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Totems of Cunning

The binding force that holds a pack of werewolves together is their association with a totem spirit. Although a pack of werewolves chooses the totem that they feel best represents them, a quest to find a totem also gives the spirit a chance to decide whether it really wants to adopt the Garou. It's for this reason that totems often refer to their packs as their "children."

 

Totem spirits are almost universally Incarnae. While many are animal spirits, a number of packs hold to mythological beings, elemental forces, and even stranger spirits as totems. When a spirit chooses the pack, it sends a totem avatar -- a Jaggling--to attend to the pack. The devotion of the Garou gives the totem and its representative power, and their actions further the totems' goals. In return, the totem empowers them to carry out its goals in a direct fashion.

 

Background Costs And Traits

Players use their pooled points in the Totem Background to "buy" the totem spirit that has chosen their pack. Each pack can only be affiliated with one totem. Each totem in this section lists the benefits that the pack gain when accepted by it; unless the totem's description says otherwise, all bonuses and penalties apply as soon as the totem accepts the pack.

 

Players can enhance their pack's totem by spending experience points to increase their characters' Totem rating, per the Background's description. Totem spirits can also teach Gifts relating to their affiliation and powers. Some totems allow their children to use a particular Gift without teaching it to them, channeling the spirit's power directly.

 

A totem does not just grant power to a pack; it also has restrictions that the werewolves must follow. These constraints on the pack's behavior form part of the totem's Ban. If the pack members don't follow the Ban, their totem will cut off assistance. In this case, the werewolves lose all of the benefits of their totem, including access to extra Willpower, Gifts, and Traits, until they undertake a Rite of Contrition to appease their totem. A pack who repeatedly offends their totem may find that the spirit abandons them entirely.

 

The totems that follow are among the most common patrons to Garou packs. Several of these totems act as tribal totems, but members of that tribe don't gain the benefits of that totem. Only individual packs who ally with an avatar of those totems gain the benefits. Most cubs learn their tribal Gifts through the spirits that they meet during their Rite of Passage.

 

Totem Traits

Totems can give members of a pack a wide range of Traits. These Traits come in two forms: Individual Traits and Pack Traits.

Individual Traits: Every member of the pack gains all of a totem's Individual Traits as soon as they gain the totem's favor, and retain these Traits while they remain allied with the totem. The most common Individual Traits include temporary Renown, but some totems offer Attribute dots and even Gifts as Individual Traits.

 

Pack Traits: Any member of a pack can draw upon a Pack Trait, but only one at a time. If a totem grants dots in a Skill, or a Gift, the first werewolf to draw upon the bonus in a given scene holds on to that specific Trait until the end of the scene, or until they relinquish it. In combat, relinquishing or claiming a Pack Trait is a reflexive action. A pack member can't "pass on" a Pack Trait to another member of the pack, it instead goes back to the totem spirit, who gives it to the next packmate who requests it. A pack can't divide a Trait between members -- one of Falcon's children who claims his totem's Leadership dots gets all three. He can't take one or two and leave the others for another packmate.

 

Pack Traits that include pools of points, such as the Willpower pool granted by Falcon, are available to any member of a pack to draw on. If the totem's pool has any points remaining, any member can choose to spend a point from the pool rather than his own pool. Such pools of points refresh at the end of each story.

 

The Totems Of Cunning And Where To Find Them

 

While most characters don't look kindly on trickery and stealth, some understand the benefits and seek out totems of cunning. As more and more young characters try new ideas and new ways of thinking to fight the Wyrm, these totems are becoming more common, though more traditional characters find little to trust about them.

 

Chung Kuel   ( Changing Breeds 20th Anniversary Edition -- Page 169 )

Background Cost: 6

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

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

Pack Traits: None

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

 

Coyote   ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 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   ( Werewolf: The Apocalypse 20th Anniversary Edition -- Page 376 )

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 [Pack Totem]   ( Changing Breeds 20th Anniversary Edition -- Page 377 )

Background Cost: 7

Fox is used to being both predator and prey and out-thinking 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 (From Changing Breeds 20th Anniversary Edition).

 

Fox [Sept Totem]   ( Rage Across The World 20th Anniversary Edition -- Page 33 )

Background Cost: Unknown

Fox's septs use stealth, sabotage, and other dirty tricks to protect themselves and attack their foes. They tend to play fast and loose with hierarchy, and any Garou who takes himself too seriously will be the subject tricks and traps until he learns his lesson.

Common Traits: When Fox is summoned, he grants all his children one dot of Manipulation.

Pack Traits: Fox can divide two dots of Stealth, Streetwise, and Subterfuge among his sept's packs.

Ban: Septs must grant sanctuary to wild foxes, allowing them free run of the bawn.

 

Gallia   ( Tribebook: White Howlers 20th Anniversary Edition -- 75 )

Prerequisite: White Howler

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.

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 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.

 

Hidden Glade   ( Rage Across The World 20th Anniversary Edition -- Page 33 )

Background Cost: Unknown

Hidden Glade represents the secret beauty of Gaia. Even as the Wyrm and Weaver overwhelm the world, Gaia's beauty survives. Life blooms in blasted war zones, humans include parks in their biggest cities, and small glades and springs escape the notice of developers and despoilers. Among the most precious of Gaia's hidden redoubts are her caerns, and Hidden Glade's avatars are more than happy to dwell in such places.

Pack Traits: When Hidden Glade graces a pack with his presence they gain the Territory Gift.

Common Traits: Hidden Glade grants his children an extra dot of Gnosis. Garou blessed by Hidden Glade add one to the number of successes necessary on a Rage roll to succumb to frenzy.

Ban: Hidden Glade's septs must work tirelessly to found more septs and build more caerns.

 

Kelpie   ( Tribebook: White Howlers 20th Anniversary Edition -- 76 )

Prerequisite: White Howler

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.

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.

 

Kirijama, "The Hidden Foe"   ( Book Of The Wyrm 20th Anniversary Edition -- Page 125 )

Background Cost: 7

Prerequisite: Black Spiral Dancer

Kirijama has no manifested form. It is the foe unseen, unfelt, unknown. Some Garou believe Kirijama does not even exist, but something grants blessings to those who honor Kirijama.

Individual Traits: Kirijama's bastards gain the Uktena Gift: Invisibility.

Pack Traits: Kirijama's bastards gain two extra dots of Stealth.

Ban: Kirijama's bastards must never become famous, making it hard for them to rise in Rank.

 

Singing Dog   ( Rage Across The World 20th Anniversary Edition -- Page 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.

 

Ti Malice   ( Changing Breeds 20th Anniversary Edition -- 170 )

Background Cost: 4

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

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

Pack Traits: None

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

Whippoorwill   ( Book Of The Wyrm 20th Anniversary Edition -- Page cccccccc )

Background Cost: 6

Prerequisite: Black Spiral Dancer

This totem fell to the ways of the Wyrm in the dawn-days of the world, when it discovered that its cry attracted the drifting souls of the dead, and that lost souls made for a fine feast.

This totem's great strength is finding those who have lost their way, especially those who have lost sight of the reason to keep fighting for Gaia.

Individual Traits: Whippoorwill's bastards gain the ability to imitate perfectly any birdcall, as well as one extra die on all Empathy rolls to spot individuals who are questioning their ideals.

Pack Traits: Whippoorwill grants two dots of Perception, but only at night and in dark environments.

Ban: Whippoorwill forbids its bastards to harm any bird, and demands a moot held in its honor twice a year.

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