Werewolf/Totem Creation
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With the release of the 2.0 book, there are now new and updated rules for creating a Totem! These rules can be found on pp 91-92
Step One: Name and Concept
- Create a concept for your totem. What is it, what does it embody, etc.
- Create a name for your totem. It should be kept on the shorter side. If you have the book, look at some examples on pp 74-75
Step Two: Aspiration and Ban
- Choose an Aspiration for your Totem like you would for your character. This is considered a fourth Aspiration for each pack member.
- Choose a Ban that is appropriate to its rank.
- Rank 1: Mild and easily triggered, but don't endanger the spirit.
- Rank 2 & 3: Moderate and curtail activities in a way more significant than a simple distraction. Monthly requirements.
- Rank 4 & 5: Complicated bans that will halt whatever the creature is trying to do, often in an explosive fashion. Esoteric requirements, but severe consequences.
- If a pack member violates the Totem's ban, they will suffer the Ban Condition. If they violate it again, the pack member loses their dots in the Totem merit.
Step Three: Determine Totem Points
- Determine how many points you're willing to buy as a pack.
- Remember that Wolfblooded can only have ONE point of Totem.
Step Four: Determine Advantage
- Total number of Totem points determines the benefit that each pack member has regardless of whether they have the Totem merit or not. This includes Wolfblooded pack members.
- Pack members buy benefits (Attributes, Skills, Specialties, or Merits) with Experiences, where Experiences are allocated based on the number of Totem points.
- Experiences are spent with the cost of the benefit being raised. IE: Attributes are 4, Merits are 1, etc.
- 1 to 8 Totem Points: One Experiences
- 9 to 14 Totem Points: Three Experiences
- 15 to 20 Totem Points: Five Experiences
- 21+ Totem Points: Ten Experiences
- If the character already has the Merit, or the maximum allowed level, choose another relevant trait of the same value.
- If the character already has the Specialty, they get the Area of Expertise merit relating to that Specialty.
- If the character has the maximum allowed for Skills or Attributes, the dot awarded can take Werewolves and Wolfblooded above their normal limits.
Step Five: Determine Totem Traits
- For each Totem point, the totem receives one Attribute dot.
- The totem must have at least one dot in each Attribute, and no more than half the total Attribute points can go into a single Attribute.
- Rank is determined by Attributes.
- 5 to 8 dots: Rank 1 (Hursih), Max 5 dots for traits, Max 10 Essence, 1-3 Numina
- 9 to 14 dots: Rank 2 (Hursah), Max 7 dots for traits, Max 15 Essence, 3-5 Numina
- 15 to 25 dots: Rank 3 (Ensih), Max 9 dots for traits, Max 20 Essence, 5-7 Numina
- 26 to 35 dots: Rank 4 (Ensah), Max 12 dots for traits, Max 25 Essence, 7-9 Numina
- 36 to 45 dots: Rank 5 (Dihir), Max 15 dots for traits, Max 50 Essence, 9-11 Numina
- Essence is determined by the total number of Totem points, or maximum Essence for its rank.
- All totems start with one Numen. Every 4 points grants an additional Numen.
Layout
Attributes Power:
Finesse:
Resistance:
Traits Corpus: <Resistance + Size>
Willpower: <Resistance + Finesse, to a max of 10>
Initiative: <Finesse + Resistance>
Defense: <Lower of Power or Finesse, except for rank 1, which uses higher>
Speed: <Power + Finesse + 'species' factor>
Size: <Dependent on spirit; if uncertain, use rank>
Language: Spirit/First Tongue
Ban: <As indicated above>
Bane: