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
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