Totem | Cost | Traits | Ban | Restriction |
---|---|---|---|---|
Cunning Totems | ||||
Coatimundi | 4 | Subterfuge 3, Stealth 2, Area Knowledge (Amazon) 3 | -1 Honor when earned; don't harm pests; always help beggars | |
Coyote | 7 | Streetwise 3, Stealth 3, Subterfuge 1, Survival 1, Can find pack. | -1 Wisdom when earned | |
Crow | 2 | Vigilance 2, Subterfuge 2, Etiquette 1 | Be loyal, fanatic support. (Opt) Forsake wealth. | |
Cuckoo | 6 | Manipulation 1, Subterfuge 2, Overlook | -2 Honor when Received; suspicious | |
Fox | 7 | Stealth 2, Subterfuge 3, Streetwise 2, Manipulation 1* | Don't participate in fox hunts; -1 Temp Honor when Received | |
Goat | 5 | Subterfuge 2, Survival 2, Willpower rolls at -1 Difficulty | Always eat what's offered | |
Hyena | 4 | Primal-Urge 2, Subterfuge 2, After Fostern rank: Laugh of the Hyena, 4 Willpower points per story | Creeping madness | No Higher-ranked Garou |
Kookaburra | 7 | Subterfuge 3, Gift of Laughter | Kill any snake except Uktena; cause laughter in any situation | |
Magpie | 5 | Subterfuge 3, Pack-Link, Talk to Magpies | Gossip | |
Wild Opossum | 4 | Stealth 3, Resist Toxin, Initiative when forced into Combat | Don't kill possums, attempt to dispose of roadkill properly | |
Urban Opossum | 4 | Stealth 3, Survival 3, -3 Difficulty to climbing | Leave fruit and food for possums to forage in the park. | |
Pigeon | 4 | Blissful Ignorance, Attunement (Urban), Survival 2 (Urban), Speak to pigeons | Feed birds, often ignored status/renown. | |
Rabbit | 3 | Camouflage, Vigilance 1 | Spend Willpower to avoid fleeing when surprised. | |
Raccoon | 5 | Stealth 2, Survival 3, +1 dice for Brawl with Claws/Swipes | Leave small shiny objects for Raccoon. | |
Red-Cockaded Woodpecker | 4 | Athletics 2, Survival 2, Spirit of the Bird, easier foraging, easy maneuvering through sticky substances | Prevent extinction to woodpeckers; aid any woodpeckers | |
Roadrunner | 3 | Intelligence 1, Enigmas 1 | Don't hunt roadrunners, prevent desert from defiling | |
Seagull | 7 | Choice for +1 temp Rage/Gnosis; +1 die in Perception & Enigmas, Primal-Urge 1 (Coastline, Sea), Tongues | Don't harm a gull, surprise exploration quests, minus to temp Honor, plus to temp Wisdom. | No people who can't find their way home on their own. |
Whitewater | 2 | Swimming 3, Boating 2, Dexterity 1 when in rapidly moving water, Mother's Touch, Wisdom of the River | Make home near her banks, don't pollute her rivers | |
Respect Totems | ||||
Bat | 5 | Enigmas 3, Ears of the Bat, Perception 1*, +2 Wisdom | -5 Temp Honor, -1 Temp Honor when received, never fight with Gaia's children | |
Beaver | 2 | +1 die to Craft rolls, +1 die to Science rolls | Spend Willpower to avoid playing practical jokes | |
Bison | 5 | 1 Honor, Animal Ken 1, Enigmas 1, Survival 2, 3 Willpower points per story | Always use part of what they kill constructively. | |
Brigid | 5 | +2 dice to Craft/inspiration rolls, -1 difficulty to bind spirits to fetishes | Must celebrate Imbolc | |
Caribou | 4 | +2 dice to Survival rolls (aiding Garou in finding shelter/food/tracks/safety) | Don't harm a baby or pregnant creature. | |
Chameleon | 4 | Blur of the Milky Eye, Perception 3 | Must always observe surroundings before acting. | |
City Father | 6 | Gain Attunement of the city, 3 dice to Area Knowledge of the city, Glass Walkers +1 Wisdom, other tribes -1 Honor | Favors to benefit the city | |
Falcon | 5 | Leadership 3, 4 Willpower points per story, +2 Honor | Must not lose permanent Honor: must then do Rite of Contrition and suicide run. | |
Fir | 3 | Survival 2, Stamina 1, Whisper | Protect the forest, use only dead wood | |
Glooscap | 4 | Survival 1, 2 Willpower points per story, -1 difficulty to hunting rolls, +1 Wisdom | Must fight any creature altered by the Wyrm to be larger than original size. | |
Grandfather Thunder | 7 | 5 Willpower points per story, +3 dice to Etiquette rolls, +2 Intimidation dice when invoking Thunder, +1 point of Honor | Give peers/rivals no more respect than deserved. | |
Harpy Eagle | 6 | Spirit of the Bird, Intimidation 2, +1 Honor | Protect trees, prevent deforestation in Amazon | |
Lion | 5 | +1 Honor, Animal Ken 3, 4 Willpower points per story, -1 difficulty to impress elder | Protect animals from people who kill for sport/pleasure | Favors Red Talons and Silver Fangs |
Loon | 5 | Swimming 2, Athletics 2, Surface Attunement, food boon from thanking Loon, Cry of Awakening | Prevent extinction of Loons, seek out opportunity to play | |
Old Wolf of the Woods | 6 | +3 temp Honor, respect of Red Talons, Ancestors 5* once per story for non-lupus abilities, -1 difficulty to pierce the Gauntlet | Lupus garou only | Lupus garou only |
Osprey | 5 | +2 dice to any roll taken on/under significant body of water, Perception 1, Athletics 2 | Protect water and do not allow it to be fouled (not even by peeing in it) | |
Pegasus | 4 | 3 Willpower points per story, +3 dice to Animal Ken rolls, +2 Honor, favor of the Black Furies | Must aid females of all species, especially young ones | No Get |
Quetzal | 7 | Appearance 1*, Etiquette 1, Melee 1, Leadership 2, +1 Honor, 3 Willpower points per story | Act nobly; must engage in only honorable combat, minimizing the loss of human life as collateral damage; no intentional human sacrifice. | |
Scarab | 4 | Enigmas 2, -1 difficulty to pierce the Gauntlet, Pharaoh's Majesty, 2 successes instead of 1 on extended Willpower rolls after the first roll | Must defend threatened Caern, improve reputation of Striders | |
Skunk | 5 | Odious Aroma, Gift of the Skunk, 3 Willpower points per lunar cycle, Stealth 1, Vigilance 1, Etiquette 1 | Looked at as less Glorious, friendly fire with aroma gifts. | No Garou who fight constantly or cause discord. |
Stag | 6 | 3 Willpower points per lunar cycle, +3 dice to Survival rolls, +1 dice to Stamina rolls for long running, +3 Honor, favor of Fianna, Changelings, Fae, spirits. | Must always show respect to prey, must always aid the Fae. | |
Stourbridge Lion | 7 | +1 die to Charisma rolls, Etiquette 1, Athletics 2, +1 Honor, 3 Willpower points per lunar cycle | Do not use cars or motorcycles, not a fan of planes/boats. | |
Sturgeon | 4 | -2 to difficulty of using Ancestors, -1 difficulty from learning Rite from Ancestor spirit. | Consider all options, listen to Sturgeon's opinion, fight Taint/toxin | |
The Muses | 5 | Performance/Expressions/Enigmas* 1, Charisma/Appearance/Manipulation* 1 | Devote lives to learning and art, defend free speech/expression | |
Thunderbird | 6 | Intimidation 1, Survival 1, 5 Willpower points per lunar cycle, may strike foes with lightning | No cowardice; fight monsters, decay, wicked spirits. | |
Wild Turkey | 5 | Perception 2, Blending, +1 die when Intimidating/impressing. | Never use/consume anything from domestic turkeys. | |
War Totems | ||||
Anaconda | 5 | +2 dice to Brawl rolls for grappling/overpowering, +1 die of damage in bite rolls, Stealth 3 | Don't harm snakes | |
Badger | 7 | Stealth 2, Burrow, Stamina* 1, 5 points of Rage per lunar cycle | Must sleep in wild, or build own homes. | |
Bear | 5 | Medicine 3, Strength* 1, Mother's Touch* once per day, ability to hibernate | -5 Temp Honor, -1 Temp Honor when received | |
Black Unicorn | 5 | Brawl 1, +1 Glory, +3 soak dice, 5 Willpower points per story | Defend those unable to defend themselves | |
Boar | 5 | Brawl 2, Stamina* 1 | Don't hunt/eat boars | |
Bull | 6 | +1 Glory, Brawl 1, Strength* 1 | -1 penalty on frenzy difficulty | |
Buzzard | 4 | +2 dice to Melee rolls, Dexterity* 1 | Don't initiate fights with another Gaian werewolf. | |
Clashing Boom-Boom | 8 | +2 dice to Marksmanship and Melee rolls, maximum weapon difficulty is 8, instinctive knowledge to use any weapon, untrained Leadership rolls with no penalty, weapons never jam | All CBB orders must be obeyed. | |
Crocodile | 5 | +1 die to soak rolls per rank, Primal-Urge 3, favor of the Mokole | Must help those seeking revenge | |
Eagle | 7 | +2 dice to Brawl rolls, Strength* 1 | Foes be decapitated and displayed in his name, be faithful to mates | |
Echidna | 6 | Burrow, Spines of the Echidna, metis with Weak Claws get strong claws after sacrificing perm. Gnosis | Don't ostracize metis | |
Elephant | 4 | Strength 1, Charisma 1, Leadership 1, Intimidation 1, -1 difficulty to Occult rolls | Prevent destruction of species, hunt illegal ivory traders, don't carry things made from elephant tusk | |
Fenris | 5 | Strength/Dexterity/Stamina* 1, +2 Glory, favor of Get | Never pass up worthy fight | |
Flea | 6 | Luna's Armor, Hare's Leap, -1 Glory when received | Leave fleas alone (can't scratch!) | Only Bone Gnawers & Ragabash |
Gila Monster | 6 | Venom, Implacable Grip | -1 penalty to Initiative rolls; -2 when cold. | |
Granite | 5 | Strength 2, Intimidate 2, Strength of Purpose, Stone Mask | Never back down from test of Strength or Endurance | |
Griffin | 4 | +3 dice to Vigilance rolls, communicate with birds of prey, +2 Glory, respect of Red Talons | No homid Garou | No homid Garou |
Herne the Hunter | 4 | Stealth 1, Survival 1, Sense Wyrm | Must always pursue and do battle with the Wyrm regardless of the odds | |
Hummingbird | 6 | Spirit of the Fray, Dexterity* 2, in Umbra can hover/fly up to lupus running speed | Must supply 1 point of Gnosis per day | |
Jaguar | 7 | +1 die to Strength, +1 die to Dexterity, +1 die to claw damage | Must kill any who destroy the rainforest, including Garou | |
Kangaroo | 7 | Hare's Leap, Survival 3, Intimidation 4 | Must protect young and elders from threat | |
Moose | 4 | Melee 2, temp Strength* 1 when competing over mate/desire | Must spend Willpower to deviate from determined course of action | |
Morrigu: Macha | 8 | Inspiration, Stoking Fury's Furnace, +1 Glory, -1 to social rolls when dealing with Corax and raven spirits | Must never harm a raven, must always aid the Corax, must not show fear even in the face of death | |
Morrigu: Badb | 8 | Song of Rage, Merit: Berserker, +1 Glory -2 Wisdom, -1 to social rolls when dealing with Corax and raven spirits | Must never harm a raven, must always aid the Corax, must not show fear even in the face of death | |
Morrigu: Nemain | 8 | Subterfuge 1, Fog of War, -1 Honor, -1 to social rolls when dealing with Corax and raven spirits | Must never harm a raven, must always aid the Corax, must not show fear even in the face of death | |
Panther | 5 | Eyes of the Cat, -2 difficulty to stealth/balance/grace rolls, favor of Bastet | Must aid felines in distress, bring gossip to her | |
Panthesilea | 9 | Possessed pack member gains: Leadership 7, Pure Breed 5, Melee 5, Brawl 7; rest of pack: Attunement, free from harm from Amazon creatures | Missions from the totem, possessed member may lose Willpower | |
Porcupine | 3 | Intimidation 1, Melee 1 | Tend to find romantic situations difficult | |
Rat | 5 | 5 Willpower points per lunar cycle, -1 difficulty to bite rolls, -1 difficulty to stealth/quiet rolls, favor of Gnawers and Ratkin | Must never kill vermin | |
Shark | 6 | Strength 1, Stealth 2, +2 dice of bite damage, swim for long distances without tiring | Never take sadness or pleasure in killing | |
Tanawha | 6 | +2 dice to Perception rolls under open sky, Spirit of the Bird | Protect all predator birds and avenge any deliberate deaths of hawks, eagles, and falcons | |
Tasmanian Devil | 7 | Hare's Leap, Enigmas 2, -2 difficulty to cross the Gauntlet, 5 Willpower points per lunar cycle | Take every chance to kill a Spiral unless it's nigh suicidal, spread the story of the Bunyip | |
The Medusae: Euryale | 4 | Fatal Flaw, Hare's Leap, +3 dice for Intimidation rolls versus Males | Pack can never have male members, will never subject themselves to male sept officials unless defeats alpha in open challenge | |
The Medusae: Helena | 4 | Name the Spirit, Charisma 1, +3 dice to Investigation pools, +1 Wisdom | Packs must contain equal number of male/female garou, odd one out can be any gender, males can be metis | |
The Medusae: Isthene | 5 | +1 Glory, +2 dice to melee rolls when using a labrys, Rage* 1, cannot fox frenzy | Pay back abuse by males disproportionately | |
The Medusae: Medusa | 4 | Inspiration, +3 dice to Craft rolls, +1 Honor | Must not contain anything but Furies, no male metis; don't even consort with Fury male metis. | |
The Medusae: Stheno | 4 | +1 Wisdom, Strength of Purpose, Strength 1, Stamina 1 | Must stand in as arbiter, especially in disputes between man and woman. Must seek out truth before judgment. | |
Tsetse Fly | 5 | Medicine 2, Mojo Curse | -1 Honor, must always gain revenge | |
Typhon | 5 | Brawl 3, Temp Rage* 3 per lunar cycle, +2 Glory -2 Wisdom | Must never pass up fight with worthy foe, spend time communing with storms | |
Walrus | 7 | +2 dice on Strength or Stamina roll (one member at a time), +2 Glory, +2 to soak against damage from the cold | Never hunt for ivory, punish those who kill for vanity | |
Weasel | 7 | Dexterity* 1, Dodge 1, +1 die of bite damage | Never show fear | |
Wendigo | 7 | Rage* 5 per lunar cycle, +2 Glory | Must always aid animistic people in need | |
Winter Manitous | 4 | Chill of the Early Frost, Stamina 1, Survival 1 | May not seek shelter from the storm until they have suffered frostbite | |
Wolverine | 6 | Stamina* 1, Rage* 1, can never run out of rage | Always use rage in battle, never show mercy to foe | |
Wyvern | 4 | Alertness 2, Primal-Urge 2, Sight from Beyond, Call of the Wyld | Must protect any caern | |
Wisdom Totems | ||||
Chimera | 7 | Umbral disguise, Enigmas 3, Perception 1, -2 difficulty to solve riddles/dream interpretation/enigmas, +2 Wisdom | Must seek enlightenment | |
Cockroach | 6 | -2 difficulties to rolls involving computers/electricity/science, +3 dice on rolls to activate Gifts affecting technology, enter Umbra and view data stored on media/streaming through cables | Don't kill cockroaches | |
Corn Maiden | 5 | Cookfire, +2 Wisdom, +3 dice on social rolls when dealing with humans when friendly/helpful | Help plant/harvest corn, offer corn to strangers in need | |
Dana | 8 | Sense the Unnatural, entrance listeners through taletelling/singing/howling, +3 dots to Ancestors, favor of Fianna/fae/Changelings | Hold a moot in her honor in each of the four seasons | |
Dolphin | 4 | Wisdom 1, Empathy 3, Charisma 2 | Prevent hunting of marine animals, stop water pollution | |
Dragonfly | 3 | Vigilance 2, Brawl 1 | Show patience in deliberation, act swiftly when decided. Protect dragonflies. | |
Epona | 4 | No penalty to Animal Ken/Ride rolls for Horses, -1 difficulty to cross the gauntlet, +3 dice to running rolls, +1 die of Stamina for long-distance running | Don't eat horseflesh, don't be cruel to equines | |
Fog | 5 | +1 die to Subterfuge/Stealth rolls, -1 difficulty to Occult/Enigmas rolls, Curse of Aeolus | If they reveal a secret to someone outside her sept, lose one WP permanently | |
Frog | 4 | Swimming 1, Sing Down the Rain, Dexterity 1 when leaping/sudden movements | Never harm frogs/amphibians, preserve wetlands | |
General Lee | 5 | Drive 2, Crafts 2 (Expertise: Repair), -2 difficulty to tricky/dangerous driving maneuvers, alpha gains intuitive knowledge of all American highways | Must tinker endlessly with their car | |
Goose | 3 | -1 difficulty to establish moon bridge, +1 die and difficulty 4 to Stam+Athletics to long running in lupus | -1 to stealth rolls | Rare among Wendigo |
Hare | 5 | Survival 2, Subterfuge 2, Athletics 1, Hare's Leap, -1 difficulty to swift runners | Spare his kin | |
Heron | 5 | +1 Wisdom, Enigmas 3, +3 dice to Cleansing/Purifying in Gaia's name, Open Seal | Must discover and lay bare serious secrets at least once a moon | |
Ibis | 5 | Merit: Eidetic Memory, +1 difficulty for magic used against them | Never harm a bird, seek out lost/forgotten lore | |
Jackal | 5 | Survival 2, Leadership 1, Blur of the Milky Eye, Ancestors 1 | Can't strike first blow or else suffer bad luck, cannot take Flaw: Jackal's Blood | |
Jaybird | 4 | Blissful Ignorance, Charisma 1, -1 difficulty to fool another with words | Each member must steal something once per lunar cycle. | |
Lyrebird | 5 | Expression 2, Subterfuge 2, Voice of the Mimic | Must dress in drab colors, never be center of attention, performance modest | |
Mammoth | 7 | Enigmas 2, Strength* 2, Summon the Great Beast once a season | Never be bullies, never seek power for its own sake | |
Mouse | 1 | Stealth 1, Tagalong | Stay in homid until joining a pack with Tagalong. | |
New World Trinity | 5 | +3 dice when using Gifts involving Persuasion, Wisdom of the Ancient Ways, Dreamspeak | Promote peace, seek justice, build communities | |
Orca | 6 | +2 dice to actions taken on/in water, Perception 1, Empathy 1, Primal-Urge 1, Pack-Link | Cannot spend time apart long, protect bodies of water | |
Otter | 4 | Can float on water indefinitely, swim at twice normal speed, +1 Wisdom | Maintain and save the sea | |
Owl | 6 | Premonitions of Danger, Umbral wings, +3 dice to Gift involving air/travel/movement/darkness, +2 Wisdom, favor of Striders. | Leave small tied/helpless rodents for Owl to find | |
Peyote | 7 | Gnosis* 2 per lunar cycle, Rituals 1, Enigmas 1 | Must take peyote once per season, uphold cultural values | |
Raven | 5 | Survival 1, Subterfuge 1, Enigmas 1, Wisdom +1, favor of Corax | Carry no wealth | |
Rooster | 3 | Sense Wyrm | Forbidden to eat domesticated animals. | |
Salamander | 4 | Stealth 2, Blissful Ignorance, each member able to exist in one scene per lunar cycle without breathable air | Seek atonement for any salamander killed accidentally, avoid causing harm to salamanders, protect lands where salamanders thrive | |
Salmon | 5 | Spirit Speech, Salmon Swim, -1 difficulty on Engima rolls | Protect and honor other spirits, must never refuse a call for aid | |
Soma | 5 | +3 to Enigmas dice, +1 to Rituals dice | Bad trips to those who seek her for selfish purposes | |
Sphinx | 7 | +1 Honor, Wits* 1, Enigmas 3 | Never refuse a riddle contest. | Only Garou with sharp wits/clever tongues |
Squirrel | 4 | Subterfuge 2, Knowledge 3 in any knowledges of choice, -1 Honor when earned, +1 Wisdom when earned. | Skittish and jumpy, always enter fox frenzy. | |
The Grandfather | 7 | +3 dice to add in any combination to social rolls once per lunar cycle, Strength* 1 when in combat on solid ground/on or inside a mountain. Athletics 2 when rock climbing. | Never be hasty judging others by race/social group/distinguishing factor except obvious enemies. | |
The Monkey King | 8 | Blur of the Milky Eye, Open Seal, -2 difficulty on evasion/escape rolls, Doppleganger can be purchased at level 3, Speed of Thought as Tribal gift, Abilities learning time is shortened. | Stand up for freedom, including spirits in fetishes. Also lose Honor if abandoning someone they've befriended/are responsible for. | |
The Trash Heap | 4 | Once per lunar cycle, will answer question; pack communication via garbage; Enigmas 2, Investigation 2 | Each full moon must declare a new giant trash heap as their home. Protect/carry out requests. | |
Themis | 6 | +1 Wisdom, Enigmas 1, Gnosis 1, Dreamspeak, prophesy. | No Glass Walkers | No Glass Walkers |
Toad | 6 | Medicine 3, Craft: Elixirs, Resist Toxin, Venom | -2 Appearance | |
Trout | 5 | Spirit of the Fish, -2 difficulties when swimming/escaping, +2 dice on Wits (one at a time) | Never take more fish than needed, learn to swim without benefit of his gifts. | |
Twister | 4 | Dexterity 1, Strength 1, Primal-Urge 2 | Must never leave residential area without some minor act of destruction. | |
Uktena | 7 | +3 dice to soak rolls in Umbra, shortened learn times on Engima/Occult/Rituals/Gifts/mystical knowledge, +2 Wisdom. | +1 difficulty on social rolls with interacting with non-Uktena/Wendigo Garou, must recover mystical lore/objects/places/animals from minions of the Wyrm. | |
Unicorn | 7 | 2x Normal sped in the umbra, -2 difficulty from healing/empathy rolls, +2 difficulty to harm other Garou. +3 dice when using Gifts of healing/strength/protection. +3 Wisdom. | Aid/protect the weak and exploited. | |
Wind Incarna: East Wind | 5 | 3 Gnosis points per lunar cycle, +1 difficulty to frenzy | Ban: Must meditate for one hour per week | |
Wind Incarna: South Wind | 5 | Eye of the Eagle, Stamina* 1 | Ban: Must meditate for one hour per week | |
Wind Incarna: North Wind | 5 | Occult 3, Enigmas 2 | Ban: Must meditate for one hour per week | |
Wind Incarna: West Wind | 5 | Meditation 3, 3 Willpower points per lunar cycle | Ban: Must meditate for one hour per week | |
Wind Incarna: Etheral Wind | 5 | -2 difficulty to step sideways | Ban: Must meditate for one hour per week | |
Winter Wolf | 7 | Stamina* 1, Survival 2, Primal-Urge 1, Animal Ken 1, 3 Willpower points per lunar cycle (must sacrifice one Gnosis) | Food should be left out in the harsher months for his kin |
* means it's granted to each pack member separately.