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Detailed Totem List-FINAL
Detailed Totem List-FINAL
Here’s a little something for all you Classic World of Darkness Werewolf fans out
there. I got it into my head to search the Internet for a database of totems so that I
wouldn’t have to search through a dozen W:tA books or more to compare all the
published totems. I thought a hypothetical Storyteller could give a list of all the totems at
once to his players so they could peruse the list themselves and agree on one totem for
the pack. Little did I know that this list would clock in at over 90 single-spaced pages!
The following totems are organized alphabetically within their totem type
categories. Totems of Respect are presented first, followed by Totems of War, then
Totems of Wisdom, then Totems of Cunning and finally, a couple of Unique Totems
aligned with the Skin Dancers. Totems from the other Changing Breeds are not included
on this list as this is intended to be a Garou-only totem list. Totems allying with the other
Fera aren’t really appropriate for Garou packs so I thought it wasn’t worthwhile to
include them on this document. If your troupe wants to be the exception (and what
Werewolf troupe isn’t the exception?), then White Wolf would probably appreciate you
getting the appropriate Breedbook yourself. (Besides, can you see your Garou pack
following Manta Ray or Mistress of Catkind? Yeah, me neither.) Needless to say, Bane
Totems and Nunnehi Totems are also beyond the scope of this list.
A useful catalog of all published totems (including the totems of the Fera) can be
found at: http://cutterina.files.wordpress.com/2009/12/complete-totem-list-v-1-01.pdf if
you need an alphabetical list of totems to help you keep all of them straight. I found it
very useful for this project. As I noted above, my database is 90+ pages, so it’s more than
a bit unwieldy for a troupe to search through it all for a proper totem for half-a-dozen
people to agree on. (It’s almost as bad as 1st Ed D&D grappling rules! Ok, I’m
exaggerating, but not by much.) Feel free to use the list linked above as a starting point,
then my list below for further detail on particular totems.
Furthermore, I can’t speak to which or how many of these totems are “broken” in
the sense that they are play-unbalanced. I’ve merely reprinted the totem entries from the
Revised edition of books (or if the Revised version didn’t exist, then the latest published
version). If they seem unbalanced or unworkable in your game, feel free to change the
Traits and Bans as you see fit. Golden Rule, and all that.
Werewolf 20th Anniversary Update: Now that W20 has made explicit which tribal
totem traits are for the benefit of individual pack members and which benefit the pack as
a whole, I went back and used my best judgment to determine which individual traits and
pack traits are offered by each of the published totems. Keep in mind that for a lot of
these totems, the text was rather vague as to which was which, so I had to make a lot of
judgment calls. If White Wolf ever republishes any of the supplemental totems again, I’ll
update this list as necessary. While the W20 corebook totems have appeared in previous
editions, I only used the W20 write-ups and didn’t source the earlier corebook editions; I
saw no need to reference obsolete rules. The V1.01 PDF I referenced above has the page
numbers for the old versions if you need to look them up for some reason.
Furthermore, the totems in Tribebook: Wendigo Revised were not divided into
Totems of Respect, Glory, Wisdom or Cunning, so I had to make educated guesses as to
the specific nature of each of those totems. (Here’s hoping I guessed right.)
As for the Nunnehi Totems in Rage Across Appalachia, rather than figure out
what category they belonged to, I just put them in their own section. (It was just easier
that way.)
Disclaimer time: Werewolf: the Apocalypse ™, Black Furies, Bone Gnawers,
Children of Gaia, Fianna, Get of Fenris, Glass Walkers, Red Talons, Shadow Lords,
Silent Striders, Silver Fangs, Stargazers, Uktena, Wendigo and all related terms are
copyright White Wolf Game Studios. No infringement upon the intellectual property of
White Wolf Game Studios is intended. This document is for personal use only.
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.
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
(Note: If anyone finds a modern-day write-up for Horse, please post its
information/page reference in the OPP Werewolf forums so I can update this entry. –Su-
tehp)
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.
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.
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
(Players Guide to the Garou, p.140) 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.
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.
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.
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.
Turtle
Source: Croatan Song, p.122
Background Cost: 7
The great spirit that carries the world on his back, Turtle is the very definition of
honor and steadfastness. He is gentle and sturdy, and encourages his children to defend
first and attack second.
When the Croatan sacrifice themselves to the last to banish Eater-of-Souls, Turtle
falls into a great depression and withdraws from Gaia’s spirit hierarchy, refusing to act as
totems to packs any longer. It’s said that he will return just before the final battle of the
Apocalypse, but none know the truth of this legend.
Individual Traits: Each pack member gains a point of Stamina (even if this
would take them above 5). Turtle also teaches each of his children the Gift: Turtle Body.
Pack Traits: The pack may draw upon an extra five points of Willpower per
story. Croatan Garou will also look favorably upon Turtle’s packs.
Ban: Turtle is very concerned with the honor of his children. He will withdraw
his favor from any child who loses permanent Honor, or who refuses to stand and
struggle to defend his land.
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.
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.
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.
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.
Green Dragon
Source: White Howlers Tribebook, p.74
Background Cost: 7
When the White Howlers roared into battle, few could stand before their might and
bravery. Those who followed Green Dragon were among the fiercest of the fierce,
refusing to consider defeat as an option.
Modern Times: Green Dragon’s ferocity and refusal to back down played a large
part in the Howler’s decision to charge the Labyrinth, and their defeat there. With great
hubris comes great potential for corruption, and in modern times, Green Dragon acts as
one of the strongest Totems in Whippoorwill’s brood, acting as a patron to some of the
Black Spiral Dancer’s fiercest packs.
Individual Traits: Thrice every day, Green Dragon’s followers can breathe fire.
The player spends one Rage point and rolls Dexterity + Brawl (difficulty 8) to aim the
attack, out to a range of six yards. It inflicts two levels of aggravated damage.
Pack Traits: Packs that follow Green Dragon gain three points of Willpower per
story, and are held in high regard by Ahrouns.
Ban: Green Dragon hates cowardice. Any of his followers who run from a fight
or fall to Fox Frenzy for any reason lose the Individual Traits gained from their patron for
a full day.
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.
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.
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.
Lion(-of-War) (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(-of-Respect) above. W20 Rage Across the World,
p.121, lists Lion as a Totem of War for unknown reasons, hence its listing in this section.)
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.
Medusae
Source: Black Furies Tribebook, p.42-43
(Note: As noted above, sometime between the publication of Black Furies
Tribebook and the Tribebook: Black Furies, Revised, the Medusae ceased to function as a
single totem and began acting as separate totems. See The Gorgons above. This entry is
included for completeness or if a troupe wishes to roleplay a campaign based prior to the
time of Medusa’s separation from her sisters.)
Background Cost: 7
The angry spirits of the First Daughters still guide the Bacchantes and many
Amazons. Children of the Medusae hate Man with unsurpassed ferocity. Although
relatively few, their extremity colors the reputation of the Black Furies as a whole.
Individual Traits: The Medusae’s children will each gain one temporary point of
Glory upon adoption.
Pack Traits: Their Children are terrible in their wrath, gaining four dots of
Intimidation, the Gift: True Fear and an additional two points of Rage.
Ban: Followers of the Medusae will not tolerate any abuse from a male of any
species. Insults are repaid in blood.
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.
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 gains 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.
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.
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.
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.
Rat
Source: Werewolf 20, p.374
(Note: See Tribebook: Bone Gnawers, Revised pp.82-83 for more details on the
varied aspects of the Rat Totem.)
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.
Rorg
Source: Rage Across the Heavens, p.43
Background Cost: 10
Rorg won’t act as a pack totem to any group without at least one Red Talon, and
he refuses to patronize packs he considers “lenient.” Even so, his patronage can be useful,
as his children can draw on a scattered yet unified power.
Individual Traits: Whenever Rorg’s children act as a pack to accomplish a goal,
whether teaming up against a single opponent in combat or pooling their knowledge to
devise a plan, they gain -1 to all difficulties relevant to the task. (In the instance of
combat, this would include initiative, attack and damage rolls, but not soak rolls – the
goal would be to defeat the enemy, not survive his attacks.)
Pack Traits: Rorg grants his children an additional three dice in Primal-Urge and
teaches them the Galliard Gift: Mindspeak.
Ban: Children of Rorg are not allowed to forgive until any crimes committed
against them or their loved ones have been justly punished.
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.
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.
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.
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.
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; Ban needs to be modified for modern-day setting
assuming Buffalo is still a viable totem in modern days)
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.
Caern-Rattler
Source: White Howlers Tribebook, p.74
Background Cost: 6
Caern-Rattler is a ghostly spirit of times and peoples long-past. It appears as an
amorphous human-like figure, shrouded in a decaying winding sheet that obscures its
features from view. Unlike an individual ancestor spirit, Caern-Rattler embodies the
knowledge of all of those who have gone before, the wisdom and experiences of
countless previous generations.
Modern Times: Caern-Rattler disappeared after the White Howlers’ Kin were
corrupted or adopted into the Fianna lineages. It is unknown whether the totem was
destroyed, or simply is inaccessible in modern times.
Individual Traits: Followers of Caern-Rattler gain three dots of Ancestors. As
this represents a Totem-granted connection to a cultural knowledge bank rather than a
connection to a particular ancestral spirit, even members of those tribes who cannot
normally purchase the Ancestors Background can use it.
Pack Traits: Packs who follow Caern-Rattler gain access to three dots of Occult
and three dots of Enigmas.
Ban: Caern-Rattler requires its followers to deal with the dead in a respectful
manner as appropriate for their culture, be that burial, cremation, emollition, etc. Even on
a battlefield, they must not abandon bodies or leave them exposed for scavengers. Wyrm-
creatures must be cleansed after death, as well.
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.
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.
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.
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.
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.
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 18 th
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.
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.”
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.
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.
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.
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.
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.
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).
Sturgeon
Source: Tribebook: Wendigo, Revised, p.80
Background Cost: 4
Sturgeon has an uncommonly long lifespan, 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.
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.
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.
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.
Gallia
Source: White Howlers Tribebook, p.76
Background Cost: 12
Gallia is an ancient, fiery, fertility goddess, the embodiment of creative energy.
She is often the matron spirit of artists, crafters, and performers of all stripes. She is the
mother of inspiration, a pre-historic muse, calling on her followers to use passion and
creativity to overcome any stumbling blocks they may encounter.
Modern Times: When her followers fell, Gallia fell with them, as fervently as
suits her nature. She exists now in a tainted form as G’louogh, “The Demon Goddess”,
referred to by some as the “mother of all Banes.”
Individual Traits: Gallia’s followers can use the Level Five Galliard Gift: Fabric
of the Mind.
Pack Traits: Gallia’s packs gain access to two dots of Occult. As well, Galliards
are well disposed to followers of Gallia.
Ban: Gallia asks her followers to respect other creative beings, by being a good
audience to performers or patronizing talented artists and craftsmen whenever possible.
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.
Kelpie
Source: White Howlers Tribebook, p.76
Background Cost: 5
Not all battles are won through might; Kelpie teaches how to use an enemy’s own desires
as the best weapon against it. While its natural form is that of a gorgeous water horse, Kelpie can
also become invisible, or appear as a beautiful human to seduce and then destroy its enemies. It
tempts its victims into clambering on its back in horse form, or into its arms as a human, before
dragging them down to a watery grave.
Modern Times: While Kelpie-spirits still exist, their Incarna was irrevocably weakened
by the fall of the White Howlers, and is no more.
Individual Traits: Followers of Kelpie can breathe underwater, and cannot drown. As
well, they gain one dot of Appearance, but subtract one from any temporary gains of Honor
Renown.
Pack Traits: Packs that follow Kelpie can call on three dots of Subterfuge and three dots
of Empathy per story.
Ban: Kelpie requires its followers to prioritize cleansing natural waterways of pollution
and supernatural taint at every opportunity. As well, they must bathe in a natural source of fresh
water at least once per month.
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.
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.
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.
Nunnehi Totems
The spirits of plants, minerals and the elements are willing to adopt Garou as their
children but it is rare for them to do so. The totem may refuse the Garou supplicant.
Gaia’s wolves are predators and hunters, and their realm is that of animals and elements.
Their Rage unnerves most plant and rock totems. Nonetheless, Children of Gaia
(cannabis), Uktena (peyote) and Stargazers (crystals) have been known to choose these
spirits as benefactors.
Optional Rule: No Garou may ally with a rock or plant totem if his Rage is
higher than the totem’s Background cost. If his Rage becomes higher after the adoption,
the totem will break the alliance with that Garou (but not other Garou in the pack that
have not similarly transgressed) until the offending Garou loses the extra Rage.
Fir
Source: Rage Across Appalachia, p.157
Background Cost: 3
Fir has many names, among them Balsam, Fraser and Spruce, but in all her forms,
she is a survivor, able to withstand cold climates that are inhospitable to other species of
trees. Fir does not lose her leaves each year, and the cones she produces not only give
birth to others of her kind but also provide nourishment for many creatures of the forest.
Her sap is the blood that warms her body year round.
Individual Traits: Garou accepted by Fir gain Survival +2 (alpine climate) and
an additional point of Stamina.
Pack Traits: Fir teaches her Garou children the Gift: Whisper.
• Whisper (Level One) — In the presence of a stand of trees, the Garou may send
whispered messages over long distances — as if her words were traveling from tree to
tree. This Gift is taught by tree-spirits.
System: The Garou spends one Gnosis point for every 25 words of her message.
No roll is necessary.
Ban: Fir requires her children to protect her diminishing forests. Children of the
Fir must never cut down a fir tree and may only use dead wood for building fires of
making items.
Granite
Source: Rage Across Appalachia, p.157
Background Cost: 5
Granite is one of the crystalline rocks that form the “basement” of the
Appalachian Mountains. It comprises part of the geological backbone of the area and has
weathered eons of slow change. Granite appears hard and unyielding, but he is also a
symbol for stability and stoicism.
Individual Traits: Granite grants his children two points of Strength and
Intimidate +2.
Pack Traits: Granite teaches his Garou children the Gifts: Strength of Purpose
and Stone Mask.
• Stone Mask (Level One) — The Garou is able to harden her mind, masking her
thoughts from anyone attempting to read her mind or determine her true nature. This Gift
is taught by rock-spirits.
System: The Garou rolls Manipulation + Subterfuge (difficulty 6). Only one
success is necessary.
Ban: Granite demands that his children never back down from a test of strength
or endurance.
Whitewater
Source: Rage Across Appalachia, p.157
Background Cost: 2
Whitewater is known for her mercurial nature, by turns playful and menacing. She
is the symbol of self-challenge and the wild, free spirit of Gaia. Whitewater delights in
rapid movement and constant change. Whitewater’s laughter pierces the forests and
announces her presence over long distances.
Individual Traits: Whitewater endows her children with Swimming +3 and
Boating +2. Her children also gain an additional point of Dexterity when involved in
activities which take place in rapidly moving water.
Pack Traits: Whitewater teaches her Garou children the Gifts: Mother’s Touch
and Wisdom of the River. Despite her Background cost, she will accept Garou of any
Rage.
• Wisdom of the River (Level One) — By immersing herself in a river, a Garou
may gain knowledge of what lies upstream from her as if she were actually there. This
Gift is taught by water-spirits.
System: The Garou must stand in a river or sit on a river bank with her feet
immersed in the water. She then rolls Perception + Alertness (difficulty 6). Each success
gives her a vision of what is occurring within a distance of a mile upstream. The Garou
may increase the distance of her perceptions by one additional mile for each point of
Gnosis spent. This Gift does not enable the Garou to view occurrences downstream, since
the waters have not yet “seen” what is happening ahead of them.
Ban: Whitewater requires her children to make their homes near her banks. She
also asks that any who honor her refrain from polluting her rivers.
Unique Totems
These are non-traditional totems that have not found favor with the Garou Nation. While
they could conceivably adopt packs of any of the 13 Tribes, they have not yet done so.
For now, they have allied themselves with the Skin Dancers. Only time will tell if these
totems can be redeemed to serve Gaia and the Garou.
Afterword
Ok, as of this writing (June 4, 2015), the Detailed Werewolf Totem List is now complete.
I’m bushed and there’s nothing in this Afterword I can say that hasn’t already been said
in the Afterwords of my Garou and Fera Gifts Lists, so I’m just gonna shut up and let you
get to your Werewolf games. I hope you find my lists useful. Seeya!
Afterword Addendum
I totally forgot to include the totems from White Howlers Tribebook. NOW this list
should be done. (June 6, 2015)
I made a few modifications to explain Lost Totems from Rage Across Appalachia. I
likewise added a few totems from W20 Rage Across the World. I’m so tempted to use
Balthazar font on each totem title except I’m worried that people without that font
wouldn’t be able to tell the totems from one another….(June 7, 2015)
Ok, so I found an error I didn’t notice last time around: it turns out that the Lion write-up
from W20 Rage Across the World was a Totem of War, not a Totem of Respect and I
somehow missed that. Ditto for Polar Bear. Both totems have been moved to their proper
places. (October 16, 2018)
-Su-tehp