You are on page 1of 92

Werewolf: the Apocalypse Totem Compilation

By Chris Su-tehp Fernandez-Duque

Heres 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
wouldnt 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 80 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 arent really appropriate for Garou packs so I thought it wasnt worthwhile to
include them on this document. If your troupe wants to be the exception (and what
Werewolf troupe isnt 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 70+ pages, so its 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. (Its almost as bad as 1st Ed D&D grappling rules! Ok, Im
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 cant speak to which or how many of these totems are broken in
the sense that they are play-unbalanced. Ive merely reprinted the totem entries from the
Revised edition of books (or if the Revised version didnt 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, Ill
update this list as necessary. While the W20 corebook totems have appeared in previous
editions, I only used the W20 write-ups and didnt 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. (Heres 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.

The American Dream (Bone Gnawers Revised write-up)


Source: Tribebook: Bone Gnawers, Revised, p.83; Bone Gnawers Tribebook,
p.45; Fianna Tribebook, p.51
(Note: Fianna Tribebook describes the American Dream as a totem of Wisdom
instead of Respect. Whether this is an editing error or the Fianna truly acknowledge the
American Dream as a totem of Wisdom is unknown.)
Background Cost: 3
The American Dream isnt dead its just been lost. Followers of this totem quest
to find it, sometimes by reliving quintessentially American experiences. For a while, only
Garou born in the 50s and 60s could dedicate themselves to the Dream, but thanks to an
epic quest by a few Bone Gnawers, a new generation has discovered it again.
For the vast majority of the denizens of the World of Darkness, the American
Dream is just that a dream. The future is bleak, the world holds little hope and suffering
is commonplace. Especially in the slums, backwaters and inner city hellholes that many
Bone Gnawers frequent, America is a dying nation thats neglected its own citizens. As
amazing as it may seem, followers of the American Dream are still optimistic about the
world around them. With the help of their totem spirit, they seek out the few basically
good people left in the world and fight to help and protect them.
After a pack dedicates itself to the American Dream, they rarely see their totem
spirit until its needed, that is. Incarnations of the Dream wait until the best possible
moment to show up with a bit of advice, a handout or a helping hand. However, the
Dream always appears in disguise, usually as an American citizen. Garou without much
Gnosis have trouble recognizing a manifestation of this spirit when its nearby.
Accordingly, they initially treat every stranger they meet with respect, since any of them
may be an avatar of their Incarna. Most of the time, the world around them is a bleak and
dismal place, but theres always a chance that help will show up when its least expected.
Garou known for their sagacious wisdom and considerable Gnosis report seeing a
wide array of personas for their totem spirit. These appearances always correspond to
people who represent the American Dream or America at its finest (at least, from the
Storytellers view). For instance, it might appear as an All-American Athlete, a young
child eager for her first day of school, an elderly black man who can recall every detail of
the civil rights movement, or just an average Joe on a coffee break at a construction site.
For Garou who rely on Gnosis too much typically by spending too much time in
the Umbra or away from the company of other Garou these visions appear to be surreal.
Some of the most disturbing visions involve the Dream as it appeared in the 1950s,
whether thats a fresh-faced young housewife, a gee-whiz teenager or a suburban Dad in
his smoking jacket with a pipe full of tobacco. (Gosh!) Fortunately, only followers of the
American Dream can see its more surreal manifestations, and even then, only when they
have been overpowered by the maddening influence of the Wyld.
As a controversial totem, the American Dream has staunch allies and dedicated
enemies. American Silver Fangs, Glass Walkers and Bone Gnawers gain 5 temporary
Honor when they ally with this totem. Other non-American Garou, especially European
Silver Fangs and Shadow Lords, lose 5 temporary Honor instead when they ally with the
American Dream and are immediately marked as troublemakers.
Individual Traits: As long as a follower of the Dream is in the good ol U.S. of
A, he will never get lost. (This cancels out any Gift, rite or other supernatural ability that
causes Garou to get lost, as defined by the Storyteller.) Even when the Garou is
traveling abroad, certain other Americans will make an extra effort to help him.
Sometimes these are merely manifestations or incarnations of the American Dream;
sometimes theyre actually humans with a great deal of sympathy for its ideals. Every
session, the Storyteller should hide one character in the story that is actually the
manifestation of the packs totem spirit. That one person may offer help at a critical time,
but only if he is asked, recognized or treated with respect. The game stats for this
manifestation are the stats for the packs totem spirit.
The pack can actively look for the totem spirit, but this requires the pack members
to meditate for a few rounds before rolling their temporary Gnosis. Homids need three
successes on a Gnosis roll (difficulty 6) to recognize an incarnation of the Dream. As
outsiders to human culture, metis and lupus Garou have a tougher time recognizing it
(difficulty 8). A character cannot try more than one recognition roll per scene to
identify his totem spirit. This benefit is purely at the Storytellers discretion; it should
save the pack from difficulties or inconvenience no more than once per game session.
Dreamer packs tend to treat all humans they meet with respect, just to be sure.
Pack Traits: As a major benefit, Dreamer packs get Athletics +2 and Empathy
+2. (At the Storytellers discretion, the Athletics bonus may not apply to sports like
hockey and soccer and the Empathy bonus may not apply to anyone who is not an
American.) As a minor benefit, for any Social-based dice pool for interaction with
American officials, reduce the difficulty by 3. This includes confrontations with police,
public servants, bureaucrats, public officials or government figures. Anyone who has
sworn an oath to uphold the U.S. Constitution also applies.
Ban: Followers of the Dream must accept that their totem spirit cannot always be
with them. The chance of it manifesting depends on how fervently the pack upholds the
nations dreams and ideals, no matter how they interpret them. As a result, most
American Dreamers are patriots, crusaders and idealists. Even in their native land, many
find these traits annoying at best, and foolish at worst. If the pack does not display them,
the totem spirit will not manifest.
In addition, when traveling abroad, followers of the Dream cannot help but openly
exhibit the worst tendencies of Americans. They speak loudly and coarsely, insist that
everything back home is better than what they can find while traveling and have a
tendency to debate the merits of American culture, foreign policy and military action.
When a follower of the Dream deals with people from other countries, increase the
difficulty for all of the ugly Americans Social-based dice pools by 1.

Bison
Source: Werewolf Players Guide 2nd Ed., p.120; Players Guide to Garou Revised,
p.135
Background Cost: 5
Held in high esteem by many Native American tribes, Bison is both calm and
warlike, serene yet determined. Garou adopted by Bison admire their spirit father for his
methodical logic, stubborn survival and willful war skills. As an American totem, he most
commonly adopts Uktena and Wendigo packs.
Individual Traits: Bison offers his children 1 temporary Honor.
Pack Traits: +1 Animal Ken, +1 Enigmas and +2 Survival. In addition, they may
draw upon three extra Willpower points.
Ban: Bisons 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 ones 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 Gaias 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-Lins 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 Falcons 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 Falcons 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.51Axis 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 Gaias 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 childrens 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, Frogs 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. Frogs 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 Glooscaps 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 Thunders name. Many Shadow Lords see little difference between
respect and fear. Each pack member gains one point of Honor Renown.
Pack Traits: Thunders packs can call upon an extra five Willpower points per
story, and they gain three dice to Etiquette. Shadow Lords will follow the packs 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 Thunders 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 mankinds 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 Lunas 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 packs mettle and foresight. Mokol and Corax, the other children of
Helios, respect Hyperions children and will cooperate with them as necessary.
Individual Traits: Each one of Hyperions 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 Mokol and Corax.

Kanau the Wedge-Tailed Eagle (Lost Totem)


Source: Rage Across Australia, p.138
(Note: This is a lost totem that hasnt been seen since the death of the Bunyip. It
would be considered a great honor to find this totem and ally with it. All members of the
first pack to do so successfully will gain seven points of temporary Wisdom. As yet,
however, no Garou has ever been able to find this Lost Totem, let alone ally with it.
Background Cost: 4
Kanau soars high over the mountains and outback on powerful wings. Nothing
escapes his sharp eyes, and the wind whispers secrets to him as he roosts in his aerie.
With powerful claws Kanau rends his prey, hurtling down upon it from on high.
Individual Traits: Kanau teaches his children the Level Two lupus Gift: Sense
the Unnatural.
Pack Traits: Kanau teaches his children Alertness +3.
Ban: Kanau demands that his children punish all who destroy his nests or those of
his offspring.

Lion (W20 Rage Across the World write-up)


Source: W20 Rage Across the World, p.121
(Note: For Lions stats before the White Howlers fell to the Wyrm, see the White
Howlers Tribebook write-up on Lion below.)
Background Cost: 8
Lion is king of the savannah, and for good reason. His immense roars and
powerful jaws put him on top of the food chain, and guarantee his position against any
would-be predators. Lions 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: Lions 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, Lions pack can access two Gnosis and two Rage.
Ban: Lion is known as a glory hound, taking credit for his prides kills. For this
reason, followers of Lion lose one point from any Glory rewards, and increase the
difficulty of any teamwork rolls by 1.

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


Source: Werewolf Players Guide 1st Ed., p. 130; Werewolf Players Guide 2nd Ed.,
p. 120; Fianna Tribebook, p.51; Players Guide to Garou, Revised, p.135
(Note: For Lions stats before the White Howlers fell to the Wyrm, see the White
Howlers Tribebook write-up on Lion below.)
Background Cost: 5
The Garou distrust those that would let their children fall, and thus the ancient
totem of the White Howlers doesnt curry as much favor as one of his strength otherwise
might. However, some packs appreciate Lions dominant approach to leadership,
particularly those among the Red Talons and Silver Fangs who share with him a respect
for tradition. Lion is eager to adopt such packs.
Individual Traits: Lions children gain 1 temporary Honor.
Pack Traits: Lions packs gain +3 Animal Ken and may draw upon an extra four
Willpower points per story, and make rolls to impress elders at -1 difficulty. (Lion has
always known how to appeal to tradition. In the case of an unusually progressive elder,
the Storyteller may waive this bonus.)
Ban: Lions children must destroy anyone who would hunt wild animals for
pleasure.

Lion (White Howlers Tribebook write-up)


Source: White Howlers Tribebook, p.72-73
Background Cost: 5
Proud and strong, Lion is the master of all he surveys. He is an expert tracker, a
strong fighter, and a noble leader. Those who he protects can be assured of their safety;
while Lion walks, no harm will come to them. As for those who would invade his
territory, usurp his mantle, or harry those he calls his own? Woe be to them, for Lion is as
unforgiving as he is regal.
Some who hear of Lions patronage of the White Howlers are confused, as they
associate the name with the big cat from the African continent. The Howlers patron,
however, has only a distant relation to the savannah feline. Instead, Lion is the spiritual
representation of the Cave Lion, a massive beast that preyed on prehistoric elephants and
cave bears before it went extinct thousands of years ago.
While many spirits faded or retreated to Pangaea after the natural animals that
they are associated with went extinct, Lion left an indelible impression on the Garou who
had aligned themselves with him. Long after the cave lion disappeared, Galliards around
the hearthfires of the White Howlers and their Kin continued to tell stories of its prowess,
ferocity, and strength. This dedication kept Lion strong and powerful, right up to the day
when his followers fell to the Wyrm.
Modern Times: When the tribe it patronized fell to the Wyrm, it was a massive
blow to Lions none-too-meager pride. If a spirit can be said to fall into Harano, that was
Lions state when Griffin found him. Unwilling to allow this Totem to fall into suicidal
slumber, Griffin harried the morose Lion until at last the cat-spirit roared in outrage and
rose to do battle with its tormentor.
They fought and, although Griffin was far stronger than the weakened Lion, the Red
Talons totem knew the value of a rousing fight to a wounded spirit. It allowed the battle
to rage until Lions flagging spirits were revived and refreshed, and its form was
weakened from exertion but no longer in danger of dissipating due to despair.
When Lion recovered, he joined Griffins brood, where it now mentors Garou
predominantly Fianna and Red Talons. As a boon for saving Lion, Griffin imposed a new
ban upon those who would follow Lion: they must destroy those who would hunt wild
animals for sport.
Individual Traits: Those who follow Lion gain 1 point of temporary Honor
Renown and 1 dot in Brawl or Melee (chosen when the character gains Lions patronage).
Elders and those who are particularly respectful of tradition are well-inclined towards
followers of Lion.
Pack Traits: Packs who follow Lion gain three dots in Animal Ken, as
well as two Willpower points per story.
Ban: Followers of Lion must protect White Howler Kinfolk, human or
wolf, even those of human tribes other than their own.
Mammoth (Rage Across Appalachia write-up)
Source: Rage Across Appalachia, p.155; Players Guide to Garou, Revised, p.136
Background Cost: 5
Mammoth is a powerful spirit whose children no longer walk the earth. This giant
exists only in the Umbra. Mammoth symbolizes awesome power coupled with the ability
to use that power wisely. Ancient humans once hunted the mammoth, which, like the
buffalo, provided food and clothing for many individuals. Mammoths bones were
sometimes used in the building of shelters for early peoples.
Individual Traits: Each of Mammoths children gains Enigmas +2 and add two
to their Strength.
Pack Traits: Once per season, Mammoths children can use the Gift: Summon
the Great Beast, calling a mammoth to appear.
Ban: Children of Mammoth must never be bullies and must avoid the temptation
to seek power for its own sake.
Mammoth (Great Beast)
Physical: Str 10, Dex 5, Sta 9
Social: N/A
Mental: Per 3, Int 1, Wits 3
Talents: Alertness 4, Brawl 6, intimidation 4, Primal-Urge 5
Abilities: Animal Ken 4
Rage 10, Gnosis 10, Willpower 10
Health: OK/OK/OK/OK/-1/-1/-2/-2/-3/-4/-5/Incapacitated
Attacks: Mammoth can attack with tusks (Strength +3). Five or more successes
with this attack indicates that the mammoth has impaled its victim and can subsequently
hurl it into the air for additional damage upon landing. Mammoths can use their massive
feet to trample (Strength + 5). Like all Great Beasts, mammoths regenerate two Health
Levels per turn. If killed, they Reform in the Deep Umbra.
Along with other mega-fauna of the Ice Age, mammoths roamed the Southern
Appalachians 12,000 years ago. Hunted by the Paleo-Indian peoples who first inhabited
the region, mammoths became extinct as the Ice Age ended. When these beasts travel the
earth, they tend to favor the territories where their herds once ranged freely. Attempts to
summon them outside their natural environs increase the difficulty of the Gift by two
unless the summoner is a child of Mammoth.
Although mammoths are not naturally aggressive, they are fierce defenders when
attacked.

Mammoth (Players Guide to Garou, Revised write-up)


Source: Rage Across Appalachia, p.155; Players Guide to Garou, Revised, p.136
Background Cost: 5
Mammoth watched his true children die four thousand years ago and has been
dying ever since. Had Griffin not sheltered him, hed no doubt have perished altogether
by now, but even Griffin cant stop his slow death. Mammoth, even in his last years,
teaches his adopted children to exercise their might wisely and conservatively. Even
when punishment is justified, for example, Mammoth frowns upon any more (or less)
punishment than necessary. He is most popular among the Get of Fenris, the Children of
Gaia and especially the Red Talons.
Individual Traits: Each of Mammoths children gains Enigmas +2.
Pack Traits: The pack gains two dice of Strength. Once they had the power to
summon a Mammoth from the Umbra, but if there are any left, they do not respond to
Garou calls now. However, as the dark eye of the Apocalypse sets its gaze on Mammoth,
those Garou who follow him sense his panic and despair, gaining 2 Rage and 1 Gnosis.
Ban: Mammoth now asks his charges for one thing only: to save him from his
descent into destruction by any means necessary.

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


Source: Silver Fangs Tribebook, p.52; Tribebook: Silver Fangs, Revised, p.80
Background Cost: 4
Although Merlin is far from the largest or most dangerous of birds, Merlin
appears in many different ways amongst Falcons brood. To the Fianna, he is a Totem of
Wisdom (see Tribebook: Fianna Revised, p. 83) but the Silver Fangs know him in his
guise as a Totem of Respect and as the totem of House Blood Red Crest. Merlin, because
he is one of the smallest of hawks, also tends to be swift, fierce and cunning. He is a
champion of the underdog, teaching that size is far from the most important factor and
that courage and intelligence are just as important, if not more so. He cautions that his
children should use cunning before pure aggression and strike quickly and with wisdom.
Pack Traits: Packs devoted to Merlin gain three dice for their Brawl dice pools
and two dice for their Dodge dice pools when confronting enemies physically larger than
themselves. He also grants them three extra Willpower points per story, bolstering their
courage in the fight with the Wyrm.
Ban: Followers of Merlin must not kill birds of prey of any kind, and must also
spare their spirits. They may ignore this ban for raptors that the Wyrm has corrupted if,
and only if, there is no hope of capturing and purifying them.

Mir-Herta
Source: Valkenburg Foundation, p.77
Background Cost: 5
Mir-Herta appears as an elk with the head, fins and tail of a salmon. The antlers of
a stag sprout from his head. Mir-Herta is an old spirit of the earth, mostly forgotten in
modern times. He used to aid many Wendigo packs of the American Northwest.
Individual Traits: Each child of Mir-Herta reduces one to all difficulties on all
rolls involving remembering sacred traditions.
Pack Traits: Mir-Herta grants her packs the Gift: Wisdom of the Ancient Ways as
well as one dot in both Enigmas and Rituals.
Ban: Mir-Herta does not allow his children to treat sacred customs with
disrespect. Actively mocking Garou traditions costs followers of Mir-Herta a loss of
temporary Honor Renown with the severity to be determined by the Storyteller (although
questioning without mockery is permitted, so Ragabash may still fulfill the needs of their
auspice). Followers must know at least one Rite, as well as be able to recite the Litany by
heart, in order to prove their commitment to the Ways.
Mu-ru-bul Tu-ru-dun the Bunyip (Lost Totem)
Source: Rage Across Australia, p.137-138
(Note: This is a lost totem that hasnt been seen since the death of the Bunyip. It
would be considered a great honor to find this totem and ally with it. All members of the
first pack to do so successfully will gain seven points of temporary Wisdom. As yet,
however, no Garou has ever been able to find this Lost Totem, let alone ally with it.
Background Cost: 7
Bunyip was another favored totem of the Bunyip tribe, although little known by
most European Garou. Settlers, hearing tales of Bunyip from the Aboriginals of Victoria
and New South Wales, were terrified.
Bunyip is a fearsome beast: furred, flippered and scaled, with a long mane and
burning eyes. His bellow strikes terror into the boldest of hearts. Like Ngalyod, Mu-ru-
bul Tu-ru-dun has been neither seen nor heard since the death of the Bunyip tribe. When
he appeared in the past, Bunyip was glimpsed in rivers or billabongs, his whiskered face
staring mournfully at the moon.
Pack Traits: Bunyip teaches his children two Gifts: Surface Attunement (as the
Stargazer Gift) and Bunyip Boom (see Bunyip Gifts in Chapter Five of Rage Across
Australia). It was Bunyip who taught the Bunyip tribe these Gifts, as well as Billabong
Stride.
Ban: Bunyip asks that his children honor him by drowning at least one enemy
each year in fresh water.

The Muses (Black Furies Revised write-up)


Source: Black Furies Tribebook, p.42; Tribebook: Black Furies, Revised, p.80
Background Cost: 5
Some Fury packs follow the path of the Art Spirits, who carry with them
creativity, skill and wisdom. The Muses there are nine collectively choose a pack,
passing their blessings to the most worthy Furies. The Muses are not responsible for the
sacred creative impulse. They teach the craft and form of their arts, but they cannot
engender the act of creation. That is reserved for mortals alone, be they human or Garou.
In the ancient days, it is said, the Muses were separate totem spirits, each responsible for
their own small group of packs, but on the cusp of the Apocalypse, there are not enough
Fury packs dedicated to the arts and learning from them to do so.
Individual Traits: Muse pack members each gain one point to the Social
Attribute of their choice and one point in Performance, Expression or Enigmas. Each
pack member will have a particular Muse to whom she is closest, based on the art form
that she prefers. Calliope favors heroic and epic poets (Expression); Clio favors historians
(Enigmas); Erato favors those who compose erotic and love poetry (Expression); Euterpe
favors those who perform instrumental music (Performance); Melpomene favors tragic
theatre (Performance); Polymnia favors the poets of the sacred (Expression); Terpischore
favors song and dance (Performance); Thalia favors comic theatre (Performance); and
Urania favors astronomy (Enigmas).
Ban: Muse packs must devote their lives to art and learning. They must also work
to defend free speech and free expression.

Ngalyod the Rainbow Serpent (Lost Totem)


Source: Rage Across Australia, p.138
(Note: This is a lost totem that hasnt been seen since the death of the Bunyip. It
would be considered a great honor to find this totem and ally with it. All members of the
first pack to do so successfully will gain seven points of temporary Wisdom. As yet,
however, no Garou has ever been able to find this Lost Totem, let alone ally with it.
Background Cost: 8
The Rainbow Serpent was the Bunyips chief totem and the major Australian
Incarna. Since the tribes extinction, Ngalyod has not contacted any other Garou. Indeed
it may be possible that Ngalyod only exists as a ghost in the Umbra. The Rainbow
Serpent appears as a vast, impossibly long snake; its scales are every color of the
rainbow. No one has ever been tall or high enough to see Ngalyods head and tail at the
same time. After a rain, the Rainbow Serpent could once be seen arcing from one pool of
water to another in the Dreamtime. Today Ngalyod sleeps, exhausted from its grief over
the death of the Bunyip. No one knows how the Rainbow Serpent will react if awakened.
Individual Traits: Ngalyod gives each of her children one permanent Honor and
two permanent Gnosis dots.
Pack Traits: Any pack chosen by her will be greatly respected by Australian
Garou, although they may well earn the enmity and envy of the Uktena, who have been
trying to awaken Ngalyod for many years. Ngalyods children will never be attacked by
Dreamtime spirits, although such spirits can and will defend themselves if attacked.
Ban: Children of the Rainbow Serpent must become parents as soon as possible,
for the Rainbow Serpent is a spirit of creation and birth.

North Star
Source: Tribebook: Silent Striders, Revised, p.83
Background Cost: 5
When the banks of the Nile were the Silent Striders greatest concern, the tribe
had little use for the North Star (known as Vegarda to many Garou), and she cared little
for them. After the Striders were expelled from Egypt and scattered to the wind, their
millennia of wandering under the North Stars light, reliant on her guidance to find their
way, softened the brilliant, hard heart of the Incarna. She sent her spirit children to the
Striders to share her gifts to aid travelers, and to watch over them as totem spirits.
Individual Traits: Each member of a pack that follows the North Star receives
two dice of Survival. They also receive the skill Area Knowledge at two dice for any
location in the Northern Hemisphere where the light of the stars is not overwhelmed by
man-made light (no large cities but small towns and rural areas). Upon acquiring the
North Star as a totem, each member of the pack gains one temporary Honor Renown.
Ban: The North Star requires that her packs travel often, accepting all legitimate
quests and message-carrying duties.

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


Source: Red Talons Tribebook, p.50; Tribebook: Red Talons, Revised, p.79
Background Cost: 6
As mentioned in Chapter Two of Tribebook: Red Talons Revised, the Old Wolf
of the Woods is a totem of spirituality rather than war. He misses the days when all Garou
looked to him as their spiritual father, and resents the growing number of homid and
metis werewolves as compared to the dwindling lupus. Old Wolf of the Woods is a sad
spirit he knows that he will exist only so long as wolves roam the face of Gaia. When
the last wolf falls, he will cease to be.
Individual Traits: Each pack member gains three points of temporary Honor
when Old Wolf of the Woods is chosen as the pack totem. Old Wolf also grants his pack
the ability to call on his knowledge: Each pack member may call upon Ancestors 5 once
per story, but may not access the Abilities that are forbidden to lupus characters. Finally,
werewolves who follow Old Wolf of the Woods have an easier time stepping sideways;
reduce all difficulties related to piercing the Gauntlet by one.
Pack Traits: Red Talons treat packs adopted by Old Wolf of the Woods with great
respect.
Ban: Old Wolf of the Woods doesnt hate homid or metis Garou, but he will never
accept them as children. Only lupus Garou may follow Old Wolf as a totem.

Osprey
Source: Tribebook: Silver Fangs, Revised, p.80
Background Cost: 5
Osprey is a skilled and wise hunter, able to pluck her prey from the river itself.
Her respect amongst water elementals and fish spirits is high. Followers of Salmon
(Players Guide to the Garou, p.140) in particular hold Ospreys 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 Marys own pack, still honor Osprey and she tries to guides them as they seek to
clear the houses name.
Individual Traits: Followers of Osprey gain two dice to any roll taken while on
or underneath a significant body of water. They also gain an extra dot of Perception and
two dots of Athletics.
Ban: Osprey charges her followers with protecting the rivers and the seas. They
must not allow or commit any action that causes a body of water to be fouled, even as
slight as urination in a river.

Pegasus
Source: Werewolf 20, p.373
Background Cost: 4
Like the Black Furies it holds under its wings, Pegasus is chiefly concerned with
protecting wild places. It comes to its packs as a winged horse with fire in its eyes, and it
teaches them Gifts associated with travel and air. Because of the rivalry between the
Black Furies and the Get of Fenris, Pegasus will never accept a pack with even one Get
member.
Individual Traits: Each pack member gains two points of Honor Renown.
Pack Traits: The Children of Pegasus can call upon an extra three Willpower
points per story, and gain three dice in an Animal Ken dice pool. Black Furies are well
disposed toward the pack.
Ban: Garou chosen by Pegasus must always aid females of all species, young
females in particular.

Phoenix (Players Guide to Garou, Revised write-up)


Source: Werewolf Players Guide 1st Ed., p.105; Werewolf Players Guide, 2nd Ed.,
p.85; Players Guide to Garou, Revised, p.82
Background Cost: None. Only the Silver Pack takes Phoenix as its totem and
there may be only one Silver Pack at a time.
Phoenix is the great bird that lives a glorious life, burning bright and inspiring all
that see him. At the end of his life, though, he burns away to ash, consumed by his own
fire. A new Phoenix then rises from those ashes, once again inspiring those who can see
him. The cycle of life for the Phoenix spirits represents life, death and rebirth and many
werewolves see the existence of Phoenix as evidence that the world can rise from the
ashes of the coming Apocalypse. Perhaps the reason that Phoenix chooses the Silver
Packs is that he is paving the way for that rebirth in ways the Garou cannot comprehend.
He only chooses packs that contain a representative of each of the five auspices.
Individual Traits: Members of the Silver Pack gain 5 temporary Renown in all
three categories: Glory, Honor and Wisdom. Every member of the pack gains an extra die
in his dice pools for any social rolls made while interacting with other Garou that know
of his membership in the Silver Pack. Phoenix knows that his children will face many of
the Wyrms most dangerous servitors in their quest and so grants them added protection.
The difficulty of all attack rolls made for Wyrm creatures attacking the Silver Pack is
increased by 2. All members of a Silver Pack carry Phoenixs mark, the blue flame on
their left shoulder or left shoulder blade (players choice upon induction into the Silver
Pack), throughout their membership in the pack. Some choose to have a permanent scar
or tattoo made there after their service in the Silver Pack is complete.
Pack Traits: The pack as a whole gains a pool of 10 extra points of Willpower
per story, which can be used by any member of the pack.
Ban: Should a member of a Silver Pack ever shame herself that she falls below 3
permanent Honor, she will lose membership in the pack and usually her life at the claws
of her packmates. Even if she survives, Phoenix will never again choose her and her
name will be excluded from the tales of the Silver Packs deeds.

Polar Bear
Source: W20 Rage Across the World, p.121
Background Cost: 10
Bear is a long-standing totem among Garou. Due to Bears 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: Mothers 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 Bears 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 Bears pack gains access to two dots of Medicine, and two
dots of Brawl.
Ban: Unlike Bear, Polar Bear does not accept her honor loss as ban enough. She
also requires her followers strike out at any threats that threaten to end a species.

Quetzal
Source: Werewolf Players Guide, 2nd Ed., p.120; Players Guide to Garou,
Revised, p.135
Background Cost: 7
Regarded by the Aztec, Toltec and Maya as holy, this green and red bird most
commonly aids the Uktena, but will adopt any Garou pack that demonstrates sufficient
grace, honesty and fairness. More than anything else, Quetzal is concerned with justice
and will not tolerate his children harming those who have done nothing to deserve it.
Individual Traits: Each member of a pack adopted by Quetzal gains one point of
Honor.
Pack Traits: Quetzal bestows upon his packs one extra point of Appearance, +1
Etiquette, +1 Melee and +2 Leadership, in addition to three additional points of
Willpower per story.
Ban: Quetzals 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. Hes 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, Reindeers 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: Reindeers followers rise to the occasion, and they stay standing. While they
can dodge attacks in the heat of battle, they cant dodge without attacking. Sometimes,
Reindeer forgives avoidance of massive Wyrm emanations, and other grievous attacks.
But thats all at Reindeers discretion.

Sable (Siberakh Totem)


Source: Players Guide to Garou, Revised, p.210
Background Cost: 5
Sable, a Totem of Respect for the Siberakh, is the invisible hunter in the
snowdrifts. She is the small survivor, strengthened by her surroundings and tempered by
her solitude. Sable represents the unexpected huntress and the survival of the fittest
against the harshest of odds.
Individual Traits: Each pack members Dexterity is increased by one
permanently, and he can use the Gift: Call the Breeze once per day. In addition, Sable
packs are completely resistant to the effects of extreme cold for the purposes of lethal
damage.
Children of Sable are regarded as allies by wind spirits and can speak to them
freely without the Spirit Speech Gift. However, Falcons spirit brood views all Children
of Sable as dishonored, half-breed savages and under no circumstances will Falcons
brood communicate with a Siberakh, or abide a Siberakhs membership in a pack that he
has chosen as his own.
Pack Traits: Sables children gain one dot in Survival and two dots in Stealth.
Ban: Sable relies on her children to protect her lands; therefore, no pack with
Sable as their totem may cross the borders of the Siberian region for any reason.

Scarab (Silent Striders Revised write-up)


Source: Silent Strider Tribebook, p.52; Tribebook: Silent Striders Revised, p.83
Background Cost: 5
The Scarab, Khepri, is a spirit of creation and renewal. As a symbol of the rising
sun, he is part of Helios brood, and all things that scatter and hide when dawns light
creeps over the horizon hate him. Scarab is patient and careful, never encouraging
destruction for its own sake carefully timed acts of creation and destruction, the totem
knows, are both more effective and more fulfilling. Unlike most of Helios brood, Scarab
is even stronger during a solar eclipse: during a total eclipse, the suns flare around the
disk of the moon emblazons the sign of the scarab in the sky, and monsters that crawl out
of hiding in those precious few moments are sure to taste Scarabs hoarded wrath.
Individual Traits: All children of Scarab learn the minor rite Greet the Sun. Once
per story, each member of the pack may channel Scarabs regal bearing, radiating the
light of the sun; for the duration of the scene in which this power is invoked, the child of
Scarab is treated as though he had Pure Breed 5. When a child of Scarab spends
Willpower on extended rolls, each point expended after the first round of the extended
roll counts as two successes. And finally, during the brief duration of a natural solar
eclipse each child of Scarab may add two dice to all actions.
Ban: Scarab insists that his children greet the sun each morning. On a more
abstract level, Scarab shuns those Garou who reflexively turn to their Rage to solve
problems without attempting alternative solutions (with exceptions granted during the
precious moments of an eclipse, when a well-timed frenzy is part of the plan).

Smiling Happy Buddha


Source: Caerns: Places of Power, p.68
Background Cost: 5
The Smiling Happy Buddha, a totem of Respect, not only endows his followers
with feelings of tranquil peace, but also provides for their material and monetary needs.
He is also known as Mi-lo Fo, the Laughing Buddha. He is a big jolly fellow, although he
is sometimes depicted as thin and starving. Mi-lo Fo is the patron saint of silver and
goldsmiths.
Pack Traits: Packs chosen by the Smiling Happy Buddha receive an extra two
Willpower points per story, and also have three points of liquidated Resources at their
disposal for each story. In times of great stress, the Smiling Happy Buddha might appear
to help Garou of great renown focus their will and block out all distractions (This is
similar to the Silver Fang Gift: Mindblock).
Ban: The Smiling Happy Buddha wishes his followers to spread the wealth to
all members of the community. The Smiling Happy Buddha demands that his followers
be peaceful among themselves. Above all, his followers must not hoard money, but rather
help increase the rate of its flow.

Snow Queen
Source: Tribebook: Get of Fenris, Revised, p.82
Background Cost: 4
The Get of Fenris recognize many winter-spirits as their allies, and find
themselves at odds with many more (such as those of Wendigos 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 doesnt 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: Phoebes 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: Stags 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 Lions favor,
hes 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 Lions 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
Garous lowest statistic in that category. For example, if a Garous 2 Charisma is his
lowest Attribute across all categories (Physical, Social, Mental), then it will cost a mere 4
experience instead of the usual 8. Garou associated with Sulis also gain +1 Honor.

Suzaku the Red Bird


Source: Tribebook: Stargazers, Revised, p.81
Background Cost: 5
Suzaku was one of the first birds who claimed allegiance with the Emerald
Mother, and as such was able to take a place of prominence and leadership among all
other birds. This avian empress is haughty and disdainful to those who arent with her;
but all who follow her as her children are accorded much favor. She teaches her children
to be highborn and always strive to be the better individual. Suzaku has a rivalry with
Falcon and his followers.
Individual Traits: The avian empress also purifies the blood of her children
slightly, distilling it down to a stronger bloodline. Each of her children may add one dot
to their Pure Breed score (though this may not be above 5).
Pack Traits: Packs chosen by Suzaku gain three dice to Leadership rolls.
Ban: Suzaku demands that all of her children must spend all of their efforts (in
other words, one third of their experience points) in improving their social skills (which
may be Attributes, Abilities, or social Gifts; Storytellers prerogative).

Tambiyah
Source: Rage Across the Heavens, p.35
Background Cost: 8
Although the Veiled Mother is somewhat prejudiced toward all-female packs, she
may take a mixed-gender pack as her children if particularly impressed by the pack
members. Black Furies respect packs adopted by Tambiyah, regardless of gender.
Individual Traits: Tambiyah grants each one of her children an additional dot in
Appearance; whats 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 septs
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: Tanawhas children must protect all predator birds and must avenge any
deliberately caused deaths of eagles, hawks, falcons or other birds of prey that come to
their attention.

Thunderbird (Werewolf 20 Wyld West write-up)


Source: Croatan Song, p.122; WW: Wyld West, p.XX; Werewolf 20 Wyld West,
p.37
Background Cost: 6
Thunderbird is the spirit of the uncorrupted storm. He is a spirit given to fury, but also an
honored protector. Hes closest to the Wendigo, and is said to have ties to the Pumonca,
but some Shadow Lords have managed to gain his respect.
Individual Traits: Thunderbirds children gain a dot of Intimidation and a dot of
Survival. They can call on an extra five points of Willpower per story.
Pack Traits: The Pumonca and Wendigo both respect Thunderbird, and will
extend a portion of that respect to his packs. In the most desperate emergencies,
Thunderbird may strike a foe of the pack with lightning. He dislikes having to go to such
lengths for his children, however, and always demands repayment in the form of some
quest.
Ban: Thunderbird looks down on cowards. His children are forbidden to flee
from any fight where they arent clearly outmatched. Thunderbird may also ask his packs
to take the fight to enemies of Gaia and the land, charging them with the extermination of
local mockeries, Banes, vampires or children of the Storm Eater.

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 Gaias spirit hierarchy, refusing to act as
totems to packs any longer. Its 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 Turtles 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 Wylds 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 Zaroks pack gains an effective level of Pure
Breed when dealing with other Garou. Also, each one of Zaroks 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: Zaroks 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 Adders 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 Adders 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: Anacondas 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 Arays 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 cant 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 isnt 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 dont 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 Bears true children are the Gurahl werebears with no
fondness for the Garou.
Individual Traits: Bears children gain a dot of Strength, can use the Gift: Mothers
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: Bears 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 Ravens 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 opponents
player has announced an attack, the follower can force the opponent to attack her instead
of the opponents intended target. She can still roll to dodge and soak as normal.
Additionally, Bird of Paradises 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 Unicorns Shadow; his coat is as
dark as Unicorns 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 Unicorns 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: Boars children gain a dot of Stamina.
Pack Traits: Boars 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 Bulls 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 Falcons 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 Buzzards 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 Gaias warriors fighting amongst themselves
when there are so many other enemies to be fighting. He asks that his children never
initiate a fight with another werewolf. This excludes Black Spiral Dancers.

Bya-akko the White Tiger


Source: Tribebook: Stargazers, Revised, p.81
Background Cost: 6
Bya-akko is a sleek and swift hunter, moving like a fast wind. But he is a
saddened creature, for his own fleshly kin of albino tigers are largely gone from Gaias
flesh, and he alternates between periods of sadness and anger. He can be calm and wise
one minute, but bloodthirsty and manic the next. Bya-akko has identified the enemy who
he believes destroyed his children the Weaver.
Individual Traits: Bya-akko grants each of his children one dot of Dexterity to
help keep them quick and nimble.
Pack Traits: Bya-akko also permits his packs three extra dice on any attack or
defense roll involving specifically claws or teeth (no melee weapons). The White Tiger
appreciates when his children rely on their own natural weapons in war.
Ban: Followers of the White Tiger must not own tools of the Weaver. Items with
more than one moving part or electronic devices are the ones that earn Bya-akkos ire.
Simple objects (klaives, clothing, crowbars, etc.;) dont particularly anger him. Bya-akko
has been known to adopt Glass Walkers, but only if they are willing to abide by this
stricture and perform a Rite of Contrition in which they renounce the Weaver. Needless to
say, this doesnt happen often.

Carrion Bird
Source: White Howlers Tribebook, p.73
Background Cost: 7
Death is a process of natural selection, but those who have fallen can nourish
those who still live. To the eyes of Carrion Bird, they have become nothing but a resource
for those who still live. Carrion Bird only accepts packs who are steadfast survivors, but
has no interest in cowards. Only by proving themselves capable of entering dangerous
situations and surviving them can a pack gain (and retain) Carrion Birds favor.
While the natural versions of Carrion Birds are considered a sub-species of Crow
or Raven, Carrion Birds 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 Birds 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-Booms 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 childrens 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 serpents fury is cold, and
only grows with time. Warlike Silent Striders and angry cobra-spirits are drawn to each
other, joining together to take their war to the corrupting minions of the Wyrm
especially the Leeches. And woe to anyone else who stands in their way.
Individual Traits: Children of Cobra gain an immunity to snake venom, and an
additional four dice to soak any other poison damage. Also, once per day, each member
of the pack gains the ability to inflict four dice of lethal poison damage with his bite, in
addition to the damage from the bite itself. Against Banes and vampires, this damage is
aggravated.
Ban: Cobra grows impatient with Garou who will not fight (though of course she
has no problem with stealth and ambush tactics). She demands that her packs take every
opportunity to root out the vampires of Egypt and their corruption.

Crocodile (Silent Striders Revised write-up)


Source: Silent Striders Tribebook, p.52; Tribebook: Silent Striders, Revised, p.85
Background Cost: 5
Crocodile is a wily hunter. He lurks, unmoving and unseen, beneath murky
waters; the violent end of any prey that wanders too close to his jaws is inevitable.
Crocodile chooses wily warriors among the Garou to call his children, taking only those
who understand that surprise and overwhelming strength is the only way to win.
Individual Traits: Crocodile grants each of his children an additional die of
damage with the bite maneuver (and the teeth of his children appear unusually long and
sharp, even in Homid form). Also, each member of the pack can channel Crocodiles cold
calm to force down a frenzy. Upon invoking this ability, the urge to frenzy disappears,
and the werewolf cannot frenzy for the remainder of the scene. This ability can only be
used once per story.
Ban: Packs that follow Crocodile must not attack or bring harm to the Mokol,
the reclusive reptilian shapeshifters. This is a ban that is not tested often, but when it does
come into play, these packs might be accused as traitors.

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


Source: Shadow Lords Tribebook, p.52; Tribebook: Shadow Lords, Revised, p.78
Background Cost: 2
Followers of Crow are, first and foremost, survivors. This does not mean they are
selfish or unconcerned with the affairs of others, however. Quite the contrary Crows
followers take a keen interest in the world around them, and many of them are the
humblest and most self-effacing Shadow Lords in existence. Crows make poor warriors,
but they are intensely observant and quite loyal. They do not take betrayal lightly,
however, and will go to remarkable lengths to gain revenge in whatever fashion they see
fit.
Pack Traits: Packs of Crow gain two points in Alertness and Subterfuge and one
point in Etiquette.
Ban: Crow asks that his children remain loyal to those they serve. He does not
expect this from children whose leaders treat them poorly, however, or whose leaders are
corrupt. In these instances, Crow asks his children to find a way to remove those leaders
from power, and to replace them with others who are worthy of his childrens respect. If
this is not possible, Crow never punishes loyalty.

Eagle (Children of Gaia Revised write-up)


Source: Tribebook: Children of Gaia, Revised, p.77
Background Cost: 9
Eagle is a fierce fighter who aids Garou in honorable struggles and in building
and upholding just societies. He loves those who cry for justice and hates cowardice and
disunity.
Pack Traits: Eagle grants three extra dice for any endeavor the pack shares. In a
pack of his which fights together, no member can suffer fox frenzy. Silver Fangs are
prone to respect children of Eagle.
Ban: Eagle demands that his children oppose injustice and work to build and
maintain a just society. Simply killing evil people is not enough; Eagles children must
involve themselves in local government or politics to some extent, working positively
toward a better society.

Eagle (Silver Fangs Revised write-up)


Source: Tribebook: Silver Fangs, Revised, p.80
Background Cost: 7
Eagle is an awesome sight: powerful yet loyal, regal yet vicious. Eagle has chosen
the youngest of the Silver Fang houses, Wyrmfoe, as his own. He and Falcon watch over
this dynamic house and its unpredictable king carefully. Eagle was not highly regarded
until recently, but the recent successes of his children are rapidly making him amongst
the most well known, if not trusted, of Falcons brood.
Individual Traits: Eagle gives each of his children two extra dice in Brawl and
an extra dot of Strength. The children of eagle are fearsome foes in hand-to-claw combat.
Ban: Eagle asks two things of his children. He asks that fallen foes are
decapitated and their heads are displayed in his name, and that his followers stay
absolutely faithful to their mates.

Earth-burrowers
Source: Croatan Song, p.122
Background Cost: 4
Ancient allies of the Croatan, these totems know the secret pathways within the
earth and the Umbral underground. They may manifest as recognizable animals such as
moles or prairie dogs, or as more mythical beasts, all shadow and claws.
Pack Traits: Earth-burrowers teach the Gifts: Burrow and Underearth. In
addition, they can be petitioned to temporarily grant the Gift: Umbral Burrowing if the
packs 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 Wylds Glory, Earthquake has little of Volcanos codes
and ethics, or Twisters 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 Wylds 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 Storytellers discretion.)

Easy Credit (see O Mighty Dolla below)

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, Elephants
presence among the Uktena symbolizes the tribes expanded cultural underpinnings.
Individual Traits: Elephant gives his children an additional dot in both Strength
and Charisma. Because of his affinity for magic, Elephants children make all Occult rolls
at -1 difficulty.
Pack Traits: Elephants 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 warriors 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 individuals 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: Firedrakes 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: Fleas children learn the Gifts Hares Leap and Lunas 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 cant 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: Gilas torpid nature rubs off on his packs. They receive a -1 die penalty on
initiative rolls; in cold conditions, the penalty is -2.

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


Source: Tribebook: Black Furies, Revised, p.81
"The Medusae," as a single Totem, no longer exist. Due to circumstances that are
not clear even to the Black Furies eldest Theurges, Medusa herself has fallen away from
her sisters; all five now exist as independent Totem spirits. Packs previously dedicated to
the Medusae should pick a new totem among the five Gorgons (listed individually
below). This is an out-of-character decision, as the Gorgons themselves select their own
packs in this time of turmoil. Players may cede this decision to the Storyteller, of course.
According to the historian in Chapter 1 of Tribebook: Black Furies Revised, no known
pack formerly adopted by the Medusae has been adopted by Medusa herself; however,
there is no reason that, Storyteller willing, your pack cannot be the first.

Euryale
Background Cost: 4
Euryale, also called the Far Springer, is the eldest of the Five Daughters. She
often serves as the matron spirit to packs of Amazons of Diana; she sympathizes with
their general feeling that Man is the weaker sex, and deserves to be subjugated by
Woman. Despite her role as older sister, she is a New Moon. She encourages Black Furies
and female packs to deliberately violate social conventions imposed by patriarchal
society whenever they can; Euryale can almost be heard cheering when a human woman
walks down a New York street topless, drives a car in Saudi Arabia or a lesbian couple
adopts a child.
Pack Traits: Packs devoted to Euryale receive the Gifts: Fatal Flaw and Leap of
the Kangaroo, and +3 dice when using Intimidation on males.
Ban: Packs adopted by Euryale can never have male members, and will only
subject themselves to a male sept official if he defeats the pack alpha in an open
challenge.

Helena
Background Cost: 4
Helena, the Crescent Moon of the Five Daughters, holds a great deal more respect
for man than her older sister Euryale does. She knows that both sexes are equally parts of
Gaia, and it is simply the misguidance of the Patriarch that leads Man astray. Packs
devoted to Helena probably err on the side of harshness when it comes to females
weakness; Helenas 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: Helenas packs receive the Gift: Name the Spirit, +1 to Charisma
and +3 dice to Investigation dice pools.
Ban: Helenas 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 Isthmenes 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: Isthmenes 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.
Medusas hatred of Man is only exceeded by Isthmenes; 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: Medusas daughters receive the Gift: Inspiration, +3 to dice
pools involving Crafts, and +1 temporary Honor Renown.
Ban: Medusas 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 Medusas 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 Dragons ferocity and refusal to back down played a large
part in the Howlers 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 Whippoorwills brood, acting as a patron to some of the
Black Spiral Dancers fiercest packs.
Individual Traits: Thrice every day, Green Dragons 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 Griffins 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: Griffins children may never associate with humans. Griffin never accepts a
homid Garou as his child.

Herne the Hunter (Fianna Revised write-up)


Source: Fianna Tribebook, p.51; Tribebook: Fianna, Revised, p.82
Background Cost: 4
Herne is the relentless master of the hunt, who often appears as a huge man with a
headdress of stag antlers, bearing a boar spear and surrounded by fierce hounds. Stalking
through field and forest, he quests for minions of the Wyrm, unleashing his packs to bring
them down.
Pack Traits: Herne grants his packs an extra point of Stealth and Survival and the
Gift: Sense Wyrm.
Ban: Hernes packs must always pursue and do battle with minions of the Wyrm,
regardless of the odds.

Honey Badger
Source: W20 Rage Across the World, p.107
Background Cost: 7
Most predators are loath to attack a Honey Badger, and they are right to do so.
Not only is the Honey Badger a fierce and tenacious predator, but it is a tireless fighter
and has a tough defensive hide that allows it to escape most dangers. The Honey Badger
is reckless and will enter a fight even if the odds are against it.
Individual Traits: Followers of the Honey Badger gain a dot of Strength and
reduce all wound penalties by 1.
Pack Traits: Packs who follow Honey Badger gain access to the Gift: Resist
Pain.
Ban: Honey Badgers 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 cant stay still for long, for his
speed comes at a price a hunger that cannot be denied.
Individual Traits: Hummingbird grants each pack member an additional two
dots of Dexterity. While in the Umbra, each pack member can hover or fly up to his lupus
running speed, though without obvious wings.
Pack Traits: Hummingbird favors his packs with the Gift: Spirit of the Fray.
Ban: Hummingbird has a voracious appetite, and demands that his packs supply
him with a point of Gnosis per day.

Igaluk, the Hunter


Source: Wendigo Tribebook, p.50
Background Cost: 4
Pack Traits: Igaluk gives his children skills in the hunt. One pack member at a
time may increase his Perception by one, and that pack member may subtract one from
the difficulties of Stealth and Survival rolls.
Ban: Children of Igaluk must never mistreat their game; they must always thank
any being they kill for food. Otherwise, Igaluk ensures that all animals beware the
offending Garou.

Iwai the Crocodile


Source: Rage Across Australia, p.138
Background Cost: 5
Iwai the Crocodile is an old and patient Totem of War. He prefers to lie in wait
for his prey rather than exert himself in a chase. Iwai is swift in the kill, holding his prey
underwater with his strong jaws until it drowns.
Iwai is a friend of Otchout the Barramundi. Although Iwais offspring eat
Otchouts schools, people who fish for barramundi are often taken by crocodiles.
Individual Traits: Iwai has a tough hide, and his children gain an extra die to
their soak Dice Pools for each Rank they hold.
Pack Traits: Iwai also teaches his children Primal-Urge +3. Mokol will always
be well-disposed toward the children of Iwai. The Gumagan of Arnhem Land, if they
exist, reputedly revere Iwai as their totem.
Ban: As well as being forbidden to wear crocodile skin, children of Iwai must
help those seeking revenge against a foe.

Jaguar
Source: Rage Across the Amazon, p.113
Background Cost: 7
Jaguar is the king of the rainforest, the supreme predator of the Amazon. El Tigre,
as the Spanish call him, is a powerful and deadly hunter; many defer to him. He is also
allied with the Balam tribe of the werecats, who can assume his form.
Individual Traits: Jaguars 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.

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 Medusas 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 Medusaes 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 (its
expected), but is inevitably bad timing from the packs perspective. The Storyteller picks
the time at which Momentum leaves the pack, but it must be at some point before the
close of the chronicle (or even the story) the pack should go through at least one
climactic struggle without her assistance. The points spent on Totem can be applied to the
characters next pack totem without penalty.

Moose (Totem of War Wendigo Revised write-up)


Source: Tribebook: Wendigo, Revised, p.79
Background Cost: 4
Mooses antlers are his weapons, growing larger during the cold of winter. Moose does
battle with the clashing of his antlers, conquering and sometimes killing his rivals with
the force of bone against bone.
Individual Traits: Each member of Mooses packs may receive a temporary dot
of Strength when engaged in a direct challenge with a competitor, if the confrontation is
over a question of mating or desire.
Pack Traits: Moose grants his packs two dots of Melee.
Ban: Moose is a headstrong, heedless creature and often difficult to turn from
his chosen goal. Children of Moose must spend a point of Willpower to deviate from a
predetermined course of action.

Morrigu
Source: Tribebook: Fianna, Revised, p.81
Background Cost: 8
The Morrigu, called Great Queen or Mistress of Battles, was a totem of the
ancient Celts. Her symbol, and the preferred form of her avatar, was the carrion crow.
While she seldom fought, she was a frequent participant in battle, urging her favored
heroes to victory. Though a powerful totem, few packs petition for her patronage, for the
Morrigu is a harsh mistress, and demands much of her children. Those who fail her or
refuse her requests may find themselves the victims of a horrible vengeance. This is
especially true of those brave enough to take her as a personal totem.
The Morrigu is a triune spirit; a pack picks one of her aspects: Macha, (the
personification of war), Badb (Fury), or Nemain (Venom). Members of her packs
are often cold and vengeful in their anger, and show no fear in battle. She is especially
popular with Galliards and Ahroun, although her followers come from all auspices. The
children of Morrigu are respected and feared among the Fianna, and find allies among the
Corax (and most especially the three ravens known as the Morrigan), and some faeries.
Macha: The personification of battle. She incites warriors to heroic, if suicidal,
deeds.
Individual Traits: Each pack member gains the Ahroun Gift: Inspiration as well
as a point of temporary Glory.
Pack Traits: Machas packs gain the Ahroun Gift: Stoking Furys Furnace, which
can be used by any one pack member at a time.
Badb: Badb represents fury unleashed; she is the harbinger of battle madness.
Individual Traits: Each pack member receives the ability to enter a berserk
frenzy at will. Furthermore, each member of her packs gain a point of temporary Glory
but lose two temporary points of Wisdom when first taking this totem.
Pack Traits: Babds 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: Nemains packs receive the Gift: Fog of War.
General Traits: All of the Morrigus 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: Nerigals children are forbidden to show fear. They may not retreat once
combat is joined, and are not allowed to avoid obstacles rather than overcoming them.

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


Source: Glass Walkers Tribebook, p.54 (O Mighty Dolla only); Tribebook:
Glass Walkers, Revised, p.85
Background Cost: 4
O Mighty Dollas growth slowly grew with the American economy from a
Gaffling nickel spirit to a Jaggling quarter spirit until, after World War I, he emerged as
O Mighty Dolla. He takes the form of an overweight, raucous man wearing a ten gallon
hat, expensive cowboy suit and smoking Banes in a cigar. Always clutching his bad
knee but with a loud yell and smile, hes been a mainstay of the American tribe.
Lately, however, hes had competition. Easy Credit, who appears as a seductively
beautiful young woman wearing a business suit, has started stealing away packs that
might otherwise have been adopted by O Mighty Dolla. Easy Credit is a new spirit; no
one can remember seeing her before 1995, and her blessings are very similar to O
Mighty Dollas. The two obviously have some connection, but no one knows what that is.
Both spirits clearly hate each other. O Mighty Dolla loudly curses his rivals
name, while Easy Credit hides her own distaste behind an enchanting laugh.
Individual Traits: Both spirits offer the same benefits to packs they adopt. (O
Mighty Dolla calls his packs his children; Easy Credit calls them her clients.) All
rolls involving commerce have a -3 difficulty bonus, and all Garou with either of these
totems gain 2 dots of Resources.
Ban: O Mighty Dolla demands that his packs only use American currency, a fact
that means he never adopts a pack outside of the United States. When not on American
soil, he asks that his powers should only be used for making a profit. He is adamant that
his children never use credit cards of any sort.
Easy Credit, by contrast, is international. Her demand is that her clients continue
to generate a profit; they must end each financial year with more money than they began
it. In addition, they may never use coins or paper money.

One Voice
Source: W20 rage Across the World, p.57
Background Cost: 4
Spirits of revolution are nothing new and have empowered packs in some form or
another for centuries. In the last few years, though, advances in instantaneous mass
communication both cultural and technological have given rise to a new variety of totem.
One Voice is the spirit of a crowd speaking in unison to make their voices heard, having
quickly pulled together a full protest while the adrenaline was high. While it is not going
to complain about planned protests, it prefers flashmobs and sudden protests thrown
together through chains of telephone calls or Internet posts.
One Voice speaks in the whispers of forgotten thoughts. Its voice is a composite
of words said to the dialing tone, brought together to make new words, urging its pack to
action. It communicates through cellphones whenever possible, either speaking to the
pack directly or flashing up text messages from an unknown sender. If it must physically
appear, it manifests as a faceless everyman with physical characteristics and clothing who
is entirely average for the local area.
Individual Traits: Packmembers each gain two dots of Leadership, the better to
gather and coordinate crowds.
Pack Traits: One Voices packs gain access to the Philodox Gift: Command the
Gathering.
Ban: One Voices packs cannot through action or inaction subvert the will or
purpose of any group with which theyre 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 Possums success in keeping the snake population under control.
Individual Traits: Each pack member gains automatic initiative when cornered
or forced into combat.
Pack Traits: Packs who follow Possum gain Strength +3 and the Gift: Resist
Toxin.
Ban: Children of Possum must never kill one of her children. They must be
particularly careful on rainy nights, and must attempt to decently dispose of any
roadkill they encounter.

Panther (Black Furies Revised write-up)


Source: Black Furies Tribebook, p.43; Tribebook: Black Furies, Revised, p.82
Background Cost: 5
Panther is a rare totem for the Garou, given the bad blood after the War of Rage
and subsequent cascades of anger. Panther guides a few packs of Freebooters, Bacchantes
and Amazons, but has not taken a new pack of Garou cubs in several years; surely any
pack she was to take on would have to be exceptional in the traits Panther favors: grace,
speed and cunning.
Individual Traits: Panther gives her children the Gift: Eyes of the Cat, and
reduces the difficulties of all rolls involving stealth, grace or balance by two.
Pack Traits: Many Red Talons and Get of Fenris despise followers of Panther,
primarily due to their distrust of the Bastet. The Bastet consider Panther packs kindred
spirits and may call on their sisters in times of need; in particularly rare circumstances
they may come to a Panther packs assistance.
Ban: Panther packs must aid felines in distress be they housecats stuck in trees
or Bastet beset by Wyrm-creatures. Panther packs must also spend at least one month a
year in the Amazon, despite the great risk; things have gotten very dire there. Panther no
longer asks her packs to gather gossip for her, having more important things to worry
about.

The People
Source: Players Guide to Garou, Revised, p.138
Background Cost: 8
Many of The Peoples followers claim that when Martin Luther King declared I
have a dream, he was channeling The People. They also claim that The People walked
alongside Leonard Peltier in the early 1970s. No one can prove The People was involved
in these incidents, but there is no doubt that the spirit of The People is real. It never
appears with the same face twice, and it is from every race and nation, male and female,
defending any whom have reason to defend themselves.
That The People has any truck with the werewolves at all surprises many Garou,
but the Bone Gnawers and Children of Gaia have often cooperated with it as their
purposes intertwine. Even tribes like the Black Furies, Fianna, Silent Striders, Shadow
Lords, Uktena and Wendigo have had packs adopted by The People whilst trying to
defend their Kinfolk. The only tribes The People will not deal with are the Glass Walkers
(for their too-close-for-comfort affinity to the Weaver) and the Red Talons (for their
genocidal hatred of humanity). The People despises both of these tribes with every fiber
of its being.
Individual Traits: The People demands that its children be capable of being
anywhere, and to help anyone. It offers its children the Gifts: Assimilation and Speed of
Thought. In addition, The People is a spirit of war, not compromise. It teaches each of its
children +1 Brawl, Melee or Firearms. (Each character can choose which bonus they
receive, but once chosen, it is permanent.)
Ban: The People will never adopt a pack with either a Glass Walker or a Red
Talon in it. In addition, followers of The People must devote themselves to helping
oppressed humans in some way.

Piggi-Billa the Echidna


Source: Rage Across Australia, p.138-139
Background Cost: 6
A totem of stubbornness and self-defense, spiny, ant-eating Piggi-Billa is
particularly loved by metis Garou, who admire his self-sufficient character.
Individual Traits: Piggi-Billa teaches his children the metis Gifts: Burrow and
Spines of the Echidna (as Gift of the Porcupine). Metis Garou who suffer the
disfigurement of Weak Claws/No Claws will, upon sacrificing a permanent Gnosis point
to Piggi-Billa, find their claws strong and healthy.
Ban: Non-metis followers of Piggi-Billa must never ridicule or ostracize metis
Garou. Metis followers of Piggi-Billa have no ban.

Porcupine (Totem of War Wendigo Revised write-up)


Source: Tribebook: Wendigo, Revised, p.80
Background Cost: 3
Porcupine carries her defenses with her, quills bristling to sink in under the skin of
any who are foolish enough to attack her. She is generally mild-mannered and sometimes
overly blas, but her spiky quills go a long way towards frightening off any casual foe.
When attacked, she lowers her head stubbornly and lashes out with her tail, sending
hooked barbs to embed themselves deeply into her opponents flesh.
Individual Traits: Each member of a Porcupines pack gains one dot of
Intimidation and Melee.
Ban: Children of Porcupine tend to find romantic situations difficult, but other
than that, they have few limitations.

Rat
Source: Werewolf 20, p.374
(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: Rats children can call upon five Willpower points per story. Bone
Gnawers respect Rats 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: Rats 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 Lions 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 wont 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 Rorgs 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 oceans 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 Seadrakes pack gains two extra dice of
Stamina whenever immersed in the ocean, and one extra die to Athletics rolls.
Pack Traits: Seadrakes packs may use the Gift: Spirit of the Fish, and can call
upon five extra Willpower points per story. Uktena Garou react well to Seadrakes
children, but followers of more compassionate totems like Unicorn might be less
enthusiastic about their presence.
Ban: Seadrake demands the offering of living foes bound and hurled into the
ocean to drown. Her packs must sacrifice a foe to her in this way once each season at the
least.

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


Source: Werewolf Players Guide, 2nd Ed., p.121; Players Guide to Garou,
Revised, p.139
Background Cost: 6
There is no animal that evokes more fear and horror in humanity than Shark.
Emotionless and alien, Shark is a lethal and silent hunter. Packs adopted by Shark may be
better received by Rokea, but dont count on it.
Individual Traits: The children of Shark receive one point of temporary Glory
each, and learn how to bite with exceptional power, doing two dice more of damage than
normal.
Pack Traits: Sharks packs also receive one point of Strength and two extra dice
of Stealth.
Ban: Shark cannot abide those who show either pleasure or distress from killing.

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


Source: Tribebook: Silent Striders, Revised, p.85
Background Cost: 8
The Egyptians called Sphinx by the name Aker and venerated him as the guardian
of the Horizon: the dividing line between day and night, and between the worlds of the
living and the dead. But even the humans knew that Sphinx was not their god; Sphinx
existed long before human worship began. He was a powerful chthonic entity, a force of
nature, a vital part of the order of the cosmos. As guardian of the lands of the dead,
Sphinx despises ghosts and vampires that defy the natural progression of life and worse,
wreak havoc among the living. It is also Sphinxs charge to guard the severed coils of
Apep the Wyrm so that the enemy cannot regain his power.
Individual Traits: Children of Sphinx may cross the Gauntlet into the Dark
Umbra at the setting of the sun (as though they used the rite Descend into the Dark
Umbra, with no blood sacrifice required). The difficulty of mind- or emotion-affecting
powers used by the dead or undead is increased by 2 against children of Sphinx.
Pack Traits: Once per lunar year that a pack follows Sphinx, the pack may call
upon their totem to seize one already defeated, Wyrm-tainted foe (or part of one). That
enemy (or part of that enemy) is spirited away to Sphinxs Umbral realm, and it will
never return (or re-grow).
Ban: Children of Sphinx must return dead creatures to the land of the dead.
Period. They are not required to destroy them or defeat them, but the dead must remain
where the dead belong.

Tasmanian Devil
Source: Tribebook: Bone Gnawers, Revised, p.84
Background Cost: 7
Despite their affection for American pop culture, Bone Gnawers dont 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 Bunyips fate gives Tasmanian Devils packs all the
more reason to survive.
Individual Traits: All the Garou in the pack gain the Gift: Hares 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 Bunyips legacy isnt forgotten; this may entail
anything from telling the tale of the Bunyips fall to undertaking Umbral quests to
reclaim some of the Bunyips 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 targets Willpower).
Success inflicts the mojo curse on the foe; all the foes Dice Pools are halved for a
duration of one night per success scored. A botch turns the curse against the caster for a
night. A mojo curse may only be cast on a foe once per year (Tsetse Fly expects her
followers to take advantage of a weakened enemy!).
Ban: Followers of Tsetse Fly must always gain revenge against their enemies.
Additionally, because Tsetse Fly is seen as an unclean totem, followers of Tsetse Fly
subtract one point from any temporary Honor rewards they gain.

Typhon (Shadow Lords Revised write-up)


Source: Rage Across Russia, p.125; Tribebook: Shadow Lords, Revised, p.78
Background Cost: 5
Typhon is a raging storm-spirit, the dragon that spits thunder and lightning. He is
one of the more violent aspects of Grandfather Thunder, and his children reflect his
tendency toward violence. They are aggressive and furious, just like their totem. Most
Garou look on Typhon as a mixed blessing; he grants prodigious ability in battle, but he
also makes his children thoughtless and temperamental.
Individual Traits: Each pack member receives three temporary Rage points per
story. Typhons children gain two temporary Glory but lose two temporary Wisdom.
Pack Traits: Packs dedicated to Typhon may share three additional points of
Brawl.
Ban: Typhon demands that his children never pass up a fight with a worthy foe.
He also expects his children to spend time communing with storms.

Wakinyan Tanka, Thunderbird


Source: Wendigo Tribebook, p.51
Background Cost: 6
Pack Traits: A member of Wakinyan Tankas pack may add three dice to his
Strength pool. Also, Wakinyan Tanka teaches his children the Gift: Clap of Thunder (as
the Level Two Shadow Lord Gift).
Ban: Wakinyan Tanka is a dangerous totem to court. If a pack members Rage
ever exceeds his Willpower, she goes a little crazy. She behaves strangely and stays on
edge (like someone who has had too much coffee); all her frenzy roll difficulties are at -2
until the player spends experience points to raise her Willpower score to at least equal or
exceed her Rage score.

Walrus
Source: Croatan Song, p.122
Background Cost: 7
Walrus befriended the Three Brothers during the Great Migration, and has been a
friend to Wendigo in particular even into the modern era. He is a mighty totem, renowned
as much for his strength as for his majestic tusks.
Individual Traits: All pack members receive two temporary Glory, and each
pack member gains two dice to soak damage resulting from cold.
Pack Traits: Walrus grants his packs two extra dice on any Strength or Stamina
roll, though only one member can benefit at any given time.
Ban: Walrus asks that his packs not hunt his animal children for their ivory, and to
punish anyone who slaughters an animal for vanity. Walrus packs are deadly enemies of
professional fur trappers, although they forgive anyone those who take an animals fur
out of need.

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


Source: Werewolf Players Guide, 1st Ed, p.131; Werewolf Players Guide, 2nd Ed.,
p.121; Players Guide to Garou, Revised, p.139
Background Cost: 7
Some homids are surprised to learn that Weasel is a Totem of War, expecting her
to be a Totem of Cunning instead. And whilst Weasel is cunning indeed, she is no mere
trickster, but a sneaky, dexterous and relentless warrior. Like Flea, Weasel favors quick
strikes and surprise above sheer muscle. Unlike Flea, she will never back down until a
foe is destroyed. This attitude has made her popular among many young Shadow Lord
packs.
Individual Traits: Weasel gives one point of Dexterity and +1 Dodge to each of
her children, and they all gain an extra die of damage on bite attacks as well.
Ban: Weasel packs must never show fear.

Wendigo
Source: Werewolf 20, p.374
Background Cost: 7
Cloaked in ice, roaring like the wind, eating the hearts of foes that is Wendigo,
cannibal spirit of the frozen north. He teaches the Garou to be as relentless as the storm,
harnessing the cold bitterness of their hearts and converting it to a lethal rage.
Individual Traits: Each pack member gains five points of Rage per story,
regardless of his actual Rage rating. Each pack member also gains two points of Glory
Renown.
Pack Traits: While the Wendigo tribe respects Wendigos children, they dont
trust them easily, for Wendigo is unpredictable.
Ban: Wendigos children must always aid animistic peoples in need.

The Winter Manitous (Negakfok, Tomanik, Ohaa)


Source: Wendigo Tribebook, p.50
Background Cost: 4
Individual Traits: A pack member may call upon the Gift: Chill of Early Frost.
Pack Traits: The manitous grant their children +1 to both Stamina and Survival.
Ban: Pack members may not seek shelter from a winter storm until they have
suffered at least one Health Level of damage from the cold (frostbite).

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


Source: Werewolf Players Guide, 1st Ed, p.131; Werewolf Players Guide, 2nd Ed.,
p.121; Players Guide to Garou, Revised, p.139; Tribebook: Red Talons, Revised, p.80
Background Cost: 6
Though Bull has gained admiration for his furious anger and straightforward
approach, Wolverine has been spurned for the same qualities in terrible excess. Wolverine
fights rabidly, exuding Rage in every movement, fighting long after all others have
dropped due to exhaustion, injury or simple common sense. Almost mindlessly violent,
Wolverine remains an outsider totem spurned by most, only showing his sympathy
towards the rogues and misfits of the Garou Nation.
Individual Traits: Wolverine grants each of his children an extra point of
Stamina, knowing theyll need it to fight as he does, and so theyll withstand his personal
initiation ceremony. Upon adopting his children, he sends them a vision of the very heart
of Malfeas, a glimpse at the soul of the Wyrm itself. This torture grants an extra
permanent point of Rage to each of his children, though it may not let them exceed 10
Rage. As long as the pack remains adopted by Wolverine, this point may never be lost, so
they cannot lose the wolf until such time as the pack disbands or Wolverine disowns
them. If they survive long enough to reach the rank of Adren, Red Talon followers of
Wolverine may be taught the Gift: Mothers Rage.
Mothers Rage (Level Three) A she-wolf is most dangerous when
protecting her cubs, and will fight against enemies from which she would normally flee if
her family is at stake. The Red Talon with this Gift is able to harness that Rage and use it
in battle, although only when defending something of value. A bear- or wolf-spirit teaches
this Gift.
System: This Gift can only be used in defense of something or someone else -
Kinfolk, a wounded packmate, a caern, etc. If the Red Talon is attacking a foe, she may
not activate Mother's Rage. To use this Gift, the player spends two Rage point. The Garou
enters a kind of frenzy, but stays within the vicinity of her charge. She will attack
anything that gets too close, within the usual guidelines of frenzy (i.e., if her Rage is
equal to or lower than her Gnosis, she will not attack packmates). While in this state, the
Talon takes no wound penalties. All difficulties to soak are reduced by two and she gains
an extra dot of Strength. Additionally, she regains one Rage point each turn while the Gift
is in effect, making it impossible for her to run out of Rage (and therefore impossible to
lose the wolf). All of these benefits disappear when the Red Talon's charge is out of
danger or at the end of the scene, whichever comes first.
Ban: Wolverines children must spend at least one point of Rage in every battle,
and may never show mercy.

Wyvern (Silver Fangs Revised write-up)


Source: Silver Fangs Tribebook, p.52; Tribebook: Silver Fangs, Revised, p.81
Background Cost: 4
Despite his winged, serpentine form, Wyvern is no friend of the Wyrm. Instead,
he is one of the Wyrms most implacable foes. He often appears as a herald of war,
bringing news of a major confrontation with the forces of the Wyrm. He drives all Garou,
and those who follow him in particular, to give everything toward the defeat of corruption
and often counsels the use of trickery and ambush in combat. Wyverns anger and
viciousness make him an attractive totem for young, angry Fangs, looking to win
Renown in battle with the forces of the Wyrm.
Pack Traits: Followers of Wyvern gain +2 Alertness, +2 Primal-Urge and the
Gifts: Sight from Beyond and Call of the Wyld to share between the pack.
Ban: The sight of defiled caerns distresses Wyvern greatly. His followers must
protect any caern if asked for assistance, even if one of the Fera holds it. Wyverns
children must not participate in the rescuing of a caern from other shapeshifters and
must stop such a theft occurring, should they learn of it.

Yongar the Kangaroo


Source: Rage Across Australia, p.139
Background Cost: 7
Yongar is an athletic totem, valuing physical prowess and speed. He is alert and
intimidating. Children of Yongar are energetic and brave, protecting those weaker than
themselves.
Pack Traits: Yongar teaches his children the Gifts: Leap of the Kangaroo (as the
Lupus Gift). His followers also learn Survival +3 and Intimidation +4.
Ban: Yongars children must protect pups and elders from any threat.

Totems of Wisdom
Keepers of mystical secrets, these totems ally with Garou to discover hidden truths, and
in return can teach rare Gifts. While many Garou are reluctant to trust those werewolves
who hunt secrets and answers rather than more tangible prey, a few recognize the crucial
part that they play in Gaias 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 Ayahuasceros 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. Whats 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 Bats 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 dont know
what to make of this, and look on Bats followers with great suspicion. None of them
seem to be corrupt, but that doesnt make them innocent.
For their part, Bats 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 Breeds 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 members 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: Bats 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 Gaias 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 Storytellers discretion), backing down from issuing the challenge
may entail a loss of Renown for the child of Bat.

Beaver (Totem of Wisdom Wendigo Revised write-up)


Source: Tribebook: Wendigo, Revised, p.80
Background Cost: 2
Beaver is the architect of Gaia, gifted with innate knowledge of the spirits of
water and wood. He knows how to create a balance, building a haven for all creatures
with his dams and their purifying floods, while his house shelters himself and his
children.
Individual Traits: Followers of Beaver add a die to all Craft skill rolls, and an
additional die to Science knowledge pools.
Ban: Followers of Beaver unfortunately find practical jokes uncommonly
amusing. They find it hard to pass up the chance to play a joke on someone, and at the
Storytellers discretion must spend Willpower if they think of a hilarious joke that they
feel they shouldnt perform.

Boobook the Owl


Source: Rage Across Australia, p.139-140
Background Cost: 4
Boobook is a versatile bird, small and dark, with golden eyes. Unlike other owls,
she is active in the daytime as well as at night. Boobook is difficult to see, for her
plumage allows her to blend into the foliage of the trees in which she roosts. Her flight is
swift and silent.
Pack Traits: Boobook teaches her children adaptability; they may gain temporary
aptitude with any Ability, at two dots, once per story. She also teaches her children
Stealth +3.
Ban: Boobooks children must be adaptable and versatile, never becoming set in
their ways.
Note: Boobook is the only Owl totem in Australia; a pack that follows Owl will
gain alliance with Boobook instead until such time as the pack leaves Australia. Once the
children of Owl leave Australia, Owl happily returns his blessings to them.

Bougoodoogahdah the Lyrebird


Source: Rage Across Australia, p.140
Background Cost: 5
Bougoodoogahdah is a secretive bird who mimics the cries of other Dreamtime
dwellers. He has a drab, brown body but a spectacular tail, shaped like a lyre.
Pack Traits: Followers of Bougoodoogahdah gain Expression +2 and Subterfuge
+2. The also learn the Skill Mimic, which allows them (with a successful Manipulation +
Mimic roll) to duplicate a variety of sounds. The difficulty varies according to the nature
of the sound: 6 for another voice, 9 for a car engine.
Ban: Children of Bougoodoogahdah must never be flamboyant. They must dress
in drab colors and may never be centers of attention. Their performances should be
modest, always hidden from view.

Brigid
Source: Tribebook: Fianna, Revised, p.82
Background Cost: 5
Brigid is a spirit of inspiration and creativity. The ancient patron of smiths, poets
and healers, she stokes the fire in the head and heart like a forge.
Individual Traits: When attempting to create fetishes, ritemasters enjoy a bonus
of -1 difficulty to bind spirits into items crafted by Brigids 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: Brigids 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 packs 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 doesnt 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: Chameleons 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. Chimeras 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 packs affiliation, that affiliation wont 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
citys 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
Citys 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. Hes good-natured, honest and
generous and respects few things more than a hard worker.
Individual Traits: Big Joes 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 Joes 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: Joes 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 Shanghais city gods. Its
tough to say whether hes an amalgamation of the three city gods worshiped by
Shanghais 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 examiners 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 havent
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 dont 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 Generals 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 dont 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
Cockerels patronage. He is more popular among British and continental Fianna.
Individual Traits: Cockerel gives all of his children the Gift: Sense Wyrm.
Ban: Cockerels children are forbidden to eat domesticated animals.

Cockroach
Source: Werewolf 20, p.375
Background Cost: 6
Cockroach is quick, hardy, and persistent. Hes also everywhere in the modern world,
watching and waiting. If one listens to his chosen tribe, hes 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: Cockroachs 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 Maidens packs learn the Gift: Cookfire; they also
receive two temporary points of Wisdom.
Pack Traits: So long as they are friendly and helpful, Corn Maidens children
receive three dice on any Social rolls dealing with humans.
Ban: Corn Maidens 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.

Dana (See Danu)

Danu
Source: Tribebook: Fianna, Revised, p.82
Note: Obsolete rules for Dana are located in Werewolf 1 st Ed., p.265 and
Werewolf 2nd Ed., p.263. Eshtarra from Rage Across the Heavens, p.38 only acts as a
pack totem in her Danu aspect.
Background Cost: 8
Danu (also known as Dana and Eshtarra) was the mother of the Tuatha de Danaan
and worshipped by the Fianna as an aspect of Gaia as tribe-mother. For worthy packs she
holds ancient wisdom and the power to use it. Just as true wisdom is never easy to find,
Danu must be sought, for she reveals herself rarely.
Individual Traits: Danu grants her children the power to sense fae or other
supernatural shenanigans; each pack member gains the Gift: Sense the Unnatural.
Pack Traits: Danus packs gain the ability to entrance listeners through
taletelling, singing or howling. (Manipulation + Performance, Diff 8); the actual effects
are up to the Storyteller. In addition, the pack gains three additional dots of the Ancestors
Background; this is not an actual affinity with Garou ancestors, but an ability to learn
ancient knowledge and lore by accessing primal memories. All Fianna and most faeries
(including many changelings) will recognize and honor children of Danu.
Ban: Danu asks that her children hold a moot in her honor during each of the four
seasons, telling tales, old and new.

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


Source: Werewolf Players Guide, p.132; Werewolf Players Guide, 2nd Ed., p.122
Background Cost: 4
Graceful and playful in the ocean, Dolphin watches the seas and acts as their
guardian and watchdog. Marine disasters frighten and sadden her. They include the
depletion by fisheries and various oil spills. Most of Dolphins children are impressively
active in environmentalism, even for Garou. Such werewolves often protest or interfere
with whaling and illegal oceanic dumping.
Pack Traits: Dolphin grants her packs +1 Wisdom, +3 Empathy and 2 points of
Charisma.
Ban: Dolphins children must prevent the hunting of marine mammals and work
to stop water pollution.

Dolphin (Wendigo Revised write-up)


Source: Tribebook: Wendigo, Revised, p.79
Background Cost: 5
Individual Traits: Mischievous, social and playful, Dolphin learns quickly, cares
deeply for her family, and brings joy to all who know her. Children of Dolphin are
particularly resistant to the debilitating pull of depression, by adding two points to their
Willpower pool against falling into Harano. Dolphins followers can also influence other
Garou, Kinfolk and spirits with their cheerfulness and determination, by subtracting three
points from any difficulty roll involving Charisma + Empathy (as the Children of Gaia
Gift: Spirit Friend).
Ban: Dolphin only asks that her children do their best to nurture, teach and
protect young pups or babies. Frequently the most dedicated Mentors have Dolphin as
their totem.

Dragonfly
Source: Tribebook: Uktena, Revised, p.80
Background Cost: 3
Dragonfly is ever watchful for prey or threats, but her stillness explodes into swift
actions as she pounces. Though not a common pack totem, she is respected by many
Garou as a fearsome pond predator.
Pack Traits: Dragonflys 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 farmers crop-dusting or a citys 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 dont
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: Eponas 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.

Eshtarra (See Danu)

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


Source: Werewolf Players Guide, 1st Ed, p.132; Werewolf Players Guide, 2nd Ed.,
p.122; Players Guide to Garou, Revised, p.140
Background Cost: 5
A totem of mystery and secrets, Fog (also known as Aeolus) is a spirit of both
knowledge and stealth. Favored by mystics and spies alike, Fog knows much but teaches
it only slowly, imparting the value of patience and subtlety to his children. He is most
revered among the Silent Striders and Uktena.
Individual Traits: Fog grants his children +1 Subterfuge and +1 Stealth, as well
as reducing the difficulty of any Occult or Enigmas roll by 1.
Pack Traits: Fog allows his packs to use the Gift: Curse of Aeolus.
Ban: The children of Fog may not reveal a secret to anyone outside his sept or
pack. If they do, they lose one point of Willpower immediately.

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


Source: Uktena Tribebook, p.52
Background Cost: 4
Frog bridges the gap between water and land, between change and stability. She
symbolizes transformation and adaptability, both great keys for survival. A bringer of
rain, to bless or curse, Frog hold within her tiny form great stores of power.
Individual Traits: Frog grants each of her followers +1 Swimming. In addition,
Frog teaches her children the Gift: Sing Down the rain. Frogs children also gain an
additional dot of Dexterity rolls involving leaping or sudden movements.
Ban: Frog asks her children never to harm frogs or other amphibians and to seek
to preserve the wetlands that are her earthly home.

General Lee
Source: Tribebook: Bone Gnawers, Revised, p.85
Background Cost: 5
While Civil War heroes are certainly very interesting, this great spirit has nothing
to do with the War Between the States. The General Lee is actually an automotive totem,
deriving its name from one of the most famous white trash vehicles ever: the orange
muscle car featured on the Dukes of Hazzard. Followers of this totem quest for the car of
their dreams, one that they can worship far more than any animal spirit or urban Incarna.
After dedicating themselves to the General, the pack hunts to find a neglected,
rusting hulk of a car. Typically, a Bone Gnawer in the pack begins slaving over this
monumental gift to at least get the deathtrap running. Some Bone Gnawers transform
these cars into shrines to the totem, often by propping them up on cement blocks in their
front yards. With the help of their pack totem, its gradually transformed into a paragon of
automotive excellence. Theres a reason for this: the car serves as a temperamental totem-
spirit, one that cant enter the spirit world, but can still serve as reliable transportation.
As the packs Theurge advances in rank, the lemon is gradually transformed. A
fostern can actually drive his totem car around, although its 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
athros 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
packs Theurge is of at least adren rank, the difficulty is reduced by 3.) The pack also
gains an intuitive knowledge of all of Americas 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 mechanics tools ready at all times. Theres a
good reason for this: the packs totem lives in the car they care for. Tinkering with the
packs 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 70s car chases. As part of this, when the driver is Rank Three (adren) or
higher, any time he fails a driving check, the totem spirit can then attempt a second roll
using its Willpower as a Dex + Driving dice pool.

Goose (Totem of Wisdom Wendigo Revised write-up)


Source: Tribebook: Wendigo, Revised, p.80
Background Cost: 3
Goose is a seasoned traveler, her strong pinions making it possible for her to
cover great distances more swiftly and easily.
Individual Traits: Goose can increase the distance a lupus-form Garou can
travel, by adding 1 die to the Stamina + Athletics roll the long-running werewolf must
make, at difficulty 4, for each hour of travel.
Pack Traits: Moon bridges between caerns are often opened with Gooses aid; a
ritemaster with Goose as her totem may lessen the difficulty level of establishing a moon
bridge by 1.
Ban: Goose tends to be rather noisy, chatty and social in conversation with her
kin. More than one child of Goose together necessitates a -1 penalty to all Stealth rolls.
Packs adopted by Goose are, obviously, rather rare and probably embarrassing among the
Wendigo.

The Grandfather
Source: Rage Across Appalachia, p.155
Background Cost: 7
The Grandfather represents the protective nature of the mountain which bears his
name. He symbolizes the wisdom that comes from extreme age as well as the solidity of
rock. He is a tolerant and hospitable spirit and will not abide petty bickering in his
vicinity.
Individual Traits: Each of Grandfathers 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: Grandfathers children must never judge others by their race, social group or
other identity factor, but must instead judge them by their actions. Obvious enemies
(including the minions of the Wyrm, of course) are excluded from this stricture.

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


Source: Bone Gnawers Tribebook, p.45; Tribebook: Bone Gnawers, Revised,
p.86
Background Cost: 4
The Great Trash Heap is an Incarna of garbage. Its consciousness has spread
across junkyards and landfills throughout the world. These individual Heaps contain a
personality based on psychic impressions of all the people, places and things that
interacted with the garbage. Garou packs dedicate themselves to individual Heaps, which
are representatives of the One True Heap. Some believe the Incarnas consciousness
exists in an obscure Umbral Near Realm, one that allows Garou to sort through the
psychic dumping ground of every piece of trash in the world. Other tales relate that this
nexus allows werewolves to dumpster dive between the worlds most powerful Heaps.
Pack Traits: Once each cycle of the moon, the all-seeing, all-knowing Trash
Heap will answer one question posed by the pack. The rest of the month, if each pack
member carries a chunk of garbage offered by the Heap, they can always communicate
with each other. (Tin cans are an obvious choice for this boon.) As an added bonus, the
pack receives +2 Enigmas and +2 Investigation; the Trash Heaps followers are good at
finding information if they dig deep enough.
Ban: At each full moon, the pack must declare one great trash heap as their home.
They must then protect it and carry out the requests of the Totem-spirit within it.

Hakahe
Source: Rage Across the Heavens, p.34
Background Cost: 7
Its 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 Hares 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 Falcons 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. Harriers children may
double standard movement rates in all forms.
Ban: Harrier cautions her children to listen before they speak, and insists that they
listen to all debates for five minutes before speaking themselves.

Heron (Silver Fangs Revised write-up)


Source: Silver Fangs Tribebook, p.52; Tribebook: Silver Fangs, Revised, p.81
Background Cost: 5
Heron is graceful and wise and appears to be a tranquil spirit to all but her
children. They, however, know the truth: that Heron cannot resist poking her beak into
affairs that others would prefer remained secret. She is fussy about her children for that
reason: she demands elegance, wisdom, discretion and most of all, inquisitiveness from
her children. Packs that follow Heron tend to be impeccably groomed, well dressed,
irreproachably polite and incurably nosey. A sept that counts followers of Heron amongst
its members can expect their sudden return full of excitement and fear of their latest
discovery of plots, plans and scheme of the Wyrms minions and demands for immediate
assistance in dealing with them.
Individual Traits: Followers of Heron each gain one point of temporary Wisdom.
Pack Traits: Packs of Heron gain +3 Enigmas and may add three dice to any dice
pool that involves cleansing or purifying someone in Gaias name. She also grants her
followers the Gift: Open Seal, the better for them to find the secrets she loves.
Ban: Heron suggests, ever so politely, that her followers seek out and expose a
new secret at least once a month. They must reveal the secrets to the whole sept in
Herons name. The secrets must, of course, be far more than mere gossip. The
information discovered must, in some way, palpably help in the fight against the Wyrm.

Ibis (Silent Striders Revised write-up)


Source: Silent Striders Tribebook, p.52; Tribebook: Silent Striders, Revised, p.82
Background Cost: 6
The ibis has since ancient times been the symbol of Thoth, the healer, scribe and
keeper of mystic lore. The ibis is also a moon spirit, one of Lunas brood for the
Egyptians, Thoth ruled the moons path through the night, and even today the curved
beak of the ibis is seen as symbolic of the crescent moon. Ibiss greatest gift to the Garou
is memory: The Garou seldom record their thoughts, plans or teachings, but Ibis does,
and his writings are incorruptible and enduring. The Ibis guards many secrets that would
otherwise be lost to the Silent Striders and some that have been lost, as the Striders
have forgotten even to ask.
Individual Traits: Packs that follow Ibis may call on their totem to aid their
memory, as the spirit records their experiences. Any sight, sound, message or even scent
may be recalled (requiring an Intelligence roll at a variable difficulty). Note that unless
the pack spends Background points to improve their totem so that it may remain in
contact with all of them, if the pack splits up, only members that remain with the totem
will have their experiences recorded. Even more importantly for the Striders, a child of
Ibis can ask after any specific memory recorded from any child of Ibis, living or dead,
(success requires a properly worded request, a successful intelligence + Enigmas roll at a
difficulty of 10 from the player, and usually a great deal of time). The difficulty of all
magic worked against children of Ibis (whether true magick, hedge wizardry or
vampiric Thaumaturgy, but not including wraith Arcanoi, werewolf Gifts or changeling
Glamour) is raised by one.
Pack Traits: Packs pledged to Ibis gain three dice of Medicine that may be
allocated among the packs members.
Ban: Followers of Ibis may not harm marsh birds, nor may they use throwing
sticks as weapons (like the Wadjet Fang talen). Since Thoth was the advocate for the
dead, children of Ibis must also intercede on behalf of ghosts in need of help to continue
their journey to the afterlife.

Invisible Hand
Source: Book of the City, p.123
Background Cost: 4
The Invisible Hand is a powerful market-spirit, strong in the ancient Greek city-
states, the Venetian Republic, the Hanseatic league and in early America. He is a favorite
of the Glass Walkers and some Children of Gaia. Some Garou interpret him as a spirit of
pure capitalism. Others see him as a spirit of exchange which leaders regulate for the
benefit of the common people, and still others hold that he is the patron of Gaian 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,
Jackals 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 doesnt 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 Wyrms 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 players 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:
Jackals 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: Kiuniks 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 listeners Ancestor rolls).
Pack Traits: Loons 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 packs patron if convinced the pack will
not use him as a crutch.
Individual Traits: Lu-Bat grants an understanding of riddles and the hearts of
others; his children make all Enigmas, Empathy and Occult rolls at -2 difficulty. The
Peaceful Counselor also grants each of his children an additional dot of Perception and
two points of temporary Wisdom Renown.
Ban: Children of Lu-Bat are not allowed to act hastily; his packs must always
have a backup plan for every major endeavor they attempt.

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


Source: Fianna Tribebook, p.51; Tribebook: Fianna, Revised, p.83
Background Cost: 6
A merlin is a dark, quick falcon whose diminutive size belies her ferocity as she
hunts low and swift over the moors. Merlin is swift and sharp-eyed as she hunts the
Wyrm. She sees many secret things and understands the nature of magic.
Individual Traits: Each pack member gains an extra dot of Alertness and one
temporary Wisdom Renown.
Pack Traits: Packs of Merlin gain an extra point of Occult, Rituals, Enigmas and
Primal-Urge.
Ban: Merlin commands her children never to destroy knowledge.
Meros
Source: Rage Across the Heavens, p.58
Background Cost: 7
It is much more difficult for a pack to actually reach Meros to ask his patronage
than it is to convince him of their worth. The wandering Incarna is usually willing to
serve as patron to a pack, assuming that they understand all that entails.
Individual Traits: Children of Meros find it easier to navigate the Dark Umbra;
each one gains -1 difficulty to any die rolls dealing with the lands of the dead or its
inhabitants. They cannot lose their way, and can find their way to any destination given
time (although the route is not necessarily the shortest or safest). Each pack member
gains two points of temporary Wisdom Renown.
Pack Traits: The pack gains three dice to Enigmas and Occult rolls.
Ban: Meros expects his packs to travel, in order to broaden their minds. Packs of
Meros must spend four months out of every year on the road.

The Monkey King (Glass Walkers Revised write-up)


Source: Glass Walkers Tribebook, p.54; Tribebook: Glass Walkers, Revised, p.82
Background Cost: 8
The Monkey King is an ancient spirit, favored by the Boli Zouhisze but also
popular among some Western packs. Hatched from a Stone Egg, this spirit was originally
not a king but merely a monkey, albeit one made from stone. But the nature of Monkey is
irrepressible, and soon he had studied under a Taoist wizard to learn the 72
transformations.
Still not satisfied, he confronted Heaven and demanded an office, and when he
was cheated into becoming a stable hand, he fought Heaven itself and was only defeated
when tricked by the Buddha. The King of Monkeys. The Great Sage, Equal to Heaven.
God of Victorious Strife. The Monkey King is both student and warrior, both the trickster
and the tricked. He is a powerful totem, who champions rebellion and learning.
Individual Traits: A stealthy escape artist, the Monkey King teaches his students
the Gifts Blur of the Milky Eye and Open Seal, and they receive a -2 difficulty bonus on
all evasion or escape rolls. They may also purchase Doppelganger as a Level 3 Gift, and
may learn Speed of Thought as though it was a Glass Walker Gift. Having learned under
the Taoist wizard, the Monkey King is an excellent teacher and his students may purchase
Abilities with one less experience point than normal. (The minimum cost remains one.)
Ban: The Monkey King is a rebel spirit, and demands that his students never
stand for the curtailing of anothers freedom. Although he allows for imprisonment of
servants of the Centipede (Wyrm), he will not tolerate forcing a spirit into a fetish.
(Bargaining fairly with a spirit to get it to agree to enter the fetish is, of course,
permissible.) This also includes human rights, and he is fond of Glass Walkers interested
in political causes such as freedom of speech or oppressed peoples.
The Monkey King never forgot the monkeys whom he first ruled, thus his
students lose Honor if they abandon someone they have befriended or are responsible for.

Mouse
Source: Tribebook: Bone Gnawers, Revised, p.86
Background Cost: 1
Mouse is humble, for she is one of the lowliest of all totems. She is a common
totem among the rabble, for she is the only one to look after a lone Garou. While she may
help an outsider find a temporary pack, she does not expect her ward to remain in it for
very long. Mouses 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 loners 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 (Storytellers choice). If a homid Garou following Mouse is
wounded, he may step sideways, shift out of breed form and heal before returning to the
physical world. Regardless of breed, her followers uphold this stricture until they can find
other packs that will accept them.

New World Trinity


Source: Children of Gaia Tribebook, p.53
Background Cost: 5
This triune being is composed of three bird-spirits that inspired the Founding
Fathers and Mothers of the American Revolution: Dove, Eagle and Turkey. Dove
represents the Jeffersonian ideals of peaceful commerce with all and entangling alliances
with none. Eagle represents John Adams notion of a strong fierce warrior who fights so
that his children may become philosophers. The Turkey, a uniquely American bird with
high intelligence, represents Franklins ideas of audacious, defiant individuality and
disregard for the Old World emphasis on external appearance over internal qualities.
Pack Traits: Packs gain three additional dice when using any Gift involving
persuasion and learn the Gifts: Wisdom of the Ancient Ways and Dreamspeak. They can
use Dreamspeak to give Gaian visions to influential humans.
Ban: The Trinity requires that its children promote peace, seek justice and build
communities without compromising individuality.

Old Man Sea


Source: Werewolf Players Guide 1st Ed., p.132
Background Cost: 4
Old Man Sea is a venerable totem, followed by Garou who live near the shore or
guard the seas from Wyrm depredation.
Pack Traits: Old Man Sea grants to his followers the Gift: Spirit of the Fish and
+3 Sail. He is privy to many secrets; they are conveyed to him in whispers by every river
and stream that pours into his immensity. Thus, his followers also gain +2 Enigmas and
+2 Area Knowledge of the entire world (very general information only).
Ban: Old Man Seas followers must prevent any ocean pollution they can and
must not destroy ships without good cause.

Owl
Source: Werewolf 20, p.375-376
Background Cost: 5
Owl watches silently in the darkness, learning all that he can. Like the Silent Striders who
claim him as their totem, Owl holds hidden wisdom, especially about death and the
mysteries of the Dark Umbra.
Individual Traits: Owls 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: Owls 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
Owls Garou.
Ban: Owls 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 Falcons brood. Silver
Fang packs all over the world served her and House Wise Heart was proud to have her as
its totem. However, she no longer flies high over the world as she once did. Her earthly
counterparts are dying, poisoned by a buildup of pesticides in the food chain, and her
House is in sharp decline. A sighting of Peregrine Falcon or news of a pack being chosen
by her are both causes for celebration.
Individual Traits: Peregrine Falcon allows her children to learn more easily.
They may increase their Knowledges with experience points at a cost that is one level
lower than normal. Thus a new Knowledge costs 2 experience points to learn and each
new level costs previous level x 2 to learn. Each child of Peregrine Falcon gains two
Wisdom Renown.
Pack Traits: Peregrine Falcon grants her children an extra die on all Enigmas and
Occult rolls.
Ban: Peregrine Falcon demands that her children never use pesticides or weed
killers of any form, and that they destroy utterly any source of such materials they find.
The children of Peregrine Falcon often avoid gardening centers and hardware stores
because of this.

Ratatosk (Get of Fenris Revised write-up)


Source: Get of Fenris Tribebook, p.50; Tribebook: Get of Fenris, Revised, p.83
Background Cost: 4
Ratatosk, the clever squirrel, sees and hears all from his secret pathways up and
down the trunk of the World Tree. While he is small and puny, he knows much and
teaches his children craftiness.
Individual Traits: All children of Ratatosk learn +2 Subterfuge and two dots in
any Knowledges of their choice. Lupus children of Ratatosk can even choose
Knowledges normally restricted to them upon character creation. Children of Ratatosk
will always subtract one temporary Honor from any Honor Renown awards, but will also
gain one extra point of temporary Wisdom every time they earn Wisdom Renown.
Ban: Children of Ratatosk become skittish and jumpy. They will always enter fox
frenzy rather than a berserk, and they may not learn the Gift: Wearing the Bear Shirt.

Rattlesnake
Source: Werewolf 20 Wyld West, p.37
Background Cost: 8
Rattlesnake is a compassionate totem, but he has the capacity for great wrath.
Once someone has offended him, Rattlesnakes 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: Rattlesnakes 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: Ravens packs have three dots of Survival, one of Subterfuge, and
one of Enigmas. Wereravens are well-disposed towards the totems followers.
Ban: Ravens children cant 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 Woodpeckers 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 Griffins 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.

Rooster (see Cockerel)

Salmon
Source: Players Guide to Garou, p.140
Background Cost: 7
There was a legend among the Celts that held the oceans as the barrier between
this world and the next. Fish, dolphins and other aquatic denizens became the messengers
between the two worlds. Of these creatures, none knew secrets and magic like Salmon.
When Salmon swam down the Boyne River, he was imbued with great wisdom, a gift
that would be passed on to whoever ate him first. Salmon was caught by the bard
Finnegas, and then given to his apprentice Fionn Mac Cumhaill to cook. When Fionn
touched Salmons flesh, he was given magic powers.
Those Garou who follow Salmon obviously do not believe Salmon died there, but
instead made a clever bargain with Fionn, bestowing those magic powers in exchange for
being freed. He makes a similar bargain with his children, offering powers in exchange
for service.
Individual Traits: Salmon teaches his children the secrets he learned on the
Boyne, granting each of his children both two extra dots of Rituals and two extra dots of
the Rites Background.
Pack Traits: Packs sponsored by Salmon step sideways at -1 difficulty.
Ban: Salmon asks his children to accomplish a specific task once a year, and this
task varies each year. Tasks often seem trivial (Place a single copper coin on the edge of
the Thames at exact dawn on the twenty-third of March.) but often end up serving a
much larger purpose.

Sea Otter
Source: Tribebook: Children of Gaia, Revised, p.77
Background Cost: 4
Sea Otter loves humans who swim and play in the water and who conserve the
resources of the sea and land. He despises pollution and the overconsumption of the seas
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: Its rumored that Rokea are well disposed toward children of Sea
Otter, although little proof of this exists.
Ban: Sea Otter demands that the ocean and its resources remain inviolate,
including cleaning streams for use as salmon runs, preserving shellfish beds, and creating
and protecting nesting grounds for seabirds. His followers are less eco-warriors than
tireless workers for the maintenance of as much of the sea as can be saved.

Seiryuu the Ancient Dragon


Source: Tribebook: Stargazers, Revised, p.81
Background Cost: 8
Seiryuu is an ancient sea dragon, as primordial and old as water itself, and is
cousin to Uktena. He travels to the deepest dark of the eldest oceans and from there is
able to plumb the depths for lost secrets and the answers to forgotten riddles.
Individual Traits: Seiryuu grants each of his children the ability to breathe
underwater, for many elapsed truths can now only be found in the bottomless depths of
the world.
Pack Traits: Seiryuu allows his packs to add their permanent Gnosis score to any
roll involving Enigmas, thus allowing them to unravel the worlds most puzzling secrets.
Ban: Seiryuu asks that his followers bathe twice a day.

Shantar
Source: Rage Across the Heavens, p.54
Background Cost: 8
Although the Loom Maker is somewhat alien by human standards, she is
relatively approachable as a pack totem. If a pack is willing to go to the trouble to reach
her and ask her favor, she usually agrees (providing there are no knee-jerk anti-Weaver
crusaders among the pack).
Individual Traits: Each of Shantars children gain one extra die to swimming
rolls or any rolls made to navigate the Weavers Webs. Furthermore, Glass Walker Gifts
cost one less experience point to learn for Shantars children.
Pack Traits: Shantar encourages her children to be creative and inventive. The
pack receives two extra dice on Repair, Crafts and Computer rolls.
Ban: The Loom Maker charges her children to heal rather than harm when
dealing with the Weaver. She often gives her packs dangerous quests to cut Wyrm-
influence away from the Webs.

Sirius, the Dog Star


Source: Tribebook: Silent Striders, Revised, p.86
Background Cost: 4
This star, the brightest in the night sky, was of special importance to the
Egyptians. They celebrated the start of their year when Sirius rose with the sun, a
harbinger of the annual flooding and re-fertilization of the Nile River. To those ancient
Egyptians, Sirius was the embodiment of Ibis, but many other human cultures recognized
the canine qualities of the star and its constellation, creating legends about dogs with
qualities from noble loyalty to unmatchable speed. The Incarna Sirius does favor a canine
form, and so feels a fondness for the Garou, the Silent Striders in particular. He is
recognized as a Totem of Wisdom because his gifts to his children focus on marking the
passage of time and making predictions, but the Dog Star is still fond of a good race.
Individual Traits: All pack members receive two bonus dice when performing
seasonal rites. Finally, all children of Sirius receive an Athletics specialty in sprinting.
Pack Traits: Packs that follow the Dog Star receive a point of Wits and two dice
in Enigmas (only one pack member may use these bonuses at a time).
Ban: The Dog Stars children must mark the yearly rising of Sirius over Egypt
with an elaborate ritual, no matter where they may be.

Skaia, Salmon
Source: Wendigo Tribebook, p.51
Background Cost: 5
Individual Traits: Each pack member gains the Theurge Gift: Spirit Speech and
the Gift: Salmon Swim. In addition, pack members difficulties on Enigmas rolls are
reduced by one.
Ban: Skaias 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 Sphinxs 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: Sphinxs children may never refuse a riddle contest. Sphinx also never takes
a pack that will harbor a member with no Mental Traits of at least 4 after her gift of extra
Wits (thus, she will accept someone with Wits 3).

The Spirit without Name


Source: Players Guide to Garou, Revised, p.141
Background Cost: 7
The Spirit without Name is a misnomer. This spirit most definitely does have a
name but it is unpronounceable by humans, only conveyed by wolves through scent,
body motion and instinct. Humans cannot name it nor comprehend it. Wolves cannot miss
it and see it in every motion of the breeze. It doesnt represent anything, for then it would
signify that and such semiotics are the thinking of humans. It merely is, signifies nothing,
has very firm characteristics and is deeply meaningful if youre a wolf. (The spirits
children tend to ignore claims from some homids that it may simply not reveal itself to
humans in order to improve its mystique.)
Even if any human used these exact words, theyd get it wrong. Nonetheless, the
spirit is the connection between the individual and the immediate, always fleeting
environment surrounding him. It is the pack instinct. It is the brook and the knowledge of
that brook; the tree and the knowledge of the tree at that very instant. It is here now, not a
second ago, not a moment ahead, but exactly at this instant, as any wolf will understand it
to be. It is, of course, most commonly the patron of Red Talon packs.
Individual Traits: Those who follow this spirit are strongly attuned to their inner
nature and instincts, and receive +2 Primal-Urge even if this takes their score over 5.
Those of his children who have 6 or 7 Primal-Urge receive -1 or -2 difficulty to all Dodge
rolls respectively. In addition, he attunes his children more strongly to what happens
around them. The difficulty of all pack tactics is reduced by 1, and by spending one
Gnosis point and rolling Perception + Primal-Urge (difficulty 8), for one minute a child
of the Spirit without Name can sense all events around her for 20 feet per success rolled.
Ban: The sprit cannot even be sensed by those with less than Primal-Urge 3, and
thus he will not adopt them. Nor will he adopt any pack with a homid in its ranks. Lastly,
the spirits blessings cannot be received in the unnatural city.

Sturgeon
Source: Tribebook: Wendigo, Revised, p.80
Background Cost: 4
Sturgeon has an uncommonly long life span, sometimes lasting nearly 100 years.
Because of this longevity, Sturgeon can often help a werewolf in contacting ancestor-
spirits, using the strength of his memory to bridge the Umbral distance between living
and dead.
Pack Traits: Sturgeons 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 ancestors totem is Sturgeon or
not. Sturgeon may be able to answer very old questions, but they are seldom speedy with
their responses. Dont rush a child of Sturgeon, or you will get nothing at all.
Ban: Sturgeon is extremely sensitive to anything that taints Gaia, because he
carries the effects of toxins with him throughout his long life. Children of Sturgeon are
exhaustively dedicated to considering all possible options and priorities in the interest of
maintaining purity, something that other Wendigo find infuriating. Followers of Sturgeon
that have the Ancestors Background sometimes find themselves unexpectedly visited by
other Sturgeon ancestors, most of whom who feel the need to add their own opinions to
the weighing of any decision.

Themis the Dream-Weaver (Black Furies Revised write-up)


Source: Black Furies Tribebook, p.43; Tribebook: Black Furies, Revised, p.82
Background Cost: 6
Themis is the ancient Greek goddess of justice; she is seen in the traditional image
of justice as a blindfolded woman holding scales. A pack of Furies dedicated to Themis
built the temple of the oracle at Delphi, though it was later taken from them. As the child
of both earth and sky gods, she strode between the old chthonic ways of Gaia and those
of Man. She was able to keep this balance for eons, until the balance of the Triat shifted.
As it did so, Themis slipped between Wyld and Weaver. Her present Realm is an Umbral
sphere near the dreamlands; aid and advice from Themis only come through dreams, a
trait that has given her the epithet Dream-Weaver.
Packs serving Themis are constantly on the prowl in search of injustice. They
observe and mediate on the balance of the Tellurian when they can, but for the most part
they follow their mistresss guidance to sources of great injustice. Themis is an old spirit;
Priestesses of Artemis and more traditional Amazons often follow her.
Individual Traits: Children of Themis gain a permanent dot of Wisdom Renown
and add one to both their Enigmas and Gnosis traits. Galliards of Themis gain the Gift:
Dreamspeak, and all of her children receive prophetic visions of the Storytellers devising
from time to time the meaning of which will not be obvious. Players should interpret
the dream through roleplaying, rather than making an Enigmas roll.
Ban: Themis will never choose a Glass Walker nor allow her children to learn a
Glass Walker-only tribal Gift (for instance, a child of Themis could learn Attunement
since that Gift is shared with the Bone Gnawers, but could not learn Control Simple
Machine). Too much of the Weaver exists in these things.

Tin Hau
Source: Caerns: Places of Power, p.75
Background Cost: 4
Tin Hau, goddess of the sea and fisherman, is a Totem of Wisdom. She has a big
moot on the 23rd day of the third moon of the New Year.
Pack Traits: Tin Hau attunes her followers to the South China Sea. This
gives her followers an extra two dice on all rolls while sailing in the South China Sea. In
the past, storms have stopped for passing pirate ships, and storms have sunken enemy
ships when Tin Hau felt that her Garou children were in danger.
Ban: Tin Hau will not allow the sea to be desecrated. Tin Hau will send storms to
destroy those who pollute the South China Sea.

Toad
Source: Rage Across the Amazon, p.114
Background Cost: 6
Toad is a very strange totem. He is lord of many medicines and poisons, and can
concoct on his back anything from hallucinogens to deadly toxins. He can also provide
healing elixirs.
Individual Traits: Children of Toad gain Medicine +3. With the right materials,
they can concoct many strange elixirs (Storytellers discretion). They also gain the Gifts:
Resist Toxin and Venom. However, Toad demands a price for his powers.
Ban: Toads 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: Trouts 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 Wylds 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 Wylds 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: Twisters 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. Uktenas 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: Unicorns 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). Unicorns Garou gain three points of Wisdom Renown.
Pack Traits: Unicorns 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: Unicorns children must protect and aid the weak and exploited, as long as
they do not aid the Wyrm in doing so.

Whiskey Jack, Jaybird


Source: Wendigo Tribebook, p.51
Background Cost: 4
Individual Traits: Each pack member may call upon the Gift: Blissful Ignorance,
and she gains +1 Charisma. In addition, the difficulties for all rolls to fool another with
words are reduced by one.
Ban: Whiskey Jacks children must steal something once per moon cycle,
whether its a pack of gum from a store or a Wyrm fetish.

Wild Raven (Red Talon Revised write-up)


Source: Red Talons Tribebook, p.50; Tribebook: Red Talons, Revised, p.80
(Note: Wild Raven is simply listed as Raven in Red Talons Tribebook and is
not to be confused with the Raven totem listed in the W20 corebook.)
Background Cost: 6
A scavenger and a trickster, Raven follows wolf packs to feed on their leavings,
and shows his primal, animalistic face to the Red Talons in the deep woods. Packs who
follow the lupus version of Raven are often shocked to discover that Ravens more
citified incarnation provides money to other Garou.
Individual Traits: Raven is delicate but nimble he knows that one strong blow
will kill him, and thus tries to stay out of harms way. Each of his children adds one dot
of Wits and can call upon +2 Dodge. Packs who follow Raven gain one point of
temporary Wisdom upon choosing him as their totem.
Ban: Raven asks that Garou who follow him always leave part of a carcass
behind for him, especially the eyes.

Wind Incarnae (Players Guide to the Garou write-up)


Source: Werewolf Players Guide, 1st Ed, p.132; Werewolf Players Guide, 2nd Ed.,
p.122; Players Guide to the Garou Revised, p.141
Background Cost: 5
Each wind blows its secrets across the ground, in falling snow and autumn leaves.
Those Garou who can forget their Rage for long enough can hear their whispers, and the
words of wisdom they offer. Garou may be adopted by one (and only one) of the Five
Winds. The Wendigo are on good terms with the North Wind and may purchase the North
Wind totem as if its Background cost was only 4.
Individual Traits: Packs favored by the East Wind receive an additional three
points of Gnosis per story, and all of the East Winds children are at +1 difficulty on Rage
rolls.
Those favored by the South Wind are urged to explore the uncharted reaches
where the wind cannot touch. Thus, each are granted endurance (+1 Stamina) and
incredible vision; by rolling Perception + Alertness (difficulty 8) they may see clearly up
to one mile away per success.
The North Wind grants his children knowledge of the great mysteries; they
receive Occult +3 and Enigmas +2.
The West Wind offers his chosen great leadership prowess and determination.
Packs following the West Wind receive Leadership +2 and can call upon an additional
three Willpower points per story.
And the rarest of winds, which blows only from the Umbra, invites his children
home. All of the Umbral Winds children can step sideways at -2 difficulty.
Ban: The children of the Five Winds must keep a reminder of their totem in their
presence at all times. Many bind small bells into their clothing and fur to ring in the wind,
and decorate their homes with wind chimes. Others carry simple charms or jewelry
decorated with wind motifs on their persons. What constitutes a sufficient reminder of the
Wind Incarnae is decided by the Storyteller.

Winter Wolf
Source: Rage Across Russia, p.125
Background Cost: 7
Winter Wolf is a master of survival in harsh conditions. His domain consists of
some of the harshest land in the world, and there he has managed to live as a king. He is
very much in touch with the Wyld; his animal nature is strong and cunning. He is as
fierce as any creature can be, yet knows when a hunt should be left to more foolish
creatures.
Individual Traits: Winter Wolf teaches his children how to endure in harsh
conditions, granting them +1 Stamina and +2 Survival. He also shows his children the
Wyld within them, granting them +1 Primal-Urge and +1 Animal Ken.
Pack Traits: Winter Wolf also gives packs who follow him access to three
Willpower points per story. To gain this extra Willpower, however, the child of Winter
Wolf must spend a temporary Gnosis point.
Ban: Winter Wolf asks that during the winter months, his followers should leave
animal carcasses out in the wilderness for starving wolves to find.

Totems of Cunning
While most Garou dont 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, isnt 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; thats 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: Coatimundis 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: Coyotes packs gain three dots of Stealth, three dots of Streetwise, one dot
of Subterfuge, and one dot of Survival. Coyotes 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 Coyotes nature.

Crow(-of-Cunning) (Totem of Cunning for Bone Gnawers)


Source: Tribebook: Bone Gnawers, Revised, p.87
Background Cost: 2
Like most scavengers, Crow trusts the strong to do his killing for him. Survival
depends on finding the right opportunity and making the most of it. Once Crow has found
a powerful ally, it patiently, loyally and humbly supports him. This does not mean,
however, that a Crow pack will tolerate exploitation or betrayal. If betrayed, the pack
seeks out a better opportunity a new, more powerful ally who can carry out retribution.
Failing that, crow-spirits patiently carry out revenge with remarkable subtlety.
Pack Traits: Packs of Crow gain +2 Alertness and +2 Subterfuge and +1
Etiquette. The totem spirit usually circles around or lands on the shoulder of the Garou
hes currently helping.
Ban: Crows followers accept their station in the hierarchy of Garou, remaining
loyal to those they serve. Some extend this to extreme tribal loyalty, while other interpret
this as fanatic support of an individual. Either way, if the pack isnt zealous enough in
supporting a more powerful Garou, the totem spirit will disappear for a while. If the pack
doesnt notice or care, the totem spirit may orchestrate its own schemes to ensure that
Crows children return to the fold.
Crow asks his children consider an additional Ban: forsaking all wealth and
trusting Gaia to provide. If they accept this challenge, the pack members cannot keep
anything of value other than their fetishes and dedicated items; instead, they need to
recycle trash for what they need. If the pack formally declares they are upholding this
additional Ban at a monthly moot, they gain one temporary Honor right away; they also
receive one temporary Honor each time they renew this pledge. In addition, the packs
totem spirit becomes more powerful, gaining the equivalent of another five temporary
points in the Totem Background; this lasts until the next monthly moot. Instead of a lone
crow spirit, the totem then manifests as a murder of crows eager to help the pack
scavenge for whatever they need. Packs brave enough to make this pledge learn how well
Gaia provides for them.

Cuckoo
Source: Werewolf 20, p.376-377
Background Cost: 6
The cuckoo is natures 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: Cuckoos children subtract two from any awards of temporary Honor
Renown.
Pack Traits: Cuckoos 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 doesnt 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 isnt supposed to be there. Guards
assume that the werewolf has clearance, and ranking officers dont 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: Cuckoos children must never pass up an opportunity to improve their packs
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 hornets 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: Foxs 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 Glouogh, The Demon Goddess,
referred to by some as the mother of all Banes.
Individual Traits: Gallias followers can use the Level Five Galliard Gift: Fabric
of the Mind.
Pack Traits: Gallias 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.

Genbu the Black Tortoise


Source: Tribebook: Stargazers, p.82
Background Cost: 7
A wizened old tortoise, black as obsidian, Genbu is a slow but powerful thinker.
He is often mistaken for a Totem of Wisdom because of his reliance upon thought to
solve problems, but he also enjoys using thought to outwit his enemies. He is a cunning
enemy, ordinarily underestimated, and his elaborate schemes are often bizarre and
unpredictable. The children of Genbu are much the same seemingly sedentary beings
waiting until the right moment to spring their long-designed trap.
Individual Traits: Genbu grants each of his children a point of Manipulation,
even if this carries the Attribute over 5. He also grants his followers the power to appear
harmless and unworthy of attack.
Pack Traits: Genbu gives his packs three dice for Stealth and Subterfuge rolls
that can only be used when trying to avert attack or other danger.
Ban: The Black Tortoise asks that his children take pains to think before acting.

Goat
Source: Werewolf Players Guide, 2nd Ed., p.121; Players Guide to the Garou
Revised, p.142
Background Cost: 5
Many of the best defenders of the Cunning Totems follow Goat. Like Bull, Goat
is stubborn to the point of obsession, but is versatile and clever. Not averse to lies,
politics, or straight violence, Goat is the pragmatist among the totems. He is also,
however, their glutton.
Individual Traits: Each of Goats 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: Gulls children each receive two dice in the Area Knowledge
skill for coastal areas around the world (including large lakes). In addition, Gulls
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 totems 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 packs totem will not insist that they remain near the shore, but if the pack remains
inland for too long (in the Storytellers 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 Falcons 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 Hyenas 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: Hyenas packs may call upon four Willpower points per story.
Ban: Though Hyena is wise and clever, her ways are not the Garous and its
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 enemys 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 Messiahs 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, isnt above acting as patron to a pack.
However, he doesnt 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: Mitanus children are masters of improvisation. They gain
three dice to both Subterfuge and Streetwise, and learn the Gift: Blur of the Milky Eye.
Whats more, any Ragabash Gift costs one less experience point to learn for one of
Mitanus chosen.
Ban: Mitanu expects his children to fend for themselves by finding appropriate
tools for any task as they go along. He disapproves of overreliance on any one item, and
forbids his packs to carry any particular fetish or weapon for more than a month. Talens
are exempt from this rule.

Moodai the Possum


Source: Rage Across Australia, p.140
Background Cost: 4
Moodai the Possum is an urban totem followed by many Bone Gnawers. A nimble
and cautious spirit, Moodai adapts well to any environment, as do his children. Followers
of Moodai, although not respected, are often called upon to perform tasks unsuited to
other Garou.
Pack Traits: Moodai teaches his children Stealth +3 and Survival +3. They also
become adept climbers, subtracting three from all difficulties involving climbing.
Ban: Children of Moodai must leave fruit and other food for the many possums
that forage in city parks.

Rabbit (Totem of Cunning Wendigo Revised write-up)


Source: Tribebook: Wendigo, Revised, p.80
Background Cost: 3
Traits: Rabbit changes her fur to blend into her surroundings; a brown or dun-
colored pelt lets her merge into the landscape of leaves, dirt or twigs, her coat paling to
white when winter brings snow.
Individual Traits: All members of the pack increase their Alertness by 1.
Pack Traits: A pack member may call upon the Gift: Camouflage.
Ban: Rabbit also chooses to run, more often than not. Each pack member must
spend a point of Willpower to avoid turning and fleeing any surprise or confrontation that
she is not expecting. Unlike the effects of fox frenzy, the fleeing child of Rabbit does not
attack to clear her path, but simply tries to escape.

Raccoon
Source: Werewolf Players Guide, 1st Ed, p.133; Werewolf Players Guide, 2nd Ed.,
p.123
Background Cost: 5
Raccoon is a survivor. He lives anywhere, city or wilderness, and adapts as he
sees fit. He prefers to be left to his own devices but becomes a fierce and cunning fighter
when cornered.
Individual Traits: Each member of Raccoons packs gain an extra die of Brawl
during any claw or swipe attack.
Pack Traits: Raccoon teaches his children +2 Stealth and +3 Survival.
Ban: Raccoon asks his children to leave small, shiny objects in the forest (or in
city alleys) for him to find.

Roadrunner (Uktena Revised write-up)


Source: Uktena Tribebook, p.52; Tribebook: Uktena, Revised, p.80
Background Cost: 3
Relying more on fast footwork than wings for escape, Roadrunner symbolizes
both an agile body and equally agile mind. Packs who follow Roadrunner are known for
quick thinking and mental flexibility.
Pack Traits: Roadrunner grants her packs an additional dot in Intelligence, as
well as an additional dot in Enigmas.
Ban: Roadrunners packs may not hunt roadrunners, and they must do whatever
they can to protect desert lands from destruction and defilement.

Salamander
Source: Rage Across Appalachia, p.156
Background Cost: 4
Salamander is famous for her ability to survive through the use of protective
coloration. She demonstrates the wisdom of stealth and the need to adapt to the local
surroundings. Some species, known as lungless salamanders, absorb oxygen through their
skin rather than breathing.
Individual Traits: Each pack member is able to exist for a short time (one scene
per story) without breathable air.
Pack Traits: Packs who follow Salamander gain Stealth +2 and the Gift: Blissful
Ignorance.
Ban: Followers of Salamander must avoid causing harm to any salamander they
see. They must immediately seek atonement for any salamander killed accidentally. They
must also work to preserve lands where salamanders currently thrive.

Singing Dog
Source: W20 Rage Across the World, p.120
Background Cost: 7
Singing Dog is a shy, clever canid. Shes an amazing communicator; her
namesake voice is complex and carries over great distances. Shes also adept with
interpersonal interaction, her skill with body language is remarkable in the animal
kingdom. Shes immensely rare; singing dog is almost certainly extinct in the wild today.
Individual Traits: All members of Singing Dogs pack gain the Gift: Singing
Dogs 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 Dogs 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 Dogs 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: Sphinxs 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 Halls ideals, as they dont 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 spirits Willpower). Success indicates that the spirit obeys the
Garou for a short period of time, as long as that request doesnt 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 septs 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 dont 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 natures recyclers.

Tezcatlipoca
Source: Players Guide to Garou, Revised, p.142
Background Cost: 7
Its 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 its 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 doesnt 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: Tezcatlipocas children must demonstrate that they are not among those who
are weak and prone to temptation. They are not permitted to indulge in displays of casual
hedonism, such as drunkenness or one-night-stands.

Tulu the Kookaburra


Source: Rage Across Australia, p.140
Background Cost: 7
A staunch foe of the Wyrm, Tulu is always in good humor, laughing in the face of
death. Tulu is an intelligent warrior and swoops down upon his prey, breaking their back
with his powerful beak. His manic laughter echoes across the Dreamtime. Tulu is often
called the Father of the Bunyip, for it was he who spilled the Rainbow Serpents blood,
from which the Bunyip were formed.
Individual Traits: Children of Tulu have an irrepressible sense of humor and
never suffer from Harano. Tulu teaches each of his children the Gift: Laughter:
Laughter (Level Three) With Children of Tulu can cause others to realize the
humor of any situation in fact, the uproarious hilarity of any situation.
System: The Child of Tulu spends one Gnosis point and rolls Charisma +
Expression (difficulty of the targets Willpower). If successful, the target is struck by how
funny the situation is and breaks into peals of laughter. Any attack made by the target
against the Child of Tulu suffers a penalty of three dice to the Dice Pool (just looking at
the Child of Tulu is enough to make the target erupt into painfully spasmodic belly
laughs).
(Note: A Child of Tulu does not have to be Rank Three to use this Gift; any Child
of Tulu, regardless of Rank, can use it.)
Pack Traits: Tulu teaches his children Subterfuge +3.
Ban: Children of Tulu must kill any snake they see, symbolic of their war against
the Wyrm. The exception to this rule is any servant of the Rainbow Serpent.

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.
Gaias 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 totems 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. Whitewaters 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: Mothers 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.

Minotaur (Skin Dancer Totem; Type of totem unknown, perhaps War)


Source: Players Guide to Garou, Revised, p.211
Background Cost: 6
Minotaur is the embodiment of the man that becomes the beast: the sentient being
who craves animalistic power. He respects strength and holds contempt for the weak, and
thus has come to favor the Skin Dancers, who parlay a small strength into a much greater
one. Although not a direct servant of the Wyrm, Minotaur bears a faint touch of Beast-of-
Wars taint. He hates and envies Pegasus, particularly her high status among other Gaian
spirits. He is misogynistic to some degree, although a strong female Skin Dancer can earn
his respect in ways that a human female never could.
Individual Traits: Minotaur places his children in contact with spirits that can
teach them Gifts, and thus his children can learn most Gifts of Rank Three or lower (at
out-of-tribe costs, of course). He also grants each of his children an extra dot of Stamina
and an extra dot of Survival.
Ban: Minotaur demands that his children hurt and slay any of Pegasus children
that they meet. They do not have to exact Minotaurs vengeance immediately, but they
can never let a Black Fury or other werewolf who follows Pegasus live in peace.

Tick (Skin Dancer Totem of Cunning)


Source: The Skinner SAS, p.8
Background Cost: 4
Tick is a parasite, but tougher than her size might lead you to expect. Her creed is
that you do what you have to in order to survive, no matter how distasteful others might
find your actions. She is more of a trickster than a warrior, stealing her food from others
and using sickness as a weapon instead of provoking a fair fight.
Individual Traits: Ticks children gain an extra soak die versus bashing damage.
Pack Traits: Ticks packs can call on three dots of Survival and two points of
Willpower per story.
Ban: Tick requires regular tithes of blood. Her pack must offer her a health levels
worth of blood (theirs or someone elses) per packmate roughly once per week (at the
night of the purest new moon, half moon and full moon). She also doesnt permit her
Garou children to kill ticks or remove them once theyre attached and feeding on a host.

Afterword
Ok, as of this writing (June 4, 2015), the Detailed Werewolf Totem List is now complete.
Im bushed and theres nothing in this Afterword I can say that hasnt already been said in
the Afterwords of my Garou and Fera Gifts Lists, so Im 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. Im so tempted to use
Balthazar font on each totem title except Im worried that people without that font
wouldnt be able to tell the totems from one another.(June 7, 2015)

-Su-tehp

You might also like