at +1 difficulty on Rage rolls.

        Those favored by the South Wind are urged to explore the uncharted reaches where the wind cannot touch. Thus, each are granted endurance (+1 Stamina) and incredible vision; by rolling Perception + Alertness (difficulty 8) they may see clearly up to one mile away per success.

        The North Wind grants his children knowledge of the great mysteries; they receive Occult +3 and Enigmas +2.

        The West Wind offers his chosen great leadership prowess and determination. Packs following the West Wind receive Leadership +2 and can call upon an additional three Willpower points per story.

        And the rarest of winds, which blows only from the Umbra, invites his children home. All of the Umbral Wind’s children can step sideways at -2 difficulty.

**Ban:** The children of the Five Winds must keep a reminder of their totem in their presence at all times. Many bind small bells into their clothing and fur to ring in the wind, and decorate their homes with wind chimes. Others carry simple charms or jewelry decorated with wind motifs on their persons. What constitutes a sufficient reminder of the Wind Incarnae is decided by the Storyteller.

### Winter Wolf

**Source:** Rage Across Russia, p.125

**Background Cost:** 7

Winter Wolf is a master of survival in harsh conditions. His domain consists of some of the harshest land in the world, and there he has managed to live as a king. He is very much in touch with the Wyld; his animal nature is strong and cunning. He is as fierce as any creature can be, yet knows when a hunt should be left to more foolish creatures.

**Individual** **Traits:** Winter Wolf teaches his children how to endure in harsh conditions, granting them +1 Stamina and +2 Survival. He also shows his children the Wyld within them, granting them +1 Primal-Urge and +1 Animal Ken.

**Pack Traits:** Winter Wolf also gives packs who follow him access to three Willpower points per story. To gain this extra Willpower, however, the child of Winter Wolf must spend a temporary Gnosis point.

**Ban:** Winter Wolf asks that during the winter months, his followers should leave animal carcasses out in the wilderness for starving wolves to find.

## Totems of Cunning

While most Garou don’t look kindly on trickery and stealth, some understand the benefits and seek out totems of cunning. As more and more young Garou try new ideas and new ways of thinking to fight the Wyrm, these totems are becoming more common, though more traditional Garou find little to trust about them.

### Butterfly

**Source:** Players Guide to Garou, Revised, p.142

**Background Cost:** 5

Butterfly is a strange totem and only those who look past the pretty exterior see the cunning trickster below. When he begins his life, Butterfly is but an easily damaged, harmless caterpillar. To ward off enemies, he releases a sticky, sugary secretion that small predators, such as ants, carry off as food. So that they may protect their food source, these recruited soldiers fight other ants, defending the caterpillar, even after the caterpillar has retreated into its cocoon and no longer provides food. Once he becomes Butterfly, he flees quickly, deserting his willing dupes. Many a Shadow Lord has smiled at Butterfly, seeing much to admire in him. And besides, isn’t a desperate and ugly time followed by great beauty exactly how the Garou hope the tales of the Apocalypse will be told?

**Individual** **Traits:** Butterfly grants his children the Gift**:** Tagalong, although instead of ingratiating themselves before their target, they must present her with a gift. In addition, he is seen as a pretty, weakling totem, so his children receive one less temporary Glory from any Glory awards.

**Pack Traits:** Butterfly teaches his packs +2 Subterfuge so that they may hide their deceptions, and +1 Athletics to aid them when such deceptions are uncovered. As a shapeshifter spirit, Butterfly greatly admires those hiding their true identity under another one and these bonuses are doubled when impersonating someone else.

**Ban:** Those who follow Butterfly may never aid someone weaker than they are without some sort of *quid pro quo*; that’s for the ants to do.

### Coatimundi

**Source:** Rage Across the Amazon, p.114

**Background Cost:** 4

Coatimundi is the most curious totem in the jungle. Related to Raccoon, he has his nose in everything and is always breaking things. But he knows his way around like few others and gives his lore and secrets to his children.

**Individual Traits:** As a Totem of Cunning, Coatimundi is without honor. His children lose one point of temporary Honor when receiving any Honor Renown awards.

**Pack** **Traits:** Children of Coatimundi gain Subterfuge +3, Stealth +2 and Area Knowledge (Amazon) +3.

**Ban:** Coatimundi’s children must not harm or scold pests, such as coatimundis, mice and curious monkeys. They must also always give a beggar something for his troubles (his children are popular with Bone Gnawers).

### Coyote

**Source:** Werewolf 20, p.376

**Background Cost:** 7

The ultimate trickster, more Ragabash than Ragabash, Coyote is an avatar of chaos. Utterly unpredictable, often foolish, but undoubtedly brilliant, Coyote is both a master of deception and a very clever warrior.

**Individual Traits:** Each pack member subtracts one from any awards of temporary Wisdom Renown.

**Pack Traits:** Coyote’s packs gain three dots of Stealth, three dots of Streetwise, one dot of Subterfuge, and one dot of Survival. Coyote’s avatars can always find their packs — the pack does not need to spend Totem points on that ability.

**Ban:** The very idea that he would limit his packs runs against Coyote’s nature.

### Crow(-of-Cunning) (Totem of Cunning for Bone Gnawers)

**Source:** Tribebook: Bone Gnawers, Revised, p.87

**Background Cost:** 2

Like most scavengers, Crow trusts the strong to do his killing for him. Survival depends on finding the right opportunity and making the most of it. Once Crow has found a powerful ally, it patiently, loyally and humbly supports him. This does not mean, however, that a Crow pack will tolerate exploitation or betrayal. If betrayed, the pack seeks out a better opportunity – a new, more powerful ally who can carry out retribution. Failing that, crow-spirits patiently carry out revenge with remarkable subtlety.

**Pack** **Traits:** Packs of Crow gain +2 Alertness and +2 Subterfuge and +1 Etiquette. The totem spirit usually circles around or lands on the shoulder of the Garou he’s currently helping.

**Ban:** Crow’s followers accept their station in the hierarchy of Garou, remaining loyal to those they serve. Some extend this to extreme tribal loyalty, while other interpret this as fanatic support of an individual. Either way, if the pack isn’t zealous enough in supporting a more powerful Garou, the totem spirit will disappear for a while. If the pack doesn’t notice or care, the totem spirit may orchestrate its own schemes to ensure that Crow’s children return to the fold.

Crow asks his children consider an additional Ban**:** forsaking all wealth and trusting Gaia to provide. If they accept this challenge, the pack members cannot keep anything of value other than their fetishes and dedicated items; instead, they need to “recycle” trash for what they need. If the pack formally declares they are upholding this additional Ban at a monthly moot, they gain one temporary Honor right away; they also receive one temporary Honor each time they renew this pledge. In addition, the pack’s totem spirit becomes more powerful, gaining the equivalent of another five temporary points in the Totem Background; this lasts until the next monthly moot. Instead of a lone crow spirit, the totem then manifests as a murder of crows eager to help the pack scavenge for whatever they need. Packs brave enough to make this pledge learn how well Gaia provides for them.

### Cuckoo

**Source:** Werewolf 20, p.376-377

**Background Cost:** 6

The cuckoo is nature’s master infiltrator, laying her eggs in the nests of other birds, then having those birds raise her young. Likewise, Garou who dedicate themselves to Cuckoo are master spies and manipulators, able to bluff their way into any situation without being challenged — from the best quarters in the sept to the center of a Black Spiral Dancer Hive.

**Individual Traits:** Cuckoo’s children subtract two from any awards of temporary Honor Renown.

**Pack Traits:** Cuckoo’s packs gain a dot of Manipulation and two dots of Subterfuge. One pack member at a time can use the ability to be overlooked: roll Manipulation + Subterfuge (difficulty 6, or higher if the Garou doesn’t look like he should be there). Anyone who notices her must make a Perception + Alertness roll and score more successes than the Garou to realize that the werewolf isn’t supposed to be there. Guards assume that the werewolf has clearance, and ranking officers don’t think twice about the tech in the corner. If the character does anything to draw attention to himself, the player rolls again with a +2 difficulty penalty or loses the benefits of this effect.

**Ban:** Cuckoo’s children must never pass up an opportunity to improve their pack’s situation at the expense of others.

### Fox

**Source:** Werewolf 20, p.377

**Background Cost:** 7

Fox is used to being both predator and prey and outthinking everything that he faces. Whether he creeps up on a rabbit without his prey being aware, or leads a pack of hounds into a hornet’s nest, he loves to trick and trap his opponents. He loves it even more if that trap also teaches a lesson.

**Individual Traits:** Each pack member gains a dot of Manipulation, but subtracts one from any awards of temporary Honor Renown.

**Pack Traits:** Fox’s packs can call on two dots of Stealth, two dots of Streetwise, and three dots of Subterfuge.

**Ban:** Children of Fox can never participate in a fox hunt, and must sabotage any hunts they encounter.

### Genbu the Black Tortoise

**Source:**  Tribebook: Stargazers, p.82

**Background Cost:** 7

A wizened old tortoise, black as obsidian, Genbu is a slow but powerful thinker. He is often mistaken for a Totem of Wisdom because of his reliance upon thought to solve problems, but he also enjoys using thought to outwit his enemies. He is a cunning enemy, ordinarily underestimated, and his elaborate schemes are often bizarre and unpredictable. The children of Genbu are much the same – seemingly sedentary beings waiting until the right moment to spring their long-designed trap.

**Individual** **Traits:** Genbu grants each of his children a point of Manipulation, even if this carries the Attribute over 5. He also grants his followers the power to appear harmless and unworthy of attack.

**Pack Traits:** Genbu gives his packs three dice for Stealth and Subterfuge rolls that can only be used when trying to avert attack or other danger.

**Ban:** The Black Tortoise asks that his children take pains to think before acting.

### Goat

**Source:** Werewolf Players Guide, 2nd Ed., p.121; Players Guide to the Garou Revised, p.142

**Background Cost:** 5

Many of the best defenders of the Cunning Totems follow Goat. Like Bull, Goat is stubborn to the point of obsession, but is versatile and clever. Not averse to lies, politics, or straight violence, Goat is the pragmatist among the totems. He is also, however, their glutton.

**Individual** **Traits:** Each of Goat’s children receives +2 Subterfuge and +2 Survival, and makes Willpower rolls at -1 difficulty.

**Ban:** Like Goat, those who follow him must eat any seemingly edible and non-toxic food offered to them.

### Gull

**Source:** Tribebook: Silent Striders, Revised, p.87

**Background Cost:** 4

The seagull might not be a particularly attractive or friendly bird, but it is a tough and canny survivor, found the world over. For those willing to look beyond the bird droppings and trash eating, Gull is willing to share what her quick, darting eyes have seen in her travels.

**Individual** **Traits:** Gull’s children each receive two dice in the Area Knowledge skill for coastal areas around the world (including large lakes). In addition, Gull’s children float as easily as she does. In the physical world, no Athletics check is needed to float on top the water for any length of time, and any roll to swim back to the surface is made at -2 difficulty. In the Umbra, children of Gull can run across the surface of water. Due to the totem’s unsavory habits, children of Gull lose two temporary Honor Renown upon adopting this totem.

**Ban:** Gull cannot bear to spend any long period of time away from open water. The pack’s totem will not insist that they remain near the shore, but if the pack remains inland for too long (in the Storyteller’s estimation), she will return to the sea, taking all pack benefits with her. This includes such benefits as crossing the Gauntlet as a pack and any telepathic bonding the totem may provide. Gull happily rejoins the pack as soon as they return to the environs she enjoys.

### Hawk

**Source:** Tribebook: Silver Fangs, Revised, p.82

**Background Cost:** 4

Hawk is the most cunning of Falcon’s brood. He is small, fast moving and clever and likes to trick his prey into exposing their backs so that he can use his talons to rake and his beak to hold his prey fast. He teaches his children to confuse and distract their foes, so that they may easily defeat them. Hawk is the totem of House Gleaming Eye, which takes its name from the glint in his eye as he fools another enemy.

**Individual** **Traits:** Hawk gives his children two dots of Subterfuge and an extra dot of Manipulation.

**Ban:** Hawk asks that his children tell one lie about themselves for every two truths they tell, all the better to keep those around them confused.

### Hyena

**Source:** Tribebook: Bone Gnawers, Revised, p.87

**Background Cost:** 4

Hyena mocks anyone with power, heedless of the possibility of revenge. She finds fault with everything she sees, and often uses these misperceptions as excuses to victimize the weak as potential prey. When dealing with elders, Hyena packs criticize, mock and laugh at the mistakes of higher ranking Garou; thus, some insist on having their Ragabash serve as the pack alpha during sept moots. Rabble disgusted with their elders may turn to hyena for help, for few of them ever expect to gain enough Honor to advance in rank. Instead, they tend to shy away from septs, even though isolation from Garou society can slowly drive them mad.

**Individual** **Traits:** All of Hyena’s companions – no one can truly “follow” Hyena – gain +2 Primal-Urge and +2 Subterfuge. After becoming fostern (Rank Two Garou), each member of a Hyena pack gains the Gift**:** Laugh of the Hyena.

**Pack Traits:** Hyena’s packs may call upon four Willpower points per story.

**Ban:** Though Hyena is wise and clever, her ways are not the Garou’s and it’s dangerous for werewolves to attach themselves too closely to her. Werewolf packs dedicated to Hyena are plagued by a creeping madness, one that intensifies when they drift from the company of other Garou. Each morning, each Garou in a Hyena pack must roll Willpower against a difficulty of 8. If the Garou has spent at least a day within the bawn of a caern during the last month, the difficulty for this roll is reduced to 6. On a failed roll (that is, lacking even one success), the character becomes subject to a delusion or dementia devised by the Storyteller for the rest of the day. These delusions often apply to potential victims or potential oppressors (such as elders) and should include some clever variety of poetic justice.

### Machine Messiah

**Source:** Book of the City, p.124

**Background Cost:** 4

Humans and Garou alike have speculated about the immense power of machine intelligence in the future. The ultimate manifestation of this speculation is the Machine Messiah, the spirit of Artificial Intelligence Yet To Come. The Messiah appears as a large, elegantly built computer mainframe, speaking in the language of those who summon it.

**Individual Traits:** Each member of Machine Messiah’s packs also receives a two-die bonus to any extended or resisted Intelligence roll.

**Pack** **Traits:** The Messiah grants the Gift**:** Control Simple Machine to its children.

**Ban:** Children of the Messiah must do everything they can to advance the coming of the machine intelligence “singularity.” They must also work to prevent human mages and the Wyrm from controlling machine intelligence.

### Mitanu

**Source:** Rage Across the Heavens, p.31

**Background Cost:** 7

Mitanu, like most other planetary Incarnae, isn’t above acting as patron to a pack. However, he doesn’t act as totem to any pack without a Bone Gnawer, Ragabash or someone born under his sign – such a pack is obviously a humorless lot.

**Individual** **Traits:** Mitanu’s children are masters of improvisation. They gain three dice to both Subterfuge and Streetwise, and learn the Gift**:** Blur of the Milky Eye. What’s more, any Ragabash Gift costs one less experience point to learn for one of Mitanu’s chosen.

**Ban:** Mitanu expects his children to fend for themselves by finding appropriate tools for any task as they go along. He disapproves of overreliance on any one item, and forbids his packs to carry any particular fetish or weapon for more than a month. Talens are exempt from this rule.

### Moodai the Possum

**Source:** Rage Across Australia, p.140

**Background Cost:** 4

Moodai the Possum is an urban totem followed by many Bone Gnawers. A nimble and cautious spirit, Moodai adapts well to any environment, as do his children. Followers of Moodai, although not respected, are often called upon to perform tasks unsuited to other Garou.

**Pack** **Traits:** Moodai teaches his children Stealth +3 and Survival +3. They also become adept climbers, subtracting three from all difficulties involving climbing.

**Ban:** Children of Moodai must leave fruit and other food for the many possums that forage in city parks.

### Rabbit (Totem of Cunning *Wendigo Revised* write-up)

**Source:** Tribebook: Wendigo, Revised, p.80

**Background Cost:** 3

**Traits:** Rabbit changes her fur to blend into her surroundings; a brown or dun-colored pelt lets her merge into the landscape of leaves, dirt or twigs, her coat paling to white when winter brings snow.

**Individual Traits:** All members of the pack increase their Alertness by 1.

**Pack Traits:** A pack member may call upon the Gift**:** Camouflage.

**Ban:** Rabbit also chooses to run, more often than not. Each pack member must spend a point of Willpower to avoid turning and fleeing any surprise or confrontation that she is not expecting. Unlike the effects of fox frenzy, the fleeing child of Rabbit does not attack to clear her path, but simply tries to escape.

### Raccoon

**Source:** Werewolf Players Guide, 1st Ed, p.133; Werewolf Players Guide, 2nd Ed., p.123

**Background Cost:** 5

Raccoon 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.

**Individual Traits:** Each member of Raccoon’s packs gain an extra die of Brawl during any claw or swipe attack.

**Pack** **Traits:** Raccoon teaches his children +2 Stealth and +3 Survival.

**Ban:** Raccoon asks his children to leave small, shiny objects in the forest (or in city alleys) for him to find.

### Roadrunner (*Uktena Revised* write-up)

**Source:** Uktena Tribebook, p.52; Tribebook: Uktena, Revised, p.80

**Background Cost:** 3

Relying more on fast footwork than wings for escape, Roadrunner symbolizes both an agile body and equally agile mind. Packs who follow Roadrunner are known for quick thinking and mental flexibility.

**Pack** **Traits:** Roadrunner grants her packs an additional dot in Intelligence, as well as an additional dot in Enigmas.

**Ban:** Roadrunner’s packs may not hunt roadrunners, and they must do whatever they can to protect desert lands from destruction and defilement.

### Salamander

**Source:** Rage Across Appalachia, p.156

**Background Cost:** 4

Salamander is famous for her ability to survive through the use of protective coloration. She demonstrates the wisdom of stealth and the need to adapt to the local surroundings. Some species, known as lungless salamanders, absorb oxygen through their skin rather than breathing.

**Individual Traits:** Each pack member is able to exist for a short time (one scene per story) without breathable air.

**Pack** **Traits:** Packs who follow Salamander gain Stealth +2 and the Gift**:** Blissful Ignorance.

**Ban:** Followers of Salamander must avoid causing harm to any salamander they see. They must immediately seek atonement for any salamander killed accidentally. They must also work to preserve lands where salamanders currently thrive.

### Singing Dog

**Source:**  W20 Rage Across the World, p.120

**Background Cost:** 7

        Singing Dog is a shy, clever canid. She’s an amazing communicator; her namesake voice is complex and carries over great distances. She’s also adept with interpersonal interaction, her skill with body language is remarkable in the animal kingdom. She’s immensely rare; singing dog is almost certainly extinct in the wild today.

**Individual Traits:** All members of Singing Dog’s pack gain the Gift: Singing Dog’s Cry (above) for free, and decrease the difficulty of the activation roll by 1. They also gain a dot of Charisma.

**Pack Traits:** Members of Singing Dog’s pack gain access to three dots of Expression, and three points of Gnosis.

**Ban:** Singing Dog is all but extinct in the wild. However, her iconic howls ring out across New Guinea. For one full day of every full moon, Singing Dog’s pack must go completely unseen, but a great number of people must hear their howls.

### Sphinx(-of-Cunning) (Totem of Cunning for Red Talons)

**Source:** Tribebook: Red Talons, Revised, p.79

**Background Cost:** 6

Sphinx is typically regarded as a gamester and an enigmatic spirit. Older myths, however, paint her as a vicious predator and just lately she has been getting back to her roots. Lupus packs that follow Sphinx often surprise their fellows with their martial prowess and their clever tactics.

**Individual** **Traits:** A predominately lupus pack that follows Sphinx reduces the difficulty of all pack tactics by one.

**Pack Traits:** Sphinx’s packs may also draw upon +2 Enigmas and 5 points of Willpower per story.

**Ban:** Sphinx periodically provides her pack with challenges, often in the form of riddles or tests of endurance, but sometimes combat. If at least one member of the pack can successfully meet the challenge, she continues her patronage. If not, she withdraws (or attacks, if the pack really botched the challenge).

### Tammany Hall

**Source:** Book of the City, p.123-124

**Background Cost:** 5

For all those desiring power in the political arena, there is no greater totem than Tammany Hall. However, an alliance with this entity is, in the eyes of other Garou, often as bad as a deal with the devil. Tammany Hall represents political power as an end in and of itself, disregarding the democratic process that is supposed to support it. Oddly enough, lupus Garou trying to operate in the city sometimes demonstrate no antipathy towards Tammany Hall’s ideals, as they don’t respect the human notion of democratic process to begin with. Tammany Hall is clearly an American totem, appearing as a great tiger, often with its name neatly lettered across its side like the famous political cartoon. However, it may have other names and faces in other countries, wherever political graft has become so prevalent enough to have earned its own symbolism. (Which is probably to say, everywhere.)

**Individual Traits:** Weaver-spirits connected with the city in some way will often obey the pack members. When using this power, the player rolls Manipulation + Politics (difficulty equal to the spirit’s Willpower). Success indicates that the spirit obeys the Garou for a short period of time, as long as that request doesn’t require it to go against standing orders. More successes cause the spirit to act with more efficiency and zeal.

**Pack** **Traits:** Tammany Hall grants its packs an additional dot in Manipulation and two dots in Politics.

**Ban:** Members of Tammany Hall must vote early, and they must vote often. They may never vote against the sept’s chosen political agenda.

### Termite

**Source:** Book of the City, p.124

**Background Cost:** 6

Termite is a cousin of Roach, and is even more Weaver-prone than her kin. She lives in huge burrows and hills and encourages Garou to cooperate. She is ancient, knowing tales and songs of the long-ago Dragon Kings and even of the lost Changing Breeds. She plans to follow the Weaver to victory, burrowing into the works of Man and Garou.

Children of Termite may be from any tribe, but Bone Gnawers follow her more than anyone else. Some Glass Walkers have also taken her as a totem.

**Individual** **Traits:** Each member may buy any Gift that involves chemical weaponry (such as Visceral Agony, Odious Aroma, Resist Toxin or Venom Blood) for one less experience point than the usual cost. Each pack member gets the Bone Gnawer Gift**:** Cooking as well, although they don’t need to cook the food. They may simply eat anything wood or paper-based and be nourished (somewhat to the disgust of other Garou).

**Pack** **Traits:** Packs of Termite get an extra three dice when they act to benefit the group before themselves.

**Ban:** Termite demands that her kin be spared, and that their proper role (as eaters of dead trees and dead wood) be respected. They are not “pests” but nature’s recyclers.

### Tezcatlipoca

**Source:** Players Guide to Garou, Revised, p.142

**Background Cost:** 7

It’s never clear if totem spirits that answer to names of human gods really are the god in question, normal spirits mistaken by humans as gods, or just a canny spirit pretending to be a god to the humans. Perhaps it’s no wonder that many of these gods are Totems of Cunning, and one of the best known among Garou is Tezcatlipoca.

Tezcatlipoca tests the Garou (as well as other Fera) by offering them illicit powers or pleasures and seeing which ones succumb. The offers are never sincere, though, and those who accept he leads into situations where they will be caught and punished. A Glass Walker pack in Mexico City that follows him have started to call him the “Police Entrapment God,” and he doesn’t seem to mind. There are also some Bone Gnawer, Shadow Lord and Uktena packs devoted to him.

**Individual** **Traits:** The children of Tezcatlipoca are blessed with the ability to seem persuasive and logical, each receiving +1 Manipulation and +1 Subterfuge.

**Pack Traits:** Tezcatlipoca also allows his packs to know something about the culture of temptation in any time, offering +3 Streetwise and +1 Occult.

**Ban:** Tezcatlipoca’s children must demonstrate that they are not among those who are weak and prone to temptation. They are not permitted to indulge in displays of casual hedonism, such as drunkenness or one-night-stands.

### Tulu the Kookaburra

**Source:** Rage Across Australia, p.140

**Background Cost:** 7

A staunch foe of the Wyrm, Tulu is always in good humor, laughing in the face of death. Tulu is an intelligent warrior and swoops down upon his prey, breaking their back with his powerful beak. His manic laughter echoes across the Dreamtime. Tulu is often called the Father of the Bunyip, for it was he who spilled the Rainbow Serpent’s blood, from which the Bunyip were formed.

**Individual** **Traits:** Children of Tulu have an irrepressible sense of humor and never suffer from Harano. Tulu teaches each of his children the Gift**:** Laughter**:**

        • **Laughter (Level Three)** — With Children of Tulu can cause others to realize the humor of any situation – in fact, the uproarious hilarity of any situation.

**System:** The Child of Tulu spends one Gnosis point and rolls Charisma + Expression (difficulty of the target’s Willpower). If successful, the target is struck by how funny the situation is and breaks into peals of laughter. Any attack made by the target against the Child of Tulu suffers a penalty of three dice to the Dice Pool (just looking at the Child of Tulu is enough to make the target erupt into painfully spasmodic belly laughs).

(Note**:** A Child of Tulu does not have to be Rank Three to use this Gift; any Child of Tulu, regardless of Rank, can use it.)

**Pack Traits:** Tulu teaches his children Subterfuge +3.

**Ban:** Children of Tulu must kill any snake they see, symbolic of their war against the Wyrm. The exception to this rule is any servant of the Rainbow Serpent.