Animal Totems
| Totem | Environment | Advantages | Disadvantages | Traints |
|---|---|---|---|---|
| Badger | Forest | +2 dice for Combat spells and Forest spirits | May go berserk in combat like Bear shaman | Curious, Fighter, Hunter, Fierce Defender of Property |
| Bat | Anywhere | +2 dice for Detection and Manipulation spells, +1 die for Spirits of the Sky | +2 to all magical TNs when in direct sunlight | Adaptable, Restless, Seeker |
| Bear | Forest | +2 for Health spells and Prairie spirits | May go berserk in combat. If physically wounded in combat make a Willpower (4) test. Berserk rage lasts for three turns. Every success on the willpower test subtracts a turn from the length of the rage. Rage can be avoided with 3 successes on the willpower test. A berserk bear will attack whoever is closest with his most powerful weapons. If target is incapacitated then the rage ends. | Slow Moving, Easy Going, Healers, Savage When Angered |
| Boar | Forest | +2 for Combat spells, +1 service from any summoned spirit for Combat purposes | -1 die for Illusion spells, Willpower (6) Test to withdraw from conflict | Aggressive, Territorial, Blatant, Not A Real Thinker |
| Buffalo | Plains | +2 for Health spells and Prairie spirits | -1 with Illusion spells | Healers, Helpers, Self-Sacrificing |
| Bull | Forest, Mountains, or Plains | +2 dice with Health spells, +1 die for Combat and Detection spells | Minimum Charisma 4 | Proud, Protector, Leader, Generous to Friends, Aggressive to Those Who Threaten Herd |
| Cat | Urban | +2 dice for Illusion spells and City spirits | +1 to all Mental target numbers if cat is not clean. Unwounded shaman makes a Willpower (6) test to cast a damaging spell. If this test fails, then the shaman must cast her least-damaging spell (at its minimum damage level and at 1/2 force). If wounded, then ignore and cast at will. | Vain, Sly, Clean, Aloof, Toy with Prey |
| Cheetah | Savannah | +2 dice for Combat spells and Savannah (Prairie) spirits | -1 die for Health spells, minimum Reaction of 4 | Fast, Multi-skilled, Warrior |
| Cobra | Jungle | +2 dice for Combat and Illusion spells, +1 die for Jungle (Forest) spirits | If surprised, shaman adds +1 TN modifier to All TNs for the remainder of that combat | Deliberate, Careful Thinker, Stealthy |
| Coyote | Anywhere on land | None | None | Unpredictable, Trickster, Curious |
| Crab | On or by the sea | +2 dice for Sea spirits, +1 die for All Damage Resistance Tests (including Drain) | -1 die for Illusion spells, Willpower (6) Test to change mind, this requires a Complex Action | Grumpy, Steadfast in His Ways, Work Focused Little Play |
| Crocodile | On or by the sea | +2 dice for Combat spells and Sea spirits, +1 die for Illusion spells | May go berserk like a Shark shaman | Savage Hunter, Wanderer |
| Dog | Urban | +2 dice for Detection spells and Field and Hearth spirits | Willpower (6) Test to change declared course of action or mind. This requires a Complex Action | Loyal, Generous, Stubborn, Savage Defender of Home and Friends |
| Dolphin | On or by the sea | +2 dice for Detection spells and Sea spirits | -1 die for Combat spells | Playful, Wise, Protectors, Helpers, Anti-Evil |
| Dove | Forests and Savannah | +2 dice for Health spells, +1 die for Detection spells and Spirits of the Sky | Cannot cast Combat spells, Willpower (6) Test to purposefully inflict harm on a metahuman | Peaceful, Mediator, Martyr |
| Eagle | Mountains | +2 dice for Detection spells and Spirits of the Sky | Double Essence loss for Cyberware | Noble, Proud, Solitary, Naturalist |
| Elk | Plains, Forest, Tundra | +2 dice for Spirits of the Land, +1 die for Health spells and Spell Defense | -2 dice for Combat spells | Gentle, Wise, Protector, Majestic |
| Fish | On or near water | +2 dice for Detection spells and ONE spirit of the Waters (shaman's choice) | -1 die for Combat spells | Clever, Quick, Insightful |
| Fox | Anywhere on land | +2 dice for Illusion spells and any ONE Spirit of the Land or Man (shaman's choice) | -1 die for Combat spells, Willpower (6) Test to spare fallen enemy | Sly, Clever, Thief, Trickster |
| Gator | Swamp, River, or Urban | +2 dice for Combat and Detection spells. As wilderness totem, +2 to Swamp, Lake, or River spirits (shaman's choice), as Urban totem +2 to City Spirits | -1 die for Illusion spells, Willpower (6) Test to break off fight or conflict | Lazy, Bad Tempered, Glutton, Good Fighter |
| Gecko | Anywhere | +2 dice with Illusion OR Manipulation spells (shaman's choice), +1 die with resisting any kind of poison. | -1 die for Combat spells | Fast, Adaptable, Trickster, Hardy |
| Goose | Anywhere near water | +2 dice for Detection spells, +1 die for Combat spells, +1 die for a single spirit of Land, Sky, or Water (shaman's choice) | +2 to all Magical TNs away from home city or region. Takes 28 days to reset home | Proud, Territorial, Loud When Bothered |
| Horse | Prairie | +2 dice with Health Spells and Prairie spirits. Horse Shaman Initiates can attempt to learn the Movement critter power as a Metamagic | -1 die resisting Combat or Illusion spells (choose at character creation) | Swift, Noble, Strong, Loves Her Freedom |
| Hyena | Savannah | +2 dice for Combat spells and Banishing any spirit | -1 die for Health spells, Willpower (6) Test to perform any action with no benefit to self | Aggressive, Cunning, Easily Angered, Self Serving |
| Jackal | Savannah | +2 dice for Detection and Illusion spells and Savannah (Prairie) spirits | -1 die for Combat spells | Selfish, Thief, Unconventional, Stealthy |
| Jaguar | Jungle | +2 dice for Detection spells and Forest spirits | -1 die for Health spells | Jack of All Trades, Stealthy, Stalker |
| Leopard | Forest and Savannah | +2 dice for Combat and Health spells and all nature spirits at night | -1 die for resisting illusion spells | Fast over Short Distances, Loner, Fierce When Cornered, Easily Angered, Intensely Protective of Family |
| Lion | Prairie | +2 dice for Combat spells and Prairie spirits | -1 die for Health spells | Powerful, Noble, Brave, Protective of Family, Proud |
| Lizard | Desert, Forest or Mountain | +2 dice for Health spells and for Desert, Forest, or Mountain spirits (shaman's choice) | +2 to all TNs in tight quarters. When trapped with no clear view of the sky, shaman must make Willpower (6) Test or fly into panic for 3 turns, -1 per success. Shaman will do everything to escape. | Lazy at Times, Can Move Quickly, Thoughtful in Stillness |
| Monkey | Forest | +2 dice for Manipulation spells and Spirits of Man | -1 die for Combat spells | Clever, Playful, Good Climber, Enjoys Taunting People |
| Mouse | Urban or Fields | +2 dice with Detection and Health spells and for Hearth and Field spirits | -2 dice for Combat spells | Clever, Resourceful, Curious, Likes To Collect Things |
| Otter | On or near water | +2 for Illusion spells and for River or Sea spirits (shaman's choice) | -1 die for Combat spells | Playful, Clever, Energetic, Enjoys Playing Tricks |
| Owl | Anywhere | +2 dice for Sorcery and Conjuring at night | +2 to ALL magical TNs during daytime | Wise, Nocturnal, Loner, Hunter |
| Parrot | Jungle | +2 dice to Illusion spells and Jungle (Forest) spirits | +1 modifier to all magical TNs if Parrot's magical actions aren't witnessed by someone who could be impressed by it. | Wise Guy, Show Off, Egotistical |
| Polecat | Anywhere on land | +1 die for Combat spells (+2 dice at Night), +2 dice for Spirits of the Land | -1 die for Health spells, Willpower (6) Test to break off single-minded attack on opponent in combat. They go until opponent is downed, ignoring other enemies | Clever, Good Hunter, Sleek, Plays Rough |
| Prairie Dog | Anywhere on land | +2 dice for Detection spells and Spirits of the Land, +1 die for Illusion spells | -2 dice for Combat spells, minimum Charisma of 4 | Friendly, Playful, Loves Having Large Group of Friends |
| Puma | Any Isolated Wilderness except Desert | +2 dice for Illusion spells and Mountain spirits | +2 to All Magical TNs when in direct sunlight or crowds. | Loner, Stalker, Nocturnal Hunter |
| Python | Jungle | +2 dice for Health and Control Manipulation spells and Jungle (Forest) spirits | Willpower (6) Test to break off combat or other sustained activity. | Slow, Strong, Hardy |
| Raccoon | Anywhere but the Desert | +2 dice for Manipulation spells and City spirits | -1 die for Combat spells | Cunning, Thief, Curious |
| Rat | Urban | +2 dice to Detection and Illusion spells and City spirits | -1 die for Combat spells | Thief, Selfish, Coward, Dirty |
| Raven | Anywhere under an open sky | +2 dice for Manipulation spells and Sky spirits | +1 to All Magical TNs while not under an open sky | Loves Food, Trickster, Opportunistic |
| Scorpion | Desert | +2 dice for Combat and Illusion spells. May milk venom from any scorpion type, scorpion venom never does more than Light damage to them | +2 to All Magical TNs during day, irritable and depressed when away from desert for +1 to shaman's magical TNs per day up to +6 | Swift Killers, Poisonous and Deadly, Fearless |
| Shark | On or by the sea | +2 dice for Combat and Detection spells and Sea spirits | When wounded or is they kill an opponent, Shark can go berserk. Berserk rage lasts for three turns. Every success on the Willpower (4) test subtracts a turn from the length of the rage. Rage can be avoided with 3 successes on the willpower test. A berserk shark will attack whoever is closest with his most powerful weapons. Shark can choose to attack body of last victim instead of a living person. | Merciless, Frenzied Attacker, Fierce |
| Snake | Anywhere on land | +2 dice for Detection, Health and Illusion spells. As a wilderness totem, +2 dice for any one Spirit of the Land (shaman's choice), as an urban totem, +2 dice for any one Spirit of Man (shaman's choice) | -1 die for ALL spells cast during combat | Wise, Pacifist, Loves Learning Secrets |
| Spider | Quiet Dark Places where others seldom look | +2 dice for Illusion spells, +1 die for all nature spirits | +2 to ALL Magical TNs when in open away from immediate shelter, +1 to ALL TNs if Spider Shaman doesn't have time to plan and consider a situation. | Patient, Symbol of Change and Cycle of Life |
| Stag | Forest | +2 dice to Health and Illusion spells and Forest spirits | -1 die for Manipulation spells | Swift, Noble, Wise, Proud |
| Turtle | On or near water | +2 dice for Illusion spells and ONE Spirit of the Waters (shaman's choice) | -2 dice for Combat spells | Detached, Doesn't Protect Others, Lack of Curiosity |
| Whale | On or near the sea | +2 dice for Combat spells and Sea spirits | -1 die for Illusion spirits | Loyal, Slow to Anger, Must Keep Oaths, Protector of Friends, Fierce Fighter When Attacked |
| Wolf | Forest, Prairie, or Mountains | +2 dice with Combat and Detection spells and Forest, Prairie, or Mountain spirits (shaman's choice) | May go berserk like a Bear shaman | Hunter, Warrior, Loyal |
page revision: 9, last edited: 27 Jul 2009 17:55





