Idol Totems
| Totem | Environment | Advantages | Disadvantages | Traints |
|---|---|---|---|---|
| Adversary | Everywhere | +2 dice with Combat and Manipulation spells. | If wounded, berserk like Bear. Willpower (8) Test to be friendly and civil to authority figures. | Rebel, Cruel, Proud, Willful, Cynic |
| Bacchus | Anywhere on land | +2 dice for Illusion spells, +2 dice for Spirits of Man | Willpower (6) Test to continue on course of action if something more interesting, prettier, or relaxing presents self. -1 Perception die modifier in presence of beauty, art, music, etc. | Passionate, Enjoys Partying, Easily Distracted, Not Good with Long Term Obligations |
| Creator | Urban or Forest | +2 dice for Enchanting, +1 die for Heath and City Spirits | -1 die for Combat Spells. Willpower (4) Test to avoid immediately astrally perceiving something new or unique, distracted for 3 Turns, -1 Turn per success, 3+ allows them to ignore impulse | Enjoys Creating Things, Trusting, Not familiar with deceit |
| Dark King | Natural Caves | +2 dice for Health Spells and Spirits of Man | Must sacrifice 1 point from a starting Physical Attribute | Grim, Dark, Secretive, Physically Weak From Suffering, Symbol of Underworld |
| Dragonslayer | Anywhere on land | +3 dice for Combat spells, +1 die for Hearth Spirits | -1 die for Illusion and Detection spells. | Heroic, Fun-loving, Honorable, Respectful |
| Fire Bringer | Urban | +2 dice for Detection and Manipulation spells and Spirits of Man | -1 die for Illusion spells | Kind, Humanitarian, Creator |
| Great Mother | Anywhere | +2 dice for Health Spells and Field, Forest, and all Spirits of the Waters | -2 dice in the presence of corruption | Generous, Healer, Protective of Family, Strict Moral Code |
| Horned Man | Anywhere on land | +2 dice for Combat spells and Spirits of the Land | Willpower (6) Test to refuse a fight or physical contest, must make Willpower Test vs. twice seducer's Charisma to refuse advances. | Wild, Fertile, Instinctive, Masculine |
| Lover | Urban | +2 dice for Illusion and Control Manipulation spells, +2 dice for Spirits of the Waters | Minimum Charisma of 6 | Beautiful, Jealous, Irrational, Proud, Vain, Typically Female |
| Moon Maiden | Anywhere | None | None | Moody, Emotional, Ever-Changing, Mysterious, Symbol of Night Sky, Mostly Female Followers |
| Sea King | Anywhere near the sea | +2 dice for Manipulation spells, +2 dice for Sea Spirits | -1 die for Combat spells, may play Sea Legs Flaw for RP purposes | Ever-Changing, Ruler of Sea, Generous, Great Temper when Angered |
| Seductress | Urban | +2 dice with Illusion and Control Manipulation spells, +2 dice for Spirits of Man | Minimum Charisma of 6, Willpower (6) Test to resist a vice or corruption when offered | Jealous, Greedy, Corrupt, Exploits Others |
| Siren | Sea | +2 dice for Illusion and Control Manipulation spells, +2 dice for Sea Spirits | Minimum Charisma of 6, +1 spellcasting TN modifier when attacked by more than one foe. | Manipulator, Enjoys Sacrificial Rites, Loves to Destroy Others |
| Sky Father | Anywhere under open sky | +2 dice for Detection and Manipulation spells, +2 dice for Storm Spirits | +2 to All TNs if entrapped or bound in any way. | Counterpart of Great Mother, Observant, Patriarchal |
| Trickster | Anywhere | None | None | Clever, Deceptive, Prankster, Thief, Master of Disguise |
| Wild Huntsman | Forest, Mountains, or Plains | +2 dice for Detection and Illusion spells and Storm Spirits | May go berserk in the same manner as Bear | Artistic, Mystical, Unpredictable, Half Crazy, Shaggy |
| Wise Warrior | Urban | +2 dice for Combat and Detection spells, +2 dice for resisting all damaging spells | -1 die for Illusion spells | Warrior, Strategic, Wise, Honorable |
page revision: 7, last edited: 27 Jul 2009 16:23





