Spirit Guides
Totems and Jamaks
Bodingo the Yapping Dog
Background Cost: 4
Seemingly an odd spirit with which a Bastet would ally herself, Bodingo the Yapping Dog is often befriended by Swara, Qualmi and Celican. He appeals more to those of the Daylight Pryoi, for he is not a subtle jamak. But his loyalty and alertness makes Bodingo a useful partner, as he can warn his allies of danger in both the material and spirit worlds.
Traits: Predictably, Bodingo responds to danger by barking; this barking is only heard by those who have gained the jamak's favor and those in the Umbra (which may in turn attract the attention of other spirits in the area). While annoying, this barking is loud and persistent as long as the danger is imminent (within 100 ft. or so of the Bastet), allowing the Bastet a chance to prepare for danger. What qualifies as "danger" is the discretion of the Storyteller, but includes ambushes, Bane spirits, nearby Garou in the physical world or Umbra, and undead. He barks at unfamiliar creatures, spirits and people until he is assured they are friendly to the Bastet.
However, Bodingo isn't psychic, a good judge of character, or very bright. He can't predict events based on happenstance or dumb luck, and he doesn't have a great grasp of cause and effect; he only recognizes obvious things as potential threats. For example, he won't warn a Bastet ally about to walk over a rope bridge with rotten planks, or that the Bastet's new "ally" means to betray her later. Bodingo's warnings shouldn't be used as an all-around "spider sense" that warns the Bastet every time something bad is going to happen to her.
Ban: Bodingo the Yapping Dog asks that the Bastet spend some time around other dogs at least once a week, be they house pets or wild jackals, so that he may have someone to talk to. During these "visits," the canines and Bodingo will yap and bark incessantly at each other, which is enough to try anyone's patience, but may well drive a hapless Bastet mad...
Cobra
Background Cost: 4
Cobra forms alliances almost exclusively with Bastet of the Bubasti tribe, though this spirit has made alliances with a few embittered Silent Striders (to whom he is a Totem of War). Cobra is an ancient spirit, both revered and feared by men from the earliest times. He is subtle and clever, but when provoked he is terrifying, and kills his foes outright when intimidation fails. The Jamak chooses allies who are intelligent and persuasive, but who can fight if need be.
For the most part Cobra is selfish, and cares little for the affairs of others. But he reserves a special distaste for the Kindred known as the Followers of Set, who mimic his form and bring infamy to him by their actions. This Jamak favors those who hunt and kill these distasteful leeches.
Traits: Cobra grants his allies two dots in Intimidation and a bonus dot of Wits. To those of proper Rank, he will teach the Gifts Staredown, Cobra's Dance and Visceral Agony (the latter is usable through bites only).
Ban: Cobra asks his allies to not kill or eat snakes. Those in a position to do so are expected to thwart Setites whenever they can (which includes attacking them, for combative Bastet).
Housefly
Totem of Cunning (Wyrm)
Background Cost: 6
Housefly is the eater of corpses, she who spawns maggots, she that thrives in filth and the corruption of flesh. She survives despite the best efforts to kill her. Housefly gladly crawls on the faces of starving children, in landfills, and sewage-corrupted water, to spread disease and cause madness from her presence. Housefly has strong connection to the Mjaelin Incarna Mistress Yul and others that compliment her unclean aspects. Her Boons are potent and it is difficult to live in her favor, but she is gaining in popularity with Black Spiral packs, and is currently the Totem of two caerns. Housefly will also ally with individual Spiral Ragabash and Buzzards.
Traits: Housefly grants a permanent point of Wits, and adds 1 to Dodge die pools. Additionally, she awards the Gift: Fly Feet. Finally, by rolling Charisma + Expression against a target's Willpower, a bastard of Housefly can aggravate his opponent to the point of forcing a Frenzy check; this can be attempted once per scene.
Bans: Though her her blessings are many, the drawbacks to following Housefly are as well. First, a bastard's Social roll difficulties are increased by 2 except when dealing with other servants of Corruption; this is due in part to how filthy and rank her bastards usually are from bathing in sewage and rolling around in carrion. Bastards of Housefly will always Fox Frenzy, and because of their cowardly reputations they will gain one less point of Power whenever this type of Renown is awarded. A bastard of Housefly can never harm her children (even if they are crawling all over him, which is usually the case) and he must cultivate them in his home. This is usually accomplished by leaving rotting food, decaying corpses and feces all over. Bastards of Housefly have little chance for a social life beyond their fellow Black Spiral Dancers, and even most of that tribe find Housefly and her bastards disgusting.
Ki-rin
Totem of Honor
Background Cost: 6
Ki-rin serves a similar role in the East as Unicorn does in the West, but is a warrior as well as a healer. Though patient, diplomatic and wise, Ki-rin takes action when the time is right and does not charge into battle recklessly. He defends the just and punishes the unrighteous. He also heals heroes wounded in honorable battle and grants fortune to the righteous. While Ki-rin is held in utmost esteem by the Fu Chun tribe, many other hengeyokai sentai take him as their totem.
Traits: Ki-rin adds 1 to the Charisma of each Sentai member. All Gifts and rites dealing with light, healing or purification gain a difficulty modifier of -1. Finally, sentai of Ki-rin gain an additional four Willpower points to draw upon each story (which takes the form of good luck). Fu Chun respect and may assist those that follow Ki-rin.
Ban: Sentai of Ki-rin must protect the good at heart if they are unfairly endangered. Though this sounds simple, it can put a sentai in undesirable situations: for example, defending a noble Kuei-jin against other hengeyokai.
Meerkat
Totem of Wisdom
Background Cost: 4
A popular Totem of the Africa plains, Meerkat represents strength in community. Alone, a meerkat is weak and nearly defenseless. As part of a community, however, meerkats form strong social bonds and a formidable defense against predators. Every member of the warren has a place in the group, and when they pull together, they form a stronger whole. Meerkat is ever the hunter, and encourages her children to hunt and kill Wyrm servants whenever possible.
Meerkat appeals to lupus breed Silent Striders, and to the few remaining Ajaba packs that still honor Mother Gaia. The Swara know Meerkat as Hikkarit, and a few take her as a jamak, though the spirit's emphasis on group loyalty tends to restrict their nomadic, free-roaming lifestyles. Most Simba consider Hikkarit weak and beneath them, with the exception of the occasional Mayi'o werelion pride.
Traits: Meerkat grants her followers sharp vision, lowering their visual Perception difficulties by 2 for spotting distant or flying foes if standing upright or elevated. They also gain the Gift: Resist Toxin. Any follower of Meerkat can stand comfortably on his hind legs for extended periods in any form, allowing (for example) a Lupus-form Silent Strider to scan the horizon for enemies. As Meerkat often contends with poisonous prey and foes, her followers also gain the Gift: Resist Toxin.
Ban: Meerkat asks her followers to remain true to their communities, and to protect them in need. A community can be a sept, Kinfolk village, large group of animals, or even a Shifter tribe; the group must be large (twenty or more individuals), so a character's pack or pride doesn't count as a community for purposes of this ban.
Scratch's Mask: This unique Gift allows the character to assume the appearance of someone (or something) else, but only ever once. Often, that's all the opportunity a clever character needs. This Gift is taught by Scratch to his followers.
System: Scratch's Mask functions as the Glass Walker Gift: Doppleganger, except it costs one point of Gnosis, the roll is Wits + Enigmas (difficulty 8), the Gift's effects last up to twenty-four hours, and a character can never use it to take any one human's or animal's form more than once.
Scratch's Mask may also be used to change the appearance (but not capabilities) of any of the character's other forms (a Qualmi in Crinos form can appear as a Crinos Corax, or a Lupus-form Uktena could appear as a panther); this costs a point of Gnosis, and requires a Wits + Enigmas roll (difficulty 8). The character is limited to appearing as forms with the same basic body structure as his current form, and his mass, Attribute adjustments or abilities don't change (so someone using this Gift to appear as a flight-capable form can't fly). And, as with the identity-copying function of this Gift, no one form may be taken more than once.
|
|
Old Scratch
Totem of Wisdom
Background Cost: 4 or 7
Often confused with the Biblical Devil (or maybe not!), Old Scratch is a venerable trickster spirit who has haunted the Americas before even the Pure Ones came. He is known under many different names, and has hundreds of different forms; he rarely appears to anyone (even his followers) in the same guise twice. Sightings attribute him with feathers, hooves, goat or deer horns, a bifurcated ("devil's") tail, fur, sharp teeth, snake scales, and human features, though these characteristics change with every account. Legends about Old Scratch cave circulated through the United States since its inception and long before, continually changing, casting him in different roles in each story. He is ancient tradition tied to the new, he is constant yet ever changing, he is eldritch lore and modern ideals, he is a jovial teacher with a hint of wickedness.
Old Scratch is most popular among Uktena with ties to the modern age, rural Bone Gnawers, and American Silent Striders. Certain individualized aspects of him are allied to Nuwisha, Qualmi, Pumonca and Gurahl.
Traits: Old Scratch gives different benefits to his followers, depending on who they are. As a 7-point Totem (normally restricted to Garou packs who can pool their Background points), the trickster spirit grants the Gift: Scratch's Mask. He also grants a bonus dot of Enigmas, Occult and Subterfuge, as well as two dots in the Secondary Knowledge: American Folklore.
As a Jamak or Personal Totem, Old Scratch costs 4 Background points. He grants the above Ability bonuses. He will also teach the Gift: Scratch's Mask as a Rank 3 Gift.
Ban: Old Scratch's followers and allies only gain his benefits while on American Soil (or the corresponding Umbra), and are lost if they leave. However, these boons are restored once they return to Old Scratch's territory. In addition, Old Scratch likes rumormongering, stories and folklore (especially featuring him), and asks his allies to pursue these pastimes so his knowledge will increase.
In addition, those that follow Old Scratch often display one or two unusual physical characteristics in Glabro, Crinos and Hispo forms (or their Bastet or Gurahl equivalents), including hooves, beaks, horns, feathers, and reptilian features. These traits don't affect the character's performance in any way other than to mark the character as... different. These traits are often referred to as "Scratch's mark."
Tanuki
Totem of War
Background Cost: 5
Tanuki (known to Westerners as Raccoon Dog) is followed by war sentai in the Middle Kingdom. She usually grants her favor to war sentai, as her chosen often dislike politics and prolonged inactivity. There are no few war sentai these dark days, however, and she is respected as an honorable Totem in the Beast Courts. The Tanuki Shinma tend to regard their patron's sentai wit some good will, as long as the sentiment is shared.
Traits: Tanuki grants an additional 5 points of Rage to her sentai per story, distributed among its members. She also grants an additional die to all Brawl, Intimidation and Survival die pools.
Ban: If a sentai following Tanuki go too long without getting into a fight of some sort, its members become antsy and short-tempered; during these times, Rage roll difficulties are 1 lower when there is a possibility of Berserk Frenzy. Tanuki may be quick to anger, but she isn't unnecessarily cruel; while pushing her followers toward aggression, she asks they reserve their anger for the unjust. Those who attack noble or innocent creatures may lose Tanuki's favor.
Go to the Werewolf index.
|