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Fuck Your Totem
Fuck Your Totem
ck
to y ou
tem r
!
Fuck your totem! is a collection of five totem spirits
for Werewolf the Apocalypse by Sebastian Lindeberg
And I, I could have died last night
But I heard the voice of a smaller god
– Darling Violetta - A smaller God
1
World of Darkness, Vampire: The Masquerade, Vampire:
The Dark Ages, Victorian Age: Vampire, Werewolf: The
Apocalypse, Werewolf: The Wild West, Mage: The
Ascension, Mage: The Sorcerers Crusade, Wraith: The
Oblivion, Wraith: The Great War, Changeling: The
Dreaming, Hunter: The Reckoning, Demon: The Fallen,
Mummy: The Resurrection, Orpheus, Exalted, Chronicles
of Darkness, Vampire:The Requiem, Werewolf: The
Forsaken, Mage: The Awakening, Changeling: The Lost,
Hunter: The Vigil, Giest: The Sin Eaters, Demon: The
Descent, Mummy: The Curse, Beast: The Primordial,
Promethean: The Created, White Wolf, Storyteller
System™, Storytelling System™, and Storytellers Vault™
and their respective logos, icons and symbols are trademarks
or registered trademarks of White Wolf Entertainment AB.
All rights reserved.
This work contains material that is copyright of White Wolf
Entertainment. Such material is used with permission under
the Community Content Agreement for the Storytellers
Vault.
©2019 White Wolf Entertainment AB, Västgötagatan 5,
SE-118 27 Stockholm, Sweden.
2
Foreword
This is a small collection of totem spirits for packs of Garou
that have chosen a path less often tread. The totems here are
outrageous, popcultury, trashy, freudian or all of the above
at once. They are mostly meant for Glass Walkers, Bone
Gnawers or otherwise non-traditional packs.
3
The Shrew
Background cost: 3
The spirit of all negative things men think about women
they love. The old ball and chain, the nag, the bitch. Such
misogyny is rampant in human society and a breeding
ground for bane spirits. But The Shrew is not of the Wyrm.
She represents the strength to be found in this double edged
archetype. The woman nobody fucks with. Few packs have
her as their totem and then only packs consisting entirely of
female Garou.
Individual traits: The Shrew’s children gain 1 dot of
manipulation, 1 dot of subterfuge and 1 dot of
intimidation.
Pack traits: The Shew’s pack can give orders that must be
followed by any man who loves the pack member. This can
be resisted for 1 scene by spending 1 willpower per order
that is being resisted.
Ban: The Shrews children can never truly love a man.
4
Florida man
Background cost: 5
The lord of the awesome and the king of the free. The
modern fool who wrestles alligators inside supermarkets and
breaks into restaurants in order to make themselves a
burger. Not crazy and awesome but awesome because of
crazy. Some packs who are tired of the old stupid ways have
bound themselves to this totem of the stupid new ways!
Individual traits: The children of Florida man gain 2
dots of stamina and 2 dots of Athletics.
Pack traits: Florida man’s pack can soak aggravated
damage from all sources (including silver) in homid or
glabro form when trying to complete a dare or challenge
issued by someone who is drunk/mad/high and not a
member of their sept or pack.
Ban: Florida man’s children can never turn down a dare
or challenge from someone who is drunk/high/mad.
5
The Ghost House
Background cost: 5
The Ghost House is the spirit of a specific and extremely
haunted house. No mere murder house or house of horrors
from the Wyrm. The Ghost House is not there to victimize,
it's goal is to teach lessons! Like the ghosts from A
Christmas Carol. The house is scary, sometimes even
deadly, but it is so in order to teach lessons about morality
and the value of struggle.
Individual traits: The Ghost House's children can chose
to cause or not cause delirium in any form.
Pack traits: The Ghost House's pack can call on 5 dots of
intimidation.
Ban: Each month under the new moon the pack needs to
lure a group of at least four mortals into the Ghost House.
Mortals who survive the Ghost House becomes kinfolk
through the magics of the house. One in five mortals die if
chosen randomly, if only good and pure (as judged by the
House) victims are chosen then nobody dies.
6
Superhero
Background cost: 2
The Superhero is a new heroic archetype almost as
powerful and as enduring as the fables of old. It speaks
about hope, power and what is best in each and every one of
us. The Superhero wants, no demands!, justice. Especially
social justice is the goal of the Superhero and the spirit
searches after those worthy to become its children.
Superhero as a spirit is as of yet not that powerful but the
Garou already have a lot of power so Superhero is not all
that worried.
Individual traits: Superhero’s children can hear when
somebody they know is in physical danger at any distance
(even in the umbra). They can not communicate back or
hear details, just that someone is in danger.
Pack traits: Superhero’s pack can use the Gift Predators
arsenal 1 time per day. Superhero’s pack can also call on 1
dot of strength.
Ban: The members of Superhero’s pack can never reveal
their Werewolf nature to somebody they are romantically
involved with.
7
Confessor
Background cost: 6
The Confessor is the spirit of forgiveness for wrongs and
the seeking of forgiveness for sins committed. He is the
smiling Jesus who saves, the victim who loves her abuser, the
family member accepting the prodigal son back with open
arms and the stern catholic priest taking confession. The
Confessor want truth to heal the world and wants to give
everyone a second chance. But those who do not confess
must be destroyed.
Individual traits: Confessor’s children gain 3 dots of
empathy.
Pack traits: Confessor’s can use each of the following
gifts: Truth of Gaia, Omen of Truth and Ma’at’s Feather.
Ban: Confessor’s children must publicly confess all their
transgressions against the litany at the next moot and accept
the consequences of those confessions.