Totem |
Environment |
Advantages |
Disadvantages |
Traits |
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 |