Big Knobi Klub, est. 1995
Totems


Ant Eater

David J. Altman (izzyux2@mvs.oac.ucla.edu)
Characteristics:
        Ant Eater, or Snout Tongue, is the 
        great ravager of the insect world.  
        He is also one of the most 
        purposeful totems of the Sixth 
        World.  He is naturally inquisitive, 
        and can often sniff out trouble, or 
        those in trouble, with little 
        difficulty.
        
Environment:
        Any Land
        
Advantages
        +2 Dice to Detection spells
        +2 Dice to Manipulation spells
        +2 Dice to Conjuring Spirits of Land 
                (not desert)
                
Disadvantages:
        Ant Eater is often slow to thinking 
        and often times very stubborn.  A 
        Shaman of this totem requires a 
        willpower test with a target of 4 to 
        break off from his current action, be 
        it attacking reading a book, 
        swimming, etc.  It is an unresisted 
        test however, making it a little more 
        "merciful" on the Shaman in 
        question.  He also is always looking 
        for a meal, and will VERY rarely
        turn down an offer to eat of any
        kind (same willpower test above to
        avoid or turn down the offer).
[GM's Note- Ant Eater has an additional set of advantages as well. He is a MAJOR opponent of Insect Spirits of all kinds. He gains an additional +1 modifier to his die rolls in ALL actions against any insect form, as well as against Spider and her related machinations. This includes resistance tests against ALL attacks, as well as ALL attacks made against an "insect form." This number however is NOT cumulative with the effects of Initiate Grade.]

Dingo

The Wyrm Ouroboros (aalberdk@UCUNIX.SAN.UC.EDU)
Characteristics:
        Dingo is the one of the great plains 
        wanderers.  He is similar to the 
        western worlds "coyote" in many 
        ways, though he is not as transient 
        in his nature.  Dingo is protective of 
        his own, and will defend his kin, but 
        not necessarily to the point of death.  
        He also is not bound to anything, 
        except perhaps his word.
        
Environment:
        Plains and/or Prairie
        
Advantages:
        +2 Dice to Detection Spells 
        +2 Dice to Health Spells.
        +2 Dice for Conjuring Prairie Spirits.
        
Disadvantages:
        Dingo is often considered to be a 
        coward by others around him.  If 
        given the opportunity, he will opt 
        for retreat, so as to deal with the 
        situation from a better vantage 
        point.  He is not a coward in the true 
        sense of the word, but is often 
        misunderstood by others.  A Dingo 
        Shaman must make a willpower test 
        with a target of 4 to remain in a 
        given position/situation, or else he 
        pull back to get a potentially better 
        advantage.  Dingo is also easily 
        tricked and/or manipulated by 
        others.  He suffers a -2 to all his 
        negotiation attempts, IF the other 
        party is attempting to "pull the 
        wool" over him.

Dove

Ethan Court (jek5313@zeus.tamu.edu)
Characteristics:
        Dove is thin and austere.  She is 
        flighty; quick in motion and in 
        thought.  She seems naive and 
        inexperienced, often jumping to 
        conclusions and believing in 
        people's better natures.  She avoids 
        combat actively, and is primarily a 
        healing totem.  She is fastidious in
        dress, though often wearing simple 
        and functional clothing.  The Dove 
        totem is the totem of those who 
        practice the healing traditions of the 
        ancient Christian sects, and in fact is 
        one of very few totems to be openly 
        espoused by the Catholic Church.
        

Dove is a healer. It is her prime motivation and reason for being. She will refuse healing to none, often times healing even her enemies.

Environment:
             Urban
Advantages:
        +2 dice Healing Semi-empathy
        +2 dice for conjuring any
           Spirit of Man.
                
Disadvantages:
        -1 die for casting any non-stun spell.  
        A Dove shaman cannot refuse healing     
        to anyone who requests it.  A Dove 
        shaman will not tolerate evil  or      
        ignoble actions.  

Dove shamans posses, almost as a side effect of their "choice" of totem, an heightened awareness of others' feelings. This does not allow them to read minds or to broadcast/receive others' emotions in any real sense, it instead allows the Dove shaman an infallible sense of when someone is in pain, even being capable of use as a locator. This form of empathy allows the Dove shaman to avoid physically damaging someone, as to do so is almost as painful to the Dove shaman as it is to the victim. The Dove shaman must use Willpower to resist a deadly stun with a Target Number of 4 if she witnesses a death due to violence.


Koala

The Wyrm Ouroboros (aalberdk@UCUNIX.SAN.UC.EDU)
Characteristics:
        Koala is not a fighter, though she is 
        quite capable of defending herself 
        and her kin.  Her affinity for nature 
        has allowed her to remain in touch 
        with the natural balance of life, and 
        indeed is the most powerful of the 
        known Totemic Healers.  If 
        cornered, she will retreat to the 
        safety of the trees, and remain there 
        until the danger has passed.
        
Environment:
        Any Land
        
Advantages:
        +3 Dice to all Health Spells
        +1 to all Health spell die rolls
        +2 Dice to Conjuring Spirits of Sky 
                and Waters.
                
Disadvantages:
        Koala is not a fighter.  A Shaman of 
        this totem will often try and find 
        peaceable solutions to any situation.  
        They also abhor violence in any 
        form, thus ALL combat related 
        actions suffer a -3 penalty to the die 
        roll (firearms, gunnery, armed or
        unarmed combat, spells, etc.).  This 
        penalty is NOT incurred when
        defending themselves or another 
        being.  In fact, if defending another
        or themselves, they get a +1 to all 
        their die rolls (mundane or not).

[GM's Note- An Initiate of the Koala Totem has all the numbers for his/her advantages modified by grade. Thus, a grade 4 Koala Shaman would have +7 dice to all Health spells, and a +5 to all health spell die rolls. Their defense ability however is not modified, so no the Grade 4 does not get to add +5 to all their defense die rolls.]


Panther

Daniel Waisley
BACKGROUND:

"The puma is prominent in American Indian mythology, with its cunning, agility, and strength respected and admired by many tribes. The animal figures in the magic and shamanism of nearly all ancients as their progenitor, protector, or as a source of power to ward of disease or to excel as a hunter. Others are awed by the animal and consider it an omen of disaster."
The PUMA, Legendary Lion of the Americas - Jim Bob Tinsley

As to Indian myth, from which most of the Shadowrun totems are taken from, Panther is feared and respected, and in some He is regarded as the Protector of the universe. The Zuni believed that the ancient ones wanted the world to be guarded by those keen of sight and scent. The puma (the greatest of them) was the sentinel of the north (the most important position). The Miwoks believed him to be the ideal hunter, while the Apaches and Hualapais thought her wailing was the omen of death. In Navajo myth a hero was wounded by witch objects shot into his body. Puma extracted them and saved his life. They also thought that the Puma benefited them by leaving the better part of the portion of its kill for the people to eat. Conversely the Papago and the later white settlers considered the cougar a flesh eating beast. The Inca hunted many animals in great round-ups where they would hunt the hunter. They found it much easier to catch bear and deer in the rounds-ups then panthers. To many Indian societies it was both a Totem and a source of help for hunting and warfare. In fact the Hopi and Zuni took carved mountain lions when hunting deer in hopes that they would be as good at it as the mountain lion was. In many cultures the puma was often deified for its ability to hunt.

The panther is the largest lone carnivore in North America. It is known for its strength and speed. In fact, a Panther will often beat the larger Jaguar in battle. Of all the great cats the panther is the one to hunt the most out of proportion to its size. The tiger and jaguar my hunt large animals, but they only hunt prey up to about 2-3 times their size. The panther on the other hand is known to hunt animals up to 3-4 times its, giving precedence to the fact that it is one of the most dangerous of hunters. Panthers are also very quite hunters and make little noise when hunting.

Panthers are noted to purr and scream (best description) much like a tabby but 10 times as big and loud. Panthers also have round not slitted eyes. They tend to rely on eyesight for hunting, but have acute hearing and smell.

Totem Identification:

        Panther, Mountain Lion, Cougar, 
        Puma, Catamount and assorted 
        other English and Indian names (the 
        America's)
Characteristics:
        Panther goes by many names and 
        faces; to some He is Panther, to 
        others She is Puma and some know 
        It as Mountain Lion.   Panther likes 
        it this way, for Panther believes in 
        stealth.  His prey never hears him 
        before he strikes.  Puma is a great 
        warrior, but prefers the stealthy 
        approach, for it does not do to go off 
        half cocked.  Cougar is very patient 
        and quite, he will wait for the right 
        moment to strike.  Panther tends to 
        try and protect mankind and 
        innocents from harm.  Puma is 
        mostly solitary but will sometimes 
        have close companions who she will 
        defend to the death.  Cougar kills 
        quickly and will use the most 
        efficient means to do so.  He also 
        tries to leave little evidence of his 
        acts.  Mountain Lion hates Evil and 
        will try to hunt it down and slay it.
        
Environment:
        Forest and Mountain
        
Advantages:
        +2 dice for combat and illusion
        +2 dice for summoning either
                forest or mountain spirits 
                (choose).

Disadvantages:
         minimum quickness and 
        intelligence of 4, Puma believes in
        attacking prey intelligently and 
        quickly.  Panther also believes that 
        her shamans should be able to hunt 
        and kill without magic (the need to 
        take stealth and either unarmed or 
        armed combat as skills).  When in 
        the midst of a large combat the 
        shaman must make a willpower test 
        tn# 5 to stop fighting as his instincts 
        tell him to keep on lashing out.
        
Quirks:
        Puma is not a coward, he will attack 
        powerful enemies if need be, but 
        will try to shift the odds in his favor 
        and will wait for the right moment
        and not charge right in.  Panther 
        shamans are know to be quiet 
        individuals, and will not get into 
        needless arguments or 
        conversations.  Cougar shamans are 
        also known for using the bare 
        minimum of words or gestures 
        when doing magic, they do not like 
        to be noticed. The shaman will use 
        the name he or she feels most 
        comfortable with in talking about 
        his totem, for the shaman realizes 
        that they all describe the totem 
        equally well.
        

Note: the use of all the different names and he/she throughout the text was intentional. After all its like Orou said - 'Panther believes in smoke and mirrors.'


Possum

Chris Ryan
Characteristics:
        Possum is curious, friendly and a 
        collector by nature.  She is one who 
        prefers the night, avoiding the fierce 
        light of day.  Possum fights only 
        when necessary, and tries to do it on 
        her terms.
        
Favored Environment:
        Any urban environment with trees 
        or in the wilderness.
        
Advantages:
        +1 dice for all Health spells 
        +2 dice for all Manipulation spells
        +2 dice for any conjuring by night.
                (If your campaign includes      
        spells for Low Light and                
        Thermo vision, then possum      
        shamans receive an extra +2     
        dice for these spells.)
        
Disadvantages:
        A Possum shaman must eat 
        unprocessed food only and suffers a
        +1 to target numbers involving any 
        actions requiring vision in bright 
        light, including daylight.


Tiger

David J. Altman
Characteristics:
        Tiger is a stealthy hunter and 
        prowler. She is a loner who is both  
        ferocious and cunning. She is sleek 
        and beautiful, especially when 
        making her kill. Tiger often exudes a 
        kind of deadly charisma. Subtlety is 
        how she prefers to deal with her 
        enemies, but she will face challenges 
        directly if she has to.  She is a cold 
        and ruthless huntress who will not 
        stop until her prey is caught.
        
Preferred Environment:
        Jungle
        
Advantages:
        +2 Dice for Combat spells 
        +2 Dice for Detection spells
        
Disadvantages:
        Tiger is often unpredictable, she will 
        sometimes be brutally direct, other 
        times excruciatingly subtle. One 
        constant is her loathing of leaving 
        survivors of a kill. Tiger can be cold 
        and cruel to the point of alienating 
        her comrades. Her charisma and 
        appeal can cause problems within 
        and without the party. Tiger 
        shamans must make a Willpower
        Test during and immediately after
        combat to avoid a frenzy in which
        they try to get to, and kill, any
        surviving opponents, or if all 
        opponents are dead (and the Tiger 
        shaman has failed the test) they may 
        turn on friends.

Wild Dog

The Wyrm Ouroboros
Characteristics:
        The comparison to the western 
        world's Wolf totem has been made 
        repeatedly in the past.  Wild Dog is 
        a very pack oriented creature, and 
        will usually operate within a pack 
        like environment.  Do not 
        underestimate him however, for he 
        is capable of independence if left to 
        himself.
        
Environment:
        Any Land, not inhabited by Man
        
Advantages:
        +2 Dice to Combat Spells 
        +2 Dice to Detection Spells  
        +2 Dice to Conjuring Spirits of Land 
                (not Desert).
                
Disadvantages:
         A Shaman of Wild Dog will prefer 
        to work in a group environment,
        and in fact gains a "moral boost"
        when doing so.  All his spellcraft
        (Conjuring, Sorcery, and Theory)
        gains a +1 to the die roll in question
        (5's are 6's, etc.)  However, if left to
        himself, he often flounders somewhat,
        thus lowering his moral standing with
        himself (lower ALL target numbers,
        mundane or not, by 1).

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