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(New version of Coyote from the news files.)
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'''Coyote''' is the trickster. wild, unpredictable, the outlaw. He is the shadow in the woods. He is the root that trips even the mightiest of wolves. He is a cunning warrior and a master of deception and skullduggery, and a survivor. However, the Garou do not see him as an especially wise Totem. Packs of Coyote never receive even a deserved reputation for wisdom and are continually being blamed for problems and troubles that come up, whether or not they are at fault. Coyote is quite a powerful Totem to have, if somewhat difficult. Boredom, however, will never be a problem for the Pack.
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'''Coyote''' is the trickster. wild, unpredictable, the outlaw. He is the shadow in the woods. He is the root that trips even the mightiest of wolves. He is a cunning warrior and a master of deception and skullduggery, and a survivor. However, the Garou do not see him as an especially wise Totem. Packs of Coyote never receive even a deserved reputation for wisdom and are continually being blamed for problems and troubles that come up, whether or not they are at fault. Coyote is quite a powerful Totem to have, if somewhat difficult. Boredom, however, will never be a problem for the Pack.
   
   
'''Boons:'''<br />* Coyote protects his followers by occasionally inflicting mischief upon those who oppose or might do harm to them. This mischief manifests as a comedic failure (typically involving slapstick or embarrassment) for one single roll that would have otherwise succeeded. This boon is used at a GM's discretion and may only be used a maximum of once per lunar cycle.
+
'''Boons:'''
  +
*Coyote protects his followers by occasionally inflicting mischief upon those who oppose or might do harm to them. This mischief manifests as a comedic failure (typically involving slapstick or embarrassment) for one single roll that would have otherwise succeeded. This boon is used at a GM's discretion and may only be used a maximum of once per lunar cycle.
  +
* The better to achieve these ends, Coyote's children are much quieter and stealthier when in service of a prank, trickery, or secretive endeavor.
   
* The better to achieve these ends, Coyote's children are much quieter and stealthier when in service of a prank, trickery, or secretive endeavor.<br />* Much like their patron, his children can adapt into most any terrain, though they won't necessarily /enjoy/ it very much, particularly at first, and they may arouse native suspicion; animals will react to them with great wariness, since they're unfamiliar predators. (Damage taken from weather/terrain is reduced, to either non-agg if it was agg, or halved if it was non-agg; nearby animals are unsettled and restive; Smell of Man will not help, sadly.))<br />* They are somewhat better than most Garou at talking their way out of difficult situations when in trouble. (+1 to manip/persuasive type rolls.)
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* Much like their patron, his children can adapt into most any terrain, though they won't necessarily /enjoy/ it very much, particularly at first, and they may arouse native suspicion; animals will react to them with great wariness, since they're unfamiliar predators. (Damage taken from weather/terrain is reduced, to either non-agg if it was agg, or halved if it was non-agg; nearby animals are unsettled and restive; Smell of Man will not help, sadly.))
   
'''Bans:'''<br />* In order to "recharge" Coyote's boon, they must play a substantial prank upon someone or some group once per moon cycle.<br />* Coyote also does not take rejection well and will frequently inflict mischief for 2-3 moon cycles per rank of those who leave or abandon his<br />pack.<br />* Among the Garou, they will often be blamed for things they never had a thing to do with, so they'll often need those smooth-talking skills.<br />* The Garou perceive his followers as neither Wise nor Honorable, and Coyote is not very popular with traditionally minded and higher-ranked Garou.
+
* They are somewhat better than most Garou at talking their way out of difficult situations when in trouble. (+1 to manip/persuasive type rolls.)
  +
  +
'''Bans:'''
  +
*In order to "recharge" Coyote's boon, they must play a substantial prank upon someone or some group once per moon cycle.
  +
  +
*Coyote also does not take rejection well and will frequently inflict mischief for 2-3 moon cycles per rank of those who leave or abandon his pack.
  +
  +
*Among the Garou, they will often be blamed for things they never had a thing to do with, so they'll often need those smooth-talking skills.
  +
  +
*The Garou perceive his followers as neither Wise nor Honorable, and Coyote is not very popular with traditionally minded and higher-ranked Garou.
   
   

Revision as of 00:55, May 18, 2010

Coyote is the trickster. wild, unpredictable, the outlaw. He is the shadow in the woods. He is the root that trips even the mightiest of wolves. He is a cunning warrior and a master of deception and skullduggery, and a survivor. However, the Garou do not see him as an especially wise Totem. Packs of Coyote never receive even a deserved reputation for wisdom and are continually being blamed for problems and troubles that come up, whether or not they are at fault. Coyote is quite a powerful Totem to have, if somewhat difficult. Boredom, however, will never be a problem for the Pack.


Boons:

  • Coyote protects his followers by occasionally inflicting mischief upon those who oppose or might do harm to them. This mischief manifests as a comedic failure (typically involving slapstick or embarrassment) for one single roll that would have otherwise succeeded. This boon is used at a GM's discretion and may only be used a maximum of once per lunar cycle.
  • The better to achieve these ends, Coyote's children are much quieter and stealthier when in service of a prank, trickery, or secretive endeavor.
  • Much like their patron, his children can adapt into most any terrain, though they won't necessarily /enjoy/ it very much, particularly at first, and they may arouse native suspicion; animals will react to them with great wariness, since they're unfamiliar predators. (Damage taken from weather/terrain is reduced, to either non-agg if it was agg, or halved if it was non-agg; nearby animals are unsettled and restive; Smell of Man will not help, sadly.))
  • They are somewhat better than most Garou at talking their way out of difficult situations when in trouble. (+1 to manip/persuasive type rolls.)

Bans:

  • In order to "recharge" Coyote's boon, they must play a substantial prank upon someone or some group once per moon cycle.
  • Coyote also does not take rejection well and will frequently inflict mischief for 2-3 moon cycles per rank of those who leave or abandon his pack.
  • Among the Garou, they will often be blamed for things they never had a thing to do with, so they'll often need those smooth-talking skills.
  • The Garou perceive his followers as neither Wise nor Honorable, and Coyote is not very popular with traditionally minded and higher-ranked Garou.


Totems of the Garou
Totems of cunning: Alley Cat | Coyote | Cuckoo | Fox | Lady Luck | Magpie | Opossum | Rabbit | Raccoon | Whitewater
Totems of respect: Bison | Eagle | Falcon | Grandfather Thunder | Ice Wolf | Lion | Merlin | Moose | Mule | Osprey | Pegasus | Sphinx | Stag | Stallion | Swan
Totems of war: Bear | Black Unicorn | Bull | Cougar | Dog | Fenris | Flea | Griffin | Hummingbird | Panther | Rat | Triune Goddess | Weasel | Wendigo | Winter Manitous | Wolverine | Wyvern
Totems of wisdom: Centaur | Chimera | City Father | Cockroach | Dana | Dragonfly | Fog | Frog | Grandmother Tree | Otter | Owl | Peregrine | Phoebe | Salmon | Trout | Uktena | Unicorn | Wind Incarna | Winter Wolf
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