Chicago - Totem
Verfasst: 24 Nov 2014 02:53
Hallo ihrs, da ich dank der Bahn heute eine Menge Zeit in Bahn und Bus hatte, hab ich schonmal ein wenig die Totems durchstöbert und ein paar rausgeschrieben. Die Tage folgt mal eine Geschichte zu einem, aber hier mal die Totems, die ich bzw. mein Charakter ganz interessant findet:
(aus dem Uktena Tribebook)
Gila Monster
Background Cost: 7
Traits: Packs receive the Gifts: Venom and Implacable
Grip.
Ban: Gila’s torpid nature rubs off on his packs.
They receive a -1 penalty on Initiative rolls; in cold
conditions the penalty is -2.
(aus dem Shadowlord Tribebook)
Crow
Background Cost: 2
Traits: Packs of Crow gain two points in Alertness
and Subterfuge and one point in Etiquette.
Ban: Crow asks that his children remain loyal
to those they serve. He does not expect this from
children whose leaders treat them poorly, however,
or whose leaders are corrupt. In these instances,
Crow asks his children to find a way to remove those
leaders from power, and to replace them with others
who are worthy of his children’s respect. If this is
not possible, Crow never punishes loyalty.
Bat
Background Cost: 5
Traits: Bat’s children gain three dots of Enigmas,
and each may use the Gift: Ears of the Bat once
per day for the duration of a scene. Each pack
member’s Perception increases by one permanently,
even if this would raise the rating above 5. Pack
members also gain two points of Wisdom.
Garou with this totem are well regarded by
many Fera, particularly those in Central and South
America. However, Garou look upon Bat and his
children with suspicion, meaning that all pack
members lose five points of temporary Honor (if
they have that many) and subtract one from any
temporary Honor Renown awards they receive. The
pack members must work harder to prove that they
are honorable.
Ban: Bat demands that his children never fight
with Gaia’s other children — including other Gaian
Garou. Even ritualized or honorable combat is forbidden.
His followers simply need to find other ways
to resolve disputes.
(aus dem Glasswalker Tribebook)
The Monkey King
Background Cost: 8
Traits: A stealthy escape artist, the Monkey
King teaches his students the Gifts Blur of the
Milky Eye and Open Seal, and they receive a -2
difficulty bonus on all evasion or escape rolls. They may
also purchase Doppelganger as a Level 3 Gift, and may
learn Speed of Thought as though it was a Glass Walker
Gift. Having learned under the Taoist wizard, the
Monkey King is an excellent teacher and his students
may purchase Abilities with one less experience point
than normal. (The minimum cost remains one.)
Ban: The Monkey King is a rebel spirit, and
demands that his students never stand for the
curtailing of another’s freedom. Although he
allows for imprisonment of servants of the Centipede
(Wyrm) he will not tolerate forcing a
spirit into servitude within a fetish. This also
includes human’s rights, and he is fond of Glass
Walkers interested in political
causes such as freedom of speech
or oppressed peoples.
The Monkey King also
never forgot the monkeys
whom he first ruled, his students
lose Honor if
they abandon
someone they
have befriended
or
are responsible
for.
Clashing Boom-Boom
Background Cost: 8
Traits: Clashing Boom-Boom’s
children each gain two dice to their
Firearms and Melee Skills. No target
is ever impossible to hit, as long as it
can be seen; the maximum difficulty
for any roll involving weapons is 8.
Her children are also taught the art of
warfare, and instinctively know how
to properly use any weapon they hold.
In addition, she conveys some knowledge
of tactics: her children can
make untrained Leadership rolls
with no penalty, just as if Leadership
were a Talent. Clashing
Boom-Boom also ensures her
children’s weapons never jam.
Ban: Clashing Boom-Boom
is a harsh mother to follow. As a
military commander, she is free to
issue orders and when she does
she expects to be obeyed. Refusing
a direct order can be grounds for
dismissal; acting against her orders
may be considered treachery.
She will fire upon traitors.
(aus dem Red Talon Tribebook)
Badger
Background Cost: 7
Traits: Packs that follow Badger may call upon
Stealth 2 and the Metis Gift: Burrow. Each member of
the pack gains one dot of Stamina. The pack may draw
on 5 points of Rage per story.
Ban: Followers of Badger may not make their
homes in pre-constructed dwellings, but must either
sleep in the wild or build their own homes.
Wolverine
Background Cost: 6
Traits: Wolverine grants his children a permanent
point of Stamina to make them harder to fell in battle.
Also, he grants each of them a vision of his own Rage-filled
heart, granting them each a dot of Rage that can never be
spent or lost. Children of Wolverine, therefore, will never
lose the wolf or run out of Rage in combat. If his children
live long enough to reach sufficient rank, he might also
teach them the Gift: Mother’s Rage (see above).
Ban: Wolverine’s children must always spend
Rage in combat and never show mercy to their foes.
(aus dem Bonegnawer Tribebook)
Jackal
Background Cost: 5
Traits: Garou who follow Jackal gain Survival2, Leadership
1, and the Gift: Blur of the Milky Eye. Each Garou in
the pack also gets one dot in the Ancestors Background.
Even Bone Gnawers and Silent Striders get this benefit, but
this requires them to travel on an Umbra! quest once each
year (with or without their pack) to relieve a major experience
of this ancestor. Over the course of the chronicle, the
Storyteller must create a background and backstory for this
bygone Jackal pack from the days of Ancient Khem or the
nights of Northern Africa before the Concord.
Ban: Jackal rarely strikes the first blow in any fight; he
waits for others to kill. If attacked, he will defend himself, but
followers of this tOtem prefer to wait and feast off the victims
that remain. That doesn't prevent them from taunting a foe
into attacking them or commanding others to attack, but as
"true scavengers," they prefer to exploit the martial talents of
stronger Garou. After the fall of Khem, followers of Jackal
have also been known for their bad luck. Some believe this
"losing streak" began when Jackal packs failed to recapture
the Kingdom of Khem from the Wyrm's minions.
In a pack ofJ ackals, if a pack member strikes the first blow
in a fight, the Storyteller can place some form of idol or marker
in front of the player representing him. While that player has
the idol, he is immune to the Ban: he can continue to strike
first in combat. However, the player's character is destined to
have a streak of bad luck. Within three game sessions, the
Storyteller can take the idol back to turn one successful die
roll into a botch. After three game sessions, if the player still
has the idol, the Storyteller takes it back without invoking
this portion of the ban. Regardless of this curse, Jackal packs
usually choose one warrior in their pack to strike the first blow
- and suffer the consequences - for the good of the pack.
Garou in a Jackal pack cannot take the Flaw: Jackal's Blood.
Hyena
Background Cost: 4
T raits: All of Hyena's companions- no one can truly
"follow" Hyena - gain Primal-Urge 2 and Subterfuge 2.
After becoming fostern (rank two Garou), each member of a
hyena pack gains the Bone Gnawer Gift: Laugh of the Hyena.
They may draw on four extra Willpower points per story.
Ban: Though Hyena is wise and clever, her ways are not
the Garou's, and it's dangerous for werewolves to attach
themselves too closely to her. Werewolf packs dedicated to
Hyena are plagued by a creeping madness, one that intensifies
when they drift from the company of other Garou. Each
morning, each Garou in a Hyena pack must roll Willpower
against a difficulty of8. If the Garou has spent at least a day
within the bawn of a caem during the last month, the
difficulty for this roll is reduced to 6. On a failed roll (that is,
lacking even one success), the character becomes subject to
a delusion or dementia devised by the Storyteller for the rest
of the day. These delusions often apply to potential victims
or potential oppressors (such as elders) and should include
some clever variety of poetic justice.
(aus dem Players Guide)
Fog
Background Cost: 5
Traits: Children ofFog may add an extra die to Subterfuge
and Stealth Dice Pools. They also receive -1 difficulty
to all Occult and Enigmas rolls and gain the Gift: Curse of
Aeolus.
Ban: If a child ofFog reveals asecret to someone outside
her sept, she loses one Willpower point permanently.
Fox
Background Cost: 7
Traits: To help his children baffle and confuse their
enemies, Fox teachesStealrh 2, Subterfuge 3 and Streetwise 2.
He also grants each of his children a point in Manipulation.
Ban: The only limitation Fox gives his children is that
they must never participate in a fox hunt and, if possible,
always help any foxes encountered during such a hunt.
However, Fox's children are viewed as untrustworthy, and
they receive one temporary Honor less from any Honor
awards.
Bei den Natur/Tiergeistern wäre mein Char sofort dabei, bei solchen wie etwa Clashing Boom Boom müsste man erst mal noch etwas Überzeugungsarbeit leisten - wäre aber allgemein dafür, dass wir die Totemsuche ausspielen, ich mag sowas
(aus dem Uktena Tribebook)
Gila Monster
Background Cost: 7
Traits: Packs receive the Gifts: Venom and Implacable
Grip.
Ban: Gila’s torpid nature rubs off on his packs.
They receive a -1 penalty on Initiative rolls; in cold
conditions the penalty is -2.
(aus dem Shadowlord Tribebook)
Crow
Background Cost: 2
Traits: Packs of Crow gain two points in Alertness
and Subterfuge and one point in Etiquette.
Ban: Crow asks that his children remain loyal
to those they serve. He does not expect this from
children whose leaders treat them poorly, however,
or whose leaders are corrupt. In these instances,
Crow asks his children to find a way to remove those
leaders from power, and to replace them with others
who are worthy of his children’s respect. If this is
not possible, Crow never punishes loyalty.
Bat
Background Cost: 5
Traits: Bat’s children gain three dots of Enigmas,
and each may use the Gift: Ears of the Bat once
per day for the duration of a scene. Each pack
member’s Perception increases by one permanently,
even if this would raise the rating above 5. Pack
members also gain two points of Wisdom.
Garou with this totem are well regarded by
many Fera, particularly those in Central and South
America. However, Garou look upon Bat and his
children with suspicion, meaning that all pack
members lose five points of temporary Honor (if
they have that many) and subtract one from any
temporary Honor Renown awards they receive. The
pack members must work harder to prove that they
are honorable.
Ban: Bat demands that his children never fight
with Gaia’s other children — including other Gaian
Garou. Even ritualized or honorable combat is forbidden.
His followers simply need to find other ways
to resolve disputes.
(aus dem Glasswalker Tribebook)
The Monkey King
Background Cost: 8
Traits: A stealthy escape artist, the Monkey
King teaches his students the Gifts Blur of the
Milky Eye and Open Seal, and they receive a -2
difficulty bonus on all evasion or escape rolls. They may
also purchase Doppelganger as a Level 3 Gift, and may
learn Speed of Thought as though it was a Glass Walker
Gift. Having learned under the Taoist wizard, the
Monkey King is an excellent teacher and his students
may purchase Abilities with one less experience point
than normal. (The minimum cost remains one.)
Ban: The Monkey King is a rebel spirit, and
demands that his students never stand for the
curtailing of another’s freedom. Although he
allows for imprisonment of servants of the Centipede
(Wyrm) he will not tolerate forcing a
spirit into servitude within a fetish. This also
includes human’s rights, and he is fond of Glass
Walkers interested in political
causes such as freedom of speech
or oppressed peoples.
The Monkey King also
never forgot the monkeys
whom he first ruled, his students
lose Honor if
they abandon
someone they
have befriended
or
are responsible
for.
Clashing Boom-Boom
Background Cost: 8
Traits: Clashing Boom-Boom’s
children each gain two dice to their
Firearms and Melee Skills. No target
is ever impossible to hit, as long as it
can be seen; the maximum difficulty
for any roll involving weapons is 8.
Her children are also taught the art of
warfare, and instinctively know how
to properly use any weapon they hold.
In addition, she conveys some knowledge
of tactics: her children can
make untrained Leadership rolls
with no penalty, just as if Leadership
were a Talent. Clashing
Boom-Boom also ensures her
children’s weapons never jam.
Ban: Clashing Boom-Boom
is a harsh mother to follow. As a
military commander, she is free to
issue orders and when she does
she expects to be obeyed. Refusing
a direct order can be grounds for
dismissal; acting against her orders
may be considered treachery.
She will fire upon traitors.
(aus dem Red Talon Tribebook)
Badger
Background Cost: 7
Traits: Packs that follow Badger may call upon
Stealth 2 and the Metis Gift: Burrow. Each member of
the pack gains one dot of Stamina. The pack may draw
on 5 points of Rage per story.
Ban: Followers of Badger may not make their
homes in pre-constructed dwellings, but must either
sleep in the wild or build their own homes.
Wolverine
Background Cost: 6
Traits: Wolverine grants his children a permanent
point of Stamina to make them harder to fell in battle.
Also, he grants each of them a vision of his own Rage-filled
heart, granting them each a dot of Rage that can never be
spent or lost. Children of Wolverine, therefore, will never
lose the wolf or run out of Rage in combat. If his children
live long enough to reach sufficient rank, he might also
teach them the Gift: Mother’s Rage (see above).
Ban: Wolverine’s children must always spend
Rage in combat and never show mercy to their foes.
(aus dem Bonegnawer Tribebook)
Jackal
Background Cost: 5
Traits: Garou who follow Jackal gain Survival2, Leadership
1, and the Gift: Blur of the Milky Eye. Each Garou in
the pack also gets one dot in the Ancestors Background.
Even Bone Gnawers and Silent Striders get this benefit, but
this requires them to travel on an Umbra! quest once each
year (with or without their pack) to relieve a major experience
of this ancestor. Over the course of the chronicle, the
Storyteller must create a background and backstory for this
bygone Jackal pack from the days of Ancient Khem or the
nights of Northern Africa before the Concord.
Ban: Jackal rarely strikes the first blow in any fight; he
waits for others to kill. If attacked, he will defend himself, but
followers of this tOtem prefer to wait and feast off the victims
that remain. That doesn't prevent them from taunting a foe
into attacking them or commanding others to attack, but as
"true scavengers," they prefer to exploit the martial talents of
stronger Garou. After the fall of Khem, followers of Jackal
have also been known for their bad luck. Some believe this
"losing streak" began when Jackal packs failed to recapture
the Kingdom of Khem from the Wyrm's minions.
In a pack ofJ ackals, if a pack member strikes the first blow
in a fight, the Storyteller can place some form of idol or marker
in front of the player representing him. While that player has
the idol, he is immune to the Ban: he can continue to strike
first in combat. However, the player's character is destined to
have a streak of bad luck. Within three game sessions, the
Storyteller can take the idol back to turn one successful die
roll into a botch. After three game sessions, if the player still
has the idol, the Storyteller takes it back without invoking
this portion of the ban. Regardless of this curse, Jackal packs
usually choose one warrior in their pack to strike the first blow
- and suffer the consequences - for the good of the pack.
Garou in a Jackal pack cannot take the Flaw: Jackal's Blood.
Hyena
Background Cost: 4
T raits: All of Hyena's companions- no one can truly
"follow" Hyena - gain Primal-Urge 2 and Subterfuge 2.
After becoming fostern (rank two Garou), each member of a
hyena pack gains the Bone Gnawer Gift: Laugh of the Hyena.
They may draw on four extra Willpower points per story.
Ban: Though Hyena is wise and clever, her ways are not
the Garou's, and it's dangerous for werewolves to attach
themselves too closely to her. Werewolf packs dedicated to
Hyena are plagued by a creeping madness, one that intensifies
when they drift from the company of other Garou. Each
morning, each Garou in a Hyena pack must roll Willpower
against a difficulty of8. If the Garou has spent at least a day
within the bawn of a caem during the last month, the
difficulty for this roll is reduced to 6. On a failed roll (that is,
lacking even one success), the character becomes subject to
a delusion or dementia devised by the Storyteller for the rest
of the day. These delusions often apply to potential victims
or potential oppressors (such as elders) and should include
some clever variety of poetic justice.
(aus dem Players Guide)
Fog
Background Cost: 5
Traits: Children ofFog may add an extra die to Subterfuge
and Stealth Dice Pools. They also receive -1 difficulty
to all Occult and Enigmas rolls and gain the Gift: Curse of
Aeolus.
Ban: If a child ofFog reveals asecret to someone outside
her sept, she loses one Willpower point permanently.
Fox
Background Cost: 7
Traits: To help his children baffle and confuse their
enemies, Fox teachesStealrh 2, Subterfuge 3 and Streetwise 2.
He also grants each of his children a point in Manipulation.
Ban: The only limitation Fox gives his children is that
they must never participate in a fox hunt and, if possible,
always help any foxes encountered during such a hunt.
However, Fox's children are viewed as untrustworthy, and
they receive one temporary Honor less from any Honor
awards.
Bei den Natur/Tiergeistern wäre mein Char sofort dabei, bei solchen wie etwa Clashing Boom Boom müsste man erst mal noch etwas Überzeugungsarbeit leisten - wäre aber allgemein dafür, dass wir die Totemsuche ausspielen, ich mag sowas
