Werewolf/Totem Creation
![]() Totem Creation |
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OverviewNote: These are the rules we use for totem creation. If it isn't here we don't use it. If you feel something is missing send in a +request to WereStaff and tell us! This document serves a single place to look for the rules we use to design totems on this game. For the most part these do not differ from the book rules, but they are rewritten here for ease of use. |
Step 1: Spirit Type, Name and ConceptSpirit TypeThe Spirit Type is quite simply what kind of spirit it is. There are many different types of Spirits. Industrial, Nature, Elemental, Emotions, etc. A spirit could just as easily be a Fire Spirit as it could the spirit of a Truck or Car. Name and ConceptPick a name for your spirit and then describe a quick concept. What is this spirit? What happened to create it? What does it do? How does it do it? Does it have a personality? These are all important questions for a concept but not the only ones. |
Step 2: AttributesAll spirits begin at rank 2. That means it gets 9-14 Attribute dots with a Trait Max of 7. So assign 9 attribute dots between Power, Finesse and Resistance. If you end up spending totem points to increase attributes to 15, then you would have a Rank 3 totem. See below for a description of what each attribute represents.
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Step 3: InfluencesAll ephemeral beings get their rank in Influences. This can be either a single influence at the total rank or several lower ranked influences. So if you have 2, you can have Snakes 2 or Snakes 1 and Poison 1. These influences must make sense for the spirit and can be physical or abstract. |
Step 4: Record NumenAt this point, record the numen Material Vision and one of your choosing. You have the option of purchasing more later with totem Points. Note that a totem cannot use Claim without becoming useless as a pack totem. It ceases to be a totem spirit proper, and becomes half of a new Hithimu. |
Step 5: Assign a BanAt this point, your totem needs a ban as do all Ephemeral beings. For more info on Ephemeral Beings, and Bans see Ephemerals. BanA ban is something the spirit is supernaturally imposed to do. It's a part of why the spirit became a spirit to begin with. A spirit of a detective novel might have a Ban of 'Must solve any puzzle presented to it.' The ban must make sense for the spirit and its rank. At rank 2 your spirit's ban doesn't have to be overly complicated or restrictive. |
Step 6: Finishing TouchesAt this point, add up the number of merit dots that each member of your pack has provided. This is your totem dot pool to increase attributes, buy numina and assign totem bonuses. The costs below list the costs of each bonus you could possibly buy. This also includes a description of what the Story, Pack and Given identifiers mean. Definitions
Costs for Attributes, Traits and Numen
Costs for Totem Pack BonusesAttributes
Gifts
Merits
Skills
Traits
Additional TraitsAll ephemeral beings have some additional traits to be calculated.
Pack BanLast but not least, as part of any agreement with a Totem, a pack agrees to a demand of the totem. This ban must be based on rank and the spirits own past and reasons for being. At this point, detail your pack ban and add it to your totem. You can purposefully make your ban worse in order to get more totem dots. See Werewolf the Forsaken P.191 for more Information. When calculating the Severity of a Pack's Totem Ban, only the amount of points spent on giving the pack members bonuses (i.e. gifts,skills, attributes, essence, etc.) counts; any points spent to bolster the Totem's own traits (i.e. giving the Totem more Attribute points, more Numina) do not count towards the Severity of the Ban. |
Example Totem: Stone of Many Faces
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Example Totem: Projecting-Explosions
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Example Totem: Screeching Rail
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