No edit summary |
mNo edit summary |
||
(11 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{Totem Info |
||
− | [[Totems | Back to Totems]]. |
||
+ | | categories = Cunning |
||
+ | | image = CoyoteTotem.jpg |
||
+ | | desc = '''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. |
||
+ | | cost = 6 |
||
+ | | 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. |
||
+ | }} |
Latest revision as of 16:57, 23 January 2012
Totem of Cunning | Background Cost: 6 |
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 |