Totems

"The calling of magic has many faces..."


The majority of these totems were originally created by Berin Kinsman and published in White Wolf issue #30. Personally I have had a hard time tracking them down on the web, so I have created this site, so that others will not have to search too hard.

I did create the Orca and Pigeon Totems. More will hopefully be added over time.


ARMADILLO

Characteristics: Armadillo is centered; his armor is a thorough knowledge of self, so he waddles casually through life, taking it as it comes.

Favored Environment: Desert

Advantages: +2 dice for Transformation Manipulation Spells; +2 dice for conjuring Desert Spirits. Initiates gain +2 dice for one Centering skill (Shaman's choice).

Disadvantages: Armadillo is not very aggressive, preferring a good defense to a good offense. Subtract one die from all combat spells.

 

BADGER

Characteristics: Badger is aggression incarnate, assertive in everything he does, whether it's business or pleasure. He tends to have a short fuse; Badger loves a fight, but is a clever, canny warrior who's often underestimated.

Favored Environment: Anywhere in the Wilderness.

Advantages: +2 dice to all Combat and Detection Spells; +2 dice for conjuring one type of Spirit of the Land (Shaman's choice).

Disadvantages: Badger is bad medicine to those who oppose him, and sometimes poses a danger to himself. He is single-minded, even more so than Dog. A Badger Shaman must make a Willpower Success Test with a Target Number of 6 to change his plans or tactics, or break off any action, including attacks!

 

BEAVER

Characteristics: Beaver is a workaholic. Ever-diligent, he is goal-oriented, and works best in groups.

Favored Environment: Forest, near water.

Advantages: +2 dice for Transformation Manipulation Spells; +2 dice for conjuring Spirits of the Land, or Spirits of the Water (Shaman's choice).

Disadvantages: Beaver only fights in self-defense; subtract one die from all Combat Spells.

 

BUFFALO

Characteristics: In many Native American cultures, Buffalo is the most Sacred of all Totems. He is the generous, self-sacrificing provider. Where Buffalo walks, those who follow prosper.

Favored Environment: Prairie

Advantages: +2 dice to Health and Manipulation Spells; +2 dice when conjuring Spirits of the Land.

Disadvantages: Buffalo is uncomfortable in Urban settings. +1 to all Target Numbers (even non-magical ones) when away from the Wilderness. Subtract one die when conjuring Hearth or Field Spirits; he can not under any circumstances conjure a City Spirit! Also, Buffalo is inextricably tied to North American legend; -2 dice for all Sorcery and all Conjuring when not on that continent.

 

DEER

Characteristics: Deer is a creature of gentleness and love. While skittish in hostile situations, she often succeeds where violent means fail.

Favored Environment: Forest

Advantages: +2 dice to Detection and Manipulation Spells; +2 dice for conjuring Forest Spirits.

Disadvantages: Subtract 2 dice from all Combat Spells. Deer is not a warrior!

 

DOLPHIN

Characteristics: Dolphin is a creature of pure joy, flowing freely through the ocean. He is a healer, like Bear, and does not fail to aid someone in distress without good cause.

Favored Environment: On or by the sea.

Advantages: +2 dice for Health and Detection Spells; +2 dice for conjuring Sea Spirits.

Disadvantages: Dolphin is to the sea what Eagle is to the land: a fearless defender who takes any risks to stop those who despoil the oceans for profit. He also shares Eagles distrust of technology; double all Power Losses for adding cyberware, due to psychological impact.

 

FOX

Characteristics: Fox is elusive and cunning. While his intentions are often noble, he is not above using treachery and intrigue to attain his goals.

Favored Environment: Anywhere in the Wilderness.

Advantages: +2 dice to Detection and Illusion Spells; +2 dice for conjuring any one Spirit of the Land (Shaman's choice).

Disadvantages: Fox hates to be outwitted; +1 to all Target Numbers (magical and non-magical) against, or in presence of, someone who has recently gotten one up on him. The only way to clear this is for the Fox Shaman to again best his clever rival. Of course, this can escalate...

 

FROG

Characteristics: Frog is a healer. His croaking sings of harmonious life, and calls to the Thunder Beings to bring cleansing rains to the earth.

Favored Environment: In and around fresh water.

Advantages: +2 dice for all Health Spells; +2 dice for conjuring Lake and Swamp Spirits; +2 dice for conjuring Wind Spirits.

Disadvantages: Frog is a passive creature, preferring to sit on a log and wait for prey to get close enough to strike at. Subtract one die from Combat and Detection Spells.

 

HORSE

Characteristics: Horse is iron-willed and physically powerful. He values his friends and allies., but only runs with those he feels are strong. When horse runs, he waits for no one.

Favored Environment: Anywhere.

Advantages: +2 dice to Combat Spells; as an Urban Totem, +2 dice for conjuring either City or Field Spirits (Shaman's choice); as a Wilderness Totem, +2 dice for conjuring Prairie Spirits.

Disadvantages: Horse is considered an Urban Totem only in those cities where Mounted Police or horse-drawn carriages are still in use. Like Bear and Wolf, Horse goes berserk when wounded. Make a Willpower Success Test with a Target Number of 4. He goes berserk for three rounds, minus the number of successes. Someone very close to the Shaman, like a trusted friend, lover, or family member, may also try to calm him; again a Willpower test is made, with a Target Number equal to the Shaman's Willpower. The successes of the Shaman and the aide are cumulative.

 

LIZARD

Characteristics: Lizard is lazy, and takes action only when he really has to. He prefers to lie in the sun and contemplate the nature of reality. As such, he is a wise counselor, privy to many secrets. Lizard is also a wise healer of now small talents.

Favored Environment: Anywhere in the Wilderness.

Advantages: +2 dice for Healing, Illusion, and Detection Spells; +2 dice to Astral Pool.

Disadvantages: Lizard does not like to fight. Subtract one die from all Combat Spells. At night, and in cold weather, Lizard Shamans suffer a +1 to all Target Numbers due to increased lethargy.

 

MOUSE

Characteristics: Mouse is timid, but curious and adventuresome. She has a keen eye for detail, and spends much of her time collecting things, whether it's objects that catch her fancy, or bits of information. Mouse may seem to be a hoarder, but is really a master organizer, filing things away for further study.

Favored Environment: Urban, Prairie or Forest.

Advantages: +2 dice for Detection Spells; as an Urban Totem, +2 dice for conjuring Hearth Spirits. As a Wilderness Totem, +2 dice for conjuring Prairie or Forest Spirits (Shaman's choice).

Disadvantages: Unlike Rat Shaman's, Mouse Shamans are meticulously clean, to the point of getting on other people's nerves. Mouse prefers subtlety to overt action. -1 die to all Combat Spells. If wounded, Mouse Shamans must make a Willpower Success Test with a Target Number of 4. If she fails, she runs away as quickly as possible.

 

OPOSSUM

Characteristics: 'Possum is lazy, and hates any form of physical or mental exertion. He is a sort of passive Trickster, confusing his enemies with misdirection. Even though Opossum is a carnivore, he'd rather "win" by lying down and playing dead than by using his sharp claws and teeth.

Favored Environment: Forest, Mountains and Swamps.

Advantages: +2 dice to Detection and Illusion Spells; +2 dice for conjuring Forest, Mountains, and Swamp Spirits (Shaman's choice).

Disadvantages: 'Possum can get a little overcautious at times, overestimating an opponent or the difficulty of a 'run. Opossum Shamans suffer suffer a +1 Target Number for all Detection and Combat spells.

 

ORCA

Characteristics: Orca is the loathsome hunter, always roaming from place to place, always alone. He is the mysterious stranger that leaves just as people are beginning to know him and possibly like him.

Favored Environment: Coastal areas, always moving.

Advantages: +2 dice to Illusion spells; +1 die to Combat spells; +2 dice to conjuring Sea Spirits.

Disadvantages: Orca feels the need to move a lot and almost never makes friends for long, preferring to be a loner. He must move at least 2 times a year. He also tends to have a rough and sometimes dreadful look about him, inspiring fear in others that would be his friends.

 

OTTER

Characteristics: Playful Otter fears nothing, because she takes nothing seriously. While not a Trickster, she is fond of harmless practical jokes. Otter does not engage in anything not related to her own survival unless it promises to be good for a few laughs.

Favored Environment: On or near water.

Advantages: +2 dice for Illusion and Manipulation Spells; +2 dice for conjuring Spirits of the Waters.

Disadvantages: Otter becomes bored easily. If the thrills and excitement slow down too much, the Otter Shaman must make a Willpower Success Test with a Target Number of 4. Failure means the Shaman becomes distracted, and suffers a +1 to all Target Numbers, magical and non-magical, pertaining to her original objective. It takes another Willpower Test, with a Target Number of 6, to get back on track.

 

PIGEON

Characteristics: Pigeon sees and hears all within the urban environment. He is the eternal watcher, always observing just arms out of harm's way. Pigeon must gather all the knowledge that he can and share it with others. When danger does present itself, if pigeon is outnumbered he will flee, otherwise he will half heatedly fight.

Favored Environment: Any large urban environment.

Advantages: +2 dice for Detection spells only in cities: +1 conjuring city spirits

Disadvantages: Pigeon will not fight, unless he has strength in numbers. Anytime he is involved in a confrontation that his side is outnumbered, he must make an immediate Willpower Test at a Target Number of 4, modified by the difference between the two sides. If he fails he will then flee, otherwise he may stand and fight. Pigeon is -1 die when casting spells in combat. Also he must gather information at any given opportunity, so long as he does not risk personal harm. Pigeon can not keep a secret for long.

 

SKUNK

Characteristics: Skunk is an amiable fellow with a fearsome reputation. He is a loyal and faithful friend to those who know him, but strangers are loath to come near him.

Favored Environment: Forest

Advantages: +2 dice to Manipulation Spells; +2 dice for conjuring Forest or City Spirits (yes, this is a Wilderness Totem, but consider what garbage smells like...).

Disadvantages: Skunk's reputation may be for great preventive medicine, but it can also be a bad rap in certain situations. He only sprays that odoriferous musk when threatened. Skunk Shamans are actually quite clean and tidy, go for tres chic clothes and are quite skillful when dealing with members the opposite sex. Shamans subtract 2 dice from Charisma when first dealing with someone who knows their Totem.

 

SQUIRREL

Characteristics: Squirrel is highly intelligent as well as agile. He spends much of his time planning for the future, and never goes into anything unprepared. Squirrel's friends often find he has made arrangements to cover contingencies the never even considered.

Favored Environment: Urban or Forest.

Advantages: +2 dice for Detection Spells; as an Urban Totem, +2 dice for conjuring City Spirits; as a Wilderness Totem, +2 dice for conjuring Forest Spirits.

Disadvantages: Squirrel Shamans allow themselves very little free time. They're either busy investing the money earned from one Shadowrun, or getting ready for the next one. Squirrel is very practical; subtract one die from Illusion Spells.

 

SWAN

Characteristics: Swan is graceful and charismatic. She can also be egocentric and fickle. Swan enjoys being the center of attention, and does her best to gain that position and hold it.

Favored Environment: In and around fresh water.

Advantages: +2 dice for Illusion and Manipulation Spells; +2 dice for River and Lake Spirits.

Disadvantages: Swan Shamans demand a High lifestyle or better. They are often performers, divas or prima-ballerinas living in sheltered world. Swan likes things neat and orderly; subtract 1 die from Combat Spells, since such things are unsettling and messy.

 

TURTLE

Characteristics: Native American mythology equates Turtle to Mother Earth; legends tell that North America rests on her back. She is protector and healer, nurturing to those who have been physically or emotionally wounded.

Favored Environment: Urban, and anywhere in and around water.

Advantages: +2 dice to Detection and Health Spells; as an Urban Totem, +2 dice for conjuring City Spirits. As a Wilderness Totem, +2 dice for conjuring any one Spirit of Water (Shaman's choice).

Disadvantages: Like Gator, Turtle is an Urban Totem because of popular mythology about large mutant turtles living in the sewers of great metroplexes. Turtle Shamans never turn away someone in need without good reason. Like Eagle and Dolphin, Turtle dislike technology, and those who pollute the land and waters. Double all Power Losses caused by adding cyberware.

 

WEASEL

Characteristics: Weasel is agile, wiry-muscled and possessed of a cunning mind. A loner who follows no code of honor, all he concerns himself with is the fulfillment of his own desires. Nothing is below Weasel; he lies, steals, cheats and would even sell his own grandmother to get what he wants.

Favored Environment: Forest

Advantages: +2 dice to Combat and Detection Spells; +2 dice for conjuring Forest Spirits.

Disadvantages: Weasel often overestimates himself. In combat, or any situation where a Weasel Shaman is losing, he must make a Willpower Success Test with a Target Number 4 to back off.


Back to the rules page Last Updated 11.21.2000