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Message no. 1
From: Crisper Than Thou <crisper@*******.ARMORY.COM>
Subject: Big List O Totems
Date: Mon, 24 Aug 92 20:25:10 PDT
Okay, here it is. All the existing totems from the Blue Book and the Grimoire
are included, pretty much verbatim as I recall. I've tried to equalize
everything so that broader advantages (i.e. AT NIGHT vs. IN FOREST DOMAIN)
gain smaller dice bonuses, etc.

Inspiration for many of totems' personalities and natures were derived from
a divination card set called MEDICINE CARDS. I cannot recall who prints
them, but I could pull my set out and look it up if anyone really wants to
know.

Finally, questions, comments, whatever, are welcome, but understand that most
of the following came from a two-week period of extreme boredom last summer,
when I had no gaming group to speak of. Many (i.e. almost all) of these
totems have not been playtested, and I haven't really looked at the contents
of this file for some time-- maybe three or four months. :)

Anyway, here it is.

--The Elder Dan

---------------------------CUT SOMEWHERE RIGHT AROUND HERE------------------

SHADOWRUN EXPANSION FILE (MAGIC) New and Expanded List of Shamanic Totems

ANT

Environment: UNDERGROUND

Advantages: +2d CAVERN spirits
+2d all spells cast BELOW GROUND LEVEL

Character: A single ant is nothing, but the hive overall is a force to
be reckoned with. Ant is steadfast and patient. It knows its own small life
is of no consequence in the grander scheme, so it is unafraid of death. The
only wrong is to fail the Queen. Ant, as an insect totem, is not appropriate
for player characters.

Disadvantages: Well, for one thing, how does being cocooned to serve as food
for a nest of hungry Ant spirits sound? All insect totems will event-ually
destroy their shaman-- either because he's getting too dangerous or because
he can better serve them as a bug (Flesh Form spirit). Basically, you'd have
to be nuts to be an Ant shaman for any length of time-- but then again, most
Ant shamans are nuts, so I guess that's okay.
--------------------------------------------------------------------------
ANTELOPE (or GAZELLE)

Environment: PRAIRIES and MOUNTAINS

Advantages: +2d PRAIRIE and MOUNTAIN spirits
+2d HEALTH spells

Character: Antelope is a doer-- a mover and a shaker. Antelope shamans
are always pushing for action; long intricate planning sessions just piss an
Antelope shaman off. They are improvisers. They are full of advice and are
usually really good listeners as well.

Disadvantages: Antelope gets annoyed when others dawdle or fail to take his
advice. Also, while they DO manage to avoid leaping before they look,
Antelope shamans will usually fail to consider contingency plans. They don't
expect failure, so a back-up, to them, is a waste of time.
--------------------------------------------------------------------------
ARMADILLO (or ANTEATER)

Environment: DESERT

Advantages: +2d PRAIRIE, FIELD, and DESERT spirits

Character: Armadillo is, well, the joke of the totem world. Other
shamans love to make wise-cracks about "Road domain", and roadkill humor
abounds. And the truth is, Armadillo is a little, squishy guy who does tend
to spend a lot of time on highways, making a convenient target for cars. But
Armadillo shamans are a proud lot, and most are very secretive and
introspective, so the ribbing from others bothers them very little.

Disadvantages: Aside from their lack of spell-casting bonuses, Armadillo
shamans tend to be easily distracted, and they frequently just tune
comp-letely out of normal reality-- not quite going Astral, but certainly
with-drawn from the mundane plane. Armadillo shamans are big into escapism;
most are into gaming, video, drugs, simsense, or other escapes.
--------------------------------------------------------------------------
BADGER

Environment: FOREST

Advantages: +2d FOREST spirits
+2d COMBAT and MANIPULATION spells

Character: Badger is usually content to waddle along, minding his own
business. But the instant something interferes with him, or someone cros-ses
him the wrong way-- WHAM! Out come the claws and teeth. Badger is very
persistent and aggressive in getting what he wants, and few people are
willing to match swords with a Badger shaman for a second time, unless they
were lucky enough to get the upper hand the first time. But this is
dangerous, because nothing is more vindictive than a beaten Badger.

Disadvantages: Badger holds grudges-- LOTS of grudges, with lots of peo-ple,
over little and stupid things. Badger shamans also tend to be gos-sipy,
spiteful, and (on occasion) cruel. You piss off a Badger shaman and you'll be
pissed on for months or years to come. Their vindictive and vengeful nature,
combined with their endurance and persistence, make them among the most
troublesome of enemies.
--------------------------------------------------------------------------
BAT

Environment: CAVES by day, ANYWHERE by night

Advantages: +1d any spirits conjured at NIGHT
+1d any spells cast at Night

Character: The Bat is not afraid of death, because he understands the
cycle of life and the potential for rebirth better than anyone. Bat shamans
are secretive, and are more interested in discovering things for themselves
than in just researching and learning what others have already done. They are
every bit as nocturnal as Owl.

Disadvantages: Bat suffers the same daytime/daylight penalties as Owl,
except that daytime does not inhibit his daytime magical activities IF he is
in Cavern domain at the time.
--------------------------------------------------------------------------
BEAR (most any kind)

Environment: FOREST

Advantages: +2d FOREST spirits
+4d HEALTH spells



Character: Bear is powerful in body and slow-moving unless he has to
move fast. He seems clumsy and unaware of his surroundings, but he is in
harmony with the world and what goes on around him. He is slow in speech but
powerful in battle. Bear is a powerful healing totem found in shamanic
cultures wherever bears are known, be it North America, central and nor-thern
Europe, or Asia.

Disadvantages: Bear shamans may go beserk when wounded. Whenever wounded,You had
time to come up with that list of neat stuff to do at my stat levels yet?

the shaman must make a Willpower (4) test; he goes beserk for 3 Turns, less
one Turn for each success. The shaman will attack the nearest enemy, using
his most powerful weapons (either physical or magical). If the enemy is
killed or incapacitated, or the time expires, Bear snaps out of it.
--------------------------------------------------------------------------
BEAVER

Environment: RIVER

Advantages: +2d RIVER spirits
+2d HEALTH and MANIPULATION spells

Character: Beaver is an acheiver. Beaver shamans are not into sitting
around accomplishing nothing, nor are they into hastily rushing in to
improvise a plan. They are thorough, methodical, and decisive. Beaver always
tries to leave two or three contingency plans as well-- nothing irks Beaver
more than getting cornered through his own stupidity.

Disadvantages: Beaver sometimes gets caught up in details, but usually it's
not bad enough to slow things down. However, Beaver will never go into
something without a backup plan and he HATES surprises. Beaver shamans get
really pissed off when other people slack off or fail to get their part of
the job right.
--------------------------------------------------------------------------
BOAR

Environment: FORESTS and MOUNTAINS or PRAIRIES and DESERT

Advantages: +2d FOREST and MOUNTAIN or PRAIRIE and DESERT spirits
+2d COMBAT spells

Character: Boar is straight-forward, unsubtle, and unswerving. Boar
shamans are into taking the most direct tactic available. Pussyfooting aboutJust
asking.

pisses them off. Boar is a terrifying combatant-- his strength and stamina
mean that he will go into combat ready to see it through.

Disadvantages: Boar is often unaware of impending death in combat. To break
off combat, a Boar shaman must make a Willpower (6) test. They ALSO have a
tendency to go beserk (see Bear). In social situations, they tend to be crude
and tactless. In everything else, they are just plain messy.
--------------------------------------------------------------------------
BOBCAT

Environment: MOUNTAINS


Advantages: +2d MOUNTAIN spirits
+2d COMBAT and ILLUSION spells

Character: Bobcat likes to hunt. Nothing gets a Bobcat shaman more
excited than stalking, tracking, searching, investigating.... They just like
to hunt things down. The kill is not as important as the path taken to get
there. When the hunt is over, they may take the kill (in a meta-phorical as
well as real sense) or just let the "prey" go free.

Disadvantages: Bobcat tends to be real random about things. Bobcat shamans
try not to plan their lives more than a day in advance. They flake out on
commitments with some frequency. They are always changing their minds, which
makes them hard to work with.
--------------------------------------------------------------------------
BUFFALO

Environment: PRAIRIE

Advantages: +4d PRAIRIE spirits
+2d HEALTH spells

Character: Two hundred years earlier, the buffalo was the source of
nearly everything for the Plains Indians of North America-- it provided meat,
leather, bone, and hoof glue. The Buffalo is one of the great Givers among
the totems-- he shares with anyone who he feels needs or deserves the help.
Buffalo shamans are also among the most fully religious, with the most
elaborate prayers and ceremonies.

Disadvantages: Buffalo's giving nature often leads to having less than he
needs for himself. Buffalo is also a bit slow sometimes-- both in the body
and the mind. A Buffalo shaman is usually fairly easy to intimidate (+1
penalty when resisting Presence Attacks).
--------------------------------------------------------------------------
BUTTERFLY

Environment: ANYWHERE

Advantages: +3d ILLUSION and MANIPULATION spells

Character: Probably the most benign insect totem; Butterfly is into
ideas and concepts. Butterfly shamans are incapable of putting any master
plan into action, simply because they loathe putting effort into their ideas.
They are about the only insect totem that could be used as a PC, but they are
not great shadowrunners (usually) because they don't like running around,
beating up on stuff, etc.

Disadvantages: They lose 1 die from Combat spells. Their dislike of direct
action is a problem at times as well. Finally, any Butterfly shaman will
eventually metamorphize into a Flesh Form Butterfly spell-caster, which is
still not all that dangerous-- except to the shaman.
--------------------------------------------------------------------------
BUZZARD

Environment: DESERT

Advantages: +2d WIND and DESERT spirits
+2d MANIPULATION spells

Character: Despite years of bad press, the fact is that Buzzard is NOT
a scavenger. Buzzard is a hunter, like Hawk or Falcon. Buzzard shamans are
proud of this fact and are quick to point out to those who imply that they
are less than majestic. Buzzard shamans tend to scrutinize things careful-ly
and ponder all their major decisions for some time before deciding.

Disadvantages: Buzzard shamans tend to suffer some kind of persecution
complex; they think everyone else is dumping shit on them, or just being nice
to their face and then talking about them behind their back. Many Buzzard
shamans go over the brink of sanity into hardcore paranoia. They also tend to
take a long time to make even simple choices.
--------------------------------------------------------------------------
CAT (domestic)

Environment: URBAN

Advantages: +2d CITY spirits
+2d ILLUSION and DETECTION spells

Character: Cat is stealthy, vain, and sometimes cruel. She is cunning
and learns many secrets, but does not like to share her knowledge with
others. Cat is an Urban totem, for she is quite at home with mankind, either
in their company or as a solitary huntress in the streets and alleyways. Cat
shamans are solitary types, with no commitment to anything but themselves.

Disadvantages: Cat may toy with an opponent in combat, even when the
situation is desperate. She will threaten, sneer, and hiss, displaying her
dominance. She will also use showy magic, flashy combat, and other
irrelevancies in the process of the kill. Unless she is wounded, a Cat
shaman must make a Willpower (6) test when casting a Combat spell; if failed,
she will hold successes so as to only inflict one or two SC's of damage. If
wounded, this playing around stops. Cat is fastidiously clean, suffering a +1
penalty to ANY Actions taken if she is dirty or unkempt.
--------------------------------------------------------------------------
CAT, JUNGLE (Panther, Leopard, Ocelot)

Environment: JUNGLE

Advantages: +3d JUNGLE spirits
+3d COMBAT spells

Character: All the jungle cats (we'll use Panther as the typical) live
their life cyclically-- long periods of relaxation and self-fulfillment, and
then a burst of fierce hunting activity. They dislike steady work, or
long-running jobs, much prefering to make a living where a living is readily
available at the moment. This makes most shadowrunning very convenient for
Panther. They are often very hedonistic, living it up every moment they are
not working.

Disadvantages: Panther gets bored very easily. Doing the same thing for more
than a few days, or working towards the same goal for long at all, makes
Panther start looking for other ways to pass the time. If a Panther shaman
doesn't finish a project fast, it'll never get done at all.
--------------------------------------------------------------------------
CHEETAH

Environment: DESERT

Advantages: +3d DESERT spirits
+3d COMBAT spells

Character: Cheetah is concerned with image and style. Cheetah shamans
are always into current fashion trends, hip colloquialisms, newtech, and all
the other little state-of-the-art things. Cheetah shamans are also fairly
impatient and full of a lot of energy-- they are always going places, doing
things, meeting people.

Disadvantages: Cheetah shamans tend to be highly superficial in their
dealings with people-- quick to judge and rarely interested in more than
surface appearances. Their magic is usually flashy, with lots of visible
special effects. Cheetah doesn't like to wait for anything, and will get loud
and obnoxious if forced to be patient.
--------------------------------------------------------------------------
CHICKEN

Environment: FIELD

Advantages: +4d FIELD spirits
+2d MANIPULATION spells

Character: More common than you might think. Chicken is NOT a coward by
any means; she just doesn't go looking for trouble. Chicken shamans hate to
antagonize anyone, or cause inconvenience in any way. They always seek the
path of least resistance, unless that would result in someone else being
fucked over. They are usually scrupulously honest and sincere.

Disadvantages: Chicken shamans do not make great shadowrunners because they
are always concerned about those who might be affected by their ac-tions.
They are usually fairly socially awkward and introverted (+1 tgt penalty in
social situation test).
--------------------------------------------------------------------------
CHIMPANZEE

Environment: JUNGLE

Advantages: +2d JUNGLE spirits
+2d MANIPULATION and ILLUSION spells

Character: Chimpanzee is much like Coyote-- always joking, always
playing tricks, and highly random in his behavior. Chimp shamans delight in
sleight of hand, parlor tricks, and other frivolous uses of skill and talent.

Disadvantages: Chimp is often a bit, uh, randy. Chimp shamans, both male and
female, are suckers for members of the opposite (or attractive) sex. The men
are usually chasing some skirt and the women are flirting with wannabe
samurai in some downtown bar. They are usually undependable, since it takes
very little to make a Chimp shaman change his goals completely.
--------------------------------------------------------------------------
COW

Environment: FIELDS and PRAIRIES

Advantages: +2d FIELD and PRAIRIE spirits
+2d HEALTH spells

Character: A 24-hour-a-day thorazine trip. Cow shamans are placid,
mellow, calm, sedate... even when they're terrified. Cow lets very little
concern her for long; she knows that what comes around goes around, and that
sooner or later opportunity will knock again.

Disadvantages: It's hard to get Cow to be enthusiastic about anything. She
just doesn't really care. Cow shamans are loathe to expend energy, travel
long distances, or deal with large amounts of money or property. They are
fond of eating, often to the point of gluttony-- many Cow shamans are more
than a bit overweight.
--------------------------------------------------------------------------
COYOTE (or JACKAL)

Environment: ANYWHERE ON LAND

Advantages: NONE

Character: Coyote is the Great Trickster-- unpredictably bold one
mo-ment, cowardly the next. He can be a friend or a dark joker who leads you
into danger. Coyote is also the great Magician. A Coyote shaman is too
independent to be bound by anything except his word. Like Grandfather Coy-ote
in the legends, his is intensely curious. He is often greedy and fond of
taking risks just for fun.

Disadvantages: None. A Coyote shaman wouldn't let himself be tied down by
such concepts. He is beyond rules and lives by his own wits. However, his
lack of magical advantages is not entirely helpful, and his random nature
makes him a debatable choice as a shadowrunning companion.
--------------------------------------------------------------------------
CROW

Environment: ANYWHERE UNDER OPEN SKY

Advantages: +2d WIND spirits
+4d MANIPULATION spirits

Character: Crow is the bringer of Change. Crow shamans are big into
manipulations that physically change things, especially themselves. Crow is
also the keeper of the Great Spirit's laws, and her shamans believe in order
and law as the highest creation of mankind. This does not mean that Crow
shamans just blindly accept federal, or state, or other authority as being
right, or truthful-- but it is better than total lack of control. While Crow
shamans are fond of bending (or breaking) the rules, they concede when
caught. It is doubtful that any Crow shaman has lied in a court of law,
jumped bail, or otherwise betrayed the existing system of law and order--
even if it was (perhaps) morally the right thing to do.

Disadvantages: Crows belief in the authority system often causes trouble in
shadowruns-- Crow would rather turn herself in than fight police, un-less
those police were not acting under true authority. Crow shamans have a
tendency to lie to themselves about what they are doing, however.
--------------------------------------------------------------------------
DEER

Environment: FOREST

Advantages: +2d FOREST spirits
+2d ILLUSION and DETECTION spells

Character: Deer is friendly, caring, and gentle. She tries not to see
the bad side of things, and believes (overall) that people are good and life
is going well. Violence is almost unheard of among Deer shamans.

Disadvantages: Deer loses 2 dice from Combat spells. Also, Deer tends to be
somewhat moody-- when her belief in the goodness of life and people is
shaken, she will drop into a deep depression. Deer shamans are often naiveEOF

and far too trusting for their own good.
--------------------------------------------------------------------------
DOG (domestic)

Environment: URBAN

Advantages: +2d FIELD and HEARTH spirits
+2d DETECTION spells

Character: Dog is loyal to friends and family. He fights furiously to
defend his home and holdings, but is not generally aggressive outside his own
territory. Dog loves people and defends them pitilessly from dangerous
spirits or evil magic. Once a Dog shaman gives his loyalty or love, he sticks
to it even if the person he loves is unworthy. A Dog shaman will try to
protect humanity from evil magicians at any cost.

Disadvantages: Dog is single-minded to the point of stubbornness. A Dog
shaman must make a Willpower (4) test to change his plans or tactics. The
test itself requires one Action as Dog struggles to change his mind.
--------------------------------------------------------------------------
DOLPHIN (or PORPOISE)

Environment: SEA

Advantages: +2d SEA spirits
+1d any spells cast in or on the OCEAN

Character: Dolphin is inscrutable to most land-dwellers. Dolphin
sha-mans are fond of games, and they like to play around. However, they are
not frivolous, and they know when to take things seriously. They enjoy
solving problems and puzzles, or finding elegant solutions to complex
sit-uations. It is rumored that there are dolphins capable of entering Astral
Space, and any Dolphin shaman would tell you that it is so.

Disadvantages: Dolphin tends to get caught up in the problems of others, and
is always devoting herself to several causes at once. Dolphin shamans will
often throw themselves whole-heartedly into a problem or cause with-out
looking fully into it first.
--------------------------------------------------------------------------
DOVE

Environment: ANYWHERE

Advantages: +1d ALL SPIRITS OF THE SKY
+2d HEALTH spells

Character: Dove is a universal symbol of two things: peace and
mourning. Dove shamans are almost all strict pacifists, refusing to either
take part in violence or condone it in the actions of others. Dove shamans
are also often very morose and morbid. They dwell on doom and failure a lot,
which makes for some interesting imagery in their incantations.

Disadvantages: Dove shamans are manic-depressives, usually. They will range
from periods of slightly optimistic hope for the future to despair for
mankind and the Earth on the whole. When in the latter mode, they get really
fatalistic about everything ("Why try? We're all going to die anyway...") and
in the former mode, they tend to ignore anything that suggests the
possibility of failure.
--------------------------------------------------------------------------
DRAGONFLY

Environment: SWAMP

Advantages: +2d WIND and SWAMP spirits
+2d ILLUSION spells

Character: Dragonfly is a deceiver. Like all insect totems, they are bad
news to both the shaman and to those around him. Dragonfly lies, cheats,
steals, and just generally seeks to get ahead by defrauding every-one else.
Though they are not hive-minded, they are rabidly into repro-duction, so the
shaman will soon find himself an egg sack if he refuses to get victims for
the baby Dragonflies to follow. About the only positive thing that can be
said about Dragonfly is that he is very, very adaptable.

Disadvantages: Well, aside from having few (if any) friends, and a raven-ous
taste for implanting egg sacs into living human flesh....
--------------------------------------------------------------------------
EAGLE

Environment: MOUNTAINS

Advantages: +2d WIND spirits
+4d DETECTION spells

Character: Eagle is the highest-flying bird in the sky, and so he comes
closest to heaven. He faces the rising sun at dawn and is lord of the highest
peaks. Eagle is proud, solitary, and sees everything which happens on the
Earth over which he flies.

Disadvantages: An Eagle shaman will not tolerate evil or ignoble actions. He
is a fierce defender of the land and the purity of nature, with a strong
distrust of technology and its tools (+1 penalty on tests that in-volve
dealing with highly technological items). Polluters and others who would
damage the land for profit are Eagle's enemies, and he will brave any danger
to defeat them. Double all ESN cost of added cyberware, because of the
psychological impact this has on Eagle.
--------------------------------------------------------------------------
ELEPHANT

Environment: JUNGLE and PRAIRIE

Advantages: +2d JUNGLE and PRAIRIE spirits
+2d HEALTH spells

Character: They say that Elephant never forgets. Perhaps he manages this
by stealing the memories of his shamans, because most Elephant shamans are
rather absent-minded. They are fun-loving; great at parties. Elephant
shamans take everything with just the right amount of humor and joviality;
they are capable of taking things seriously, but they don't want to if they
don't have to.

Disadvantages: Elephant shamans are not always large, but most are slow and
slightly clumsy of movement. They tend to forget things easily-- stuff like
times and places and other abstract details. They are often guilty of making
extremely stupid jokes.
--------------------------------------------------------------------------
ELK

Environment: FOREST

Advantages: +4d FOREST spirits
+2d HEALTH spells

Character: Elk believes in pacing himself and going the distance. An Elk
shaman has the patience and stamina to see nearly anything through to the
end-- and he will. They also tend to get along better with members of their
own gender than with the opposite sex. This has resulted in something of a
reputation as a totem for homosexuals, but in fact there is no higher rate of
homosexuality among Elk shamans than any other totem.

Disadvantages: Aside from the slight social stigma (and it IS fairly slight,
especially in larger cities), Elk also has a tendency to overexert himself,
or drive himself too hard towards a goal. He is also hard to dissuade from a
course of action, since he is unwilling to abandon a project or goal. He
must make a Willpower (6) test to just give up a course of action before it
has become completely hopeless.
--------------------------------------------------------------------------
FLY

Environment: ANYWHERE

Advantages: +1d ALL SPIRITS OF THE SKY
+2d DETECTION spells

Character: Fly is sneaky and duplicitous. Fly shamans are always looking
for the loophole, or just an opportunity to backstab an ally for personal
advantage. Fly's one thousand eyes see all, and its mastery of the forces of
air is superior to most. Fly's way is the way of subterfuge, deceit, stealth,
evasion, and escape.

Disadvantages: Fly spirits have a hard time working together; their shamans
are always arguing. Like all insect totems, eventually, Fly will consume and
subvert its shamans into flesh form spirits, or use them as breeding material
for its maggots (always a popular choice). However, groups of Fly spirits
cannot cooperate for long before they fall into bickering confusion. Fly
shamans (and spirits) tend to live in filthy, unsanitary conditions-- even
worse than Rat, most of the time!
--------------------------------------------------------------------------
FOX

Environment: FOREST

Advantages: +2d FOREST spirits
+2d HEALTH and ILLUSION spells

Character: Fox is something of a self-contradiction; she is both the
master Thief and the Protector of the family. One one hand, she skulks about,
silent and unseen, but on the other, she rises up to defend those in trouble.
She has a fondness for the underdog, and finds nothing more despicable than
stacked odds.

Disadvantages: While, in many ways, Fox is among the most cunning of
totems, she has her foolish side-- and it's a doozy! Fox often tends to leap
into situations without careful consideration first; her emotions carry her
into action before her logic tells her she's heading for trouble. This is why
Fox is often in a trap. Fox tends to not learn lessons of experience very
well, either.
--------------------------------------------------------------------------
FROG (or TOAD)

Environment: SWAMP

Advantages: +1d all SPIRITS OF WATER
+2d HEALTH spells

Character: Frog is always concerned about the well-being of others. He
has a great affinity for water, be it in a river, lake, or even rainfall.
Frog is a great fan of relaxation for its own sake, but he is not lazy about
it the way Gator is. "Helpful" is about the best single word there is to
characterize Frog's behavior; his shaman's are always helping others without
as much thought for themselves.

Disadvantages: His urge to help others often results in a Frog shaman being
used by others. Frog is also a very vocal totem-- he tends to blurt things
out, or talk to himself at times when silence is important. Frog shamans are
often overweight, and most are slower than average.
--------------------------------------------------------------------------
GATOR (or CROC)

Environment: SWAMP or URBAN

Advantages: +2d SWAMP or CITY spirits
+2d COMBAT and DETECTION spells

Character: Great fighter, big eater. Swift to act when action is cal-led
for, but lethargic, even torpid, the rest of the time. Gator is often
ill-tempered, especially when prodded to action. But once he grips, he holds,
and will not turn away from a path he has chosen.

Disadvantages: Gator is lazy and greedy. As an eater, he prefers to glut
himself with food and then laze around. As a shadowrunner, he prefers a job
with a big payoff that will let him take it easy until the money's gone. It
can take some hefty argument to make Gator exert himself. His greed makes him
loathe to share material goods and he will almost never make loans or pick up
a check. Once on a job, he goes for a direct solu-tion and is impatient of
subtlety. It takes a Willpower (6) test for a Gator shaman to break off a
fight, a chase, or other direct action. Gator loses 1 die from Illusion
spells.
--------------------------------------------------------------------------
GIRAFFE

Environment: PRAIRIE

Advantages: +3d PRAIRIE spirits
+3d DETECTION spells

Character: Most Giraffe shamans are tall and thin; they tend towards
herbivorism. Their big kicks are humor and altitude; most Giraffe shamans
either know how to fly aircraft, or really want to learn. They have a fairly
solid sense of humor, and are often making others laugh with improvised jokes
and ideas.

Disadvantages: Giraffe's ego is not hard to deflate; say a few disparaging
things to a Giraffe shaman and he'll rapidly drop into a depressed state.
Also, they lose 1 die from Combat spells and generally dislike conflict of
ANY kind. When a barfight breaks out, Giraffe will usually head straight for
cover and wait out the fight there.
--------------------------------------------------------------------------
GOOSE

Environment: LAKES and FIELDS

Advantages: +2d LAKE and FIELD spirits
+2d MANIPULATION spells

Character: Goose is a great orator-- often given to flowery language and
elegantly-worded prose. She is usually very skilled at negotiating and
dealing with people, because she knows just what to say. Goose shamans are
always willing to open their mouth with an opinion-- they have one for
everything under the sun.

Disadvantages: Goose can be tactless at times, when she's pissed off. The
skill in knowing just what to say has its dark side, too: Goose shamans will
often deliberately say something that just sets someone else off in a big
way. And their highly-opinionated nature is not always welcome in some
circles. Goose shamans usually keep Incantations on all their spells.
--------------------------------------------------------------------------
GOPHER

Environment: UNDERGROUND

Advantages: +1d ALL SPIRITS OF LAND
+2d ILLUSION spells

Character: Gopher is almost maniacally happy, nearly all the time.
Gopher shamans are always looking at the silver lining, the bright side, the
good things in life. They are always searching for a higher level of
relaxation and enjoyment, which often leads them into a somewhat hedon-istic
lifestyle.

Disadvantages: Gopher shamans are subject to a bit of inertia-- when they get
started on something, they don't want to give up; and if they stop for any
length of time, they just drop into full-out relaxation mode. They are also
(often) a bit clumsy, with a tendency to break things, lose things, or fall
over things. Great for comic relief.
--------------------------------------------------------------------------
GROUSE

Environment: PRAIRIE

Advantages: +2d PRAIRIE and FIELD spirits
+2d MANIPULATION spells

Character: Grouse is rather difficult to categorize or pin down. Grouse
shamans are fairly active (some range into hyperactivity) and most will use
dancing to Center, because that is one of their strongest tendencies: the
urge to dance and frolick, even when not happy. Grouse has strong
self-discipline most of the time.

Disadvantages: Grouse shamans will find themselves easily bored or burnt out
on something that they do for too long. If forced to sit in one place for too
long, they'll begin to squirm and complain. They are easily distracted from
their tasks, especially if it was something boring.
--------------------------------------------------------------------------
GULL

Environment: ANYWHERE NEAR THE SEA

Advantages: +2d WIND and SEA spirits
+2d HEALTH spells

Character: Gull is a noble creature; he is honest, honorable, and
chivalrous. He is usually very concerned about higher principles and in the
carrying out of duty and honor-- both for himself, and in those around him.
He will never deal with dishonorable, ignoble people for any length of time--
and only to further a lofty goal or important achievement.

Disadvantages: His principles often make him appear stuck-up in the eyes of
the typical street-dweller. And, for all his posturing, Gull rarely does
anything to help those of a "lower station" improve themselves-- he's content
to be at the top and leave them at the bottom. Gull shamans are often
rationalizing all kinds of things, especially when it comes to dealing with
"scum and riff-raff".
--------------------------------------------------------------------------
HAWK (or FALCON)

Environment: FOREST

Advantages: +2d FOREST spirits
+2d COMBAT and DETECTION spells

Character: Hawk is the Messenger. He is a swift and silent hunter-- not
as high-flying as Eagle, but every bit as noble and certainly a lot more
forgiving of failure in others. Hawk has a great memory.

Disadvantages: For a bird, Hawk is really quite earthy. A Hawk shaman will
quite often say the wrong thing at the wrong time, for Hawk really likes to
make his opinion known. Hawk shamans also usually have a rather, um, low-brow
sense of humor, which they are fond of sharing. This can really be
troublesome in social situations.
--------------------------------------------------------------------------
HIPPOPOTAMUS

Environment: RIVER

Advantages: +3d RIVER spirits
+3d HEALTH spells

Character: Hippo is a big, lazy guy. He is always looking for a simpler
way-- one that requires less effort. Hippo shamans prefer to let others plan,
and then just do what little part he needs to take care of. He is certainly
not a leader, a planner, or a manipulator.

Disadvantages: Hippo tends to have expensive tastes and can never hang onto
money for long. Hippo shamans are always splurging on things they don't need,
then tossing them aside later when they get bored with it. If it's on sale,
Hippo wants it-- who knows when you'll get a price like this again? Thus,
Hippo is often hungry for lack of money for food-- a problem compounded by
Hippo's enormous appetite.
--------------------------------------------------------------------------
HORSE

Environment: FIELDS, PRAIRIE

Advantages: +2d FIELD and PRAIRIE spirits
+2d HEALTH spells

Character: The Horse shaman is usually large and strong. Horse is very
loyal to friends and family (and what Horse considers "friends and family" is
a rather large and generous definition). He is ever the optimist, and very
one-minded about accomplishing things-- he will continue, no matter the
adversity or distractions that may seek to pull him away.

Disadvantages: Horse's loyalty, ease of making friends, and highly
optimistic nature all conspire to make him a bit gullible as well (+1
penalty resisting any deception, magical or mundane). He is also rather
stubborn sometimes-- he must make a Willpower (4) test to change his mind,
just like Dog (see Dog).
--------------------------------------------------------------------------
HUMMINGBIRD

Environment: ANYWHERE NEAR FLOWERS

Advantages: +2d WIND and MIST spirits
+2d MANIPULATION spells

Character: Hummingbird shamans tend to be deliriously happy most of the
time. Most HB shamans are very small and fast (i.e. BDY 1, QCK 6). They talk
fast and are always moving about, expending energy. Most people find them
easy to get along with. They don't keep secrets, they are usu-ally honest and
outspoken, and they're willing to try anything once.

Disadvantages: HB shamans are easily led by their emotions-- especially
love. Hummingbird is always in love with somebody (or at least thinks their
in love), even if it's just some gorgeous woman he saw walking down the
street or something. They are a sucker for members of the opposite sex (or
attractive sex). They lose 1 die from Combat spells as well.
--------------------------------------------------------------------------
HYENA

Environment: DESERT

Advantages: +2d DESERT spirits
+2d ILLUSION and MANIPULATION spirits

Character: You might think that Hyena is another totem with a sick sense
of humor, but actually Hyena is often rather serious. Hyena shamans find most
humor bland and boring-- they hate slapstick and sight gags and physical
humor, and prefer subtle black humor and the like.

Disadvantages: Hyena has a cruel streak a mile wide; for some reason, Hyena
shamans get a real kick out of seeing others fail miserably and get the shit
kicked out of them. They are fairly selfish, sarcastic, and gen-erally
tactless in social situations.
--------------------------------------------------------------------------
KANGAROO

Environment: DESERT

Advantages: +2d DESERT spirits
+4d MANIPULATION spells

Character: Kangaroo is the original party animal-- wild, spontaneous,
willing to go to any lengths to get attention. They are also into material
accquisition-- they packrat stuff and just seem to accumulate a ton of
bric-a-brac. They want souvenirs of everything they've ever done or seen.

Disadvantages: Kangaroo shamans are often quite irresponsible. It is not
uncommon for a Kangaroo shaman to jeapordize his security and life, and the
safety of those around him, on some wild dumb-ass stunt. Kangaroo can't keep
a secret to save his life, and is often bragging or exaggerating things to
boost his rep.
--------------------------------------------------------------------------
KOALA

Environment: FOREST

Advantages: +2d FOREST spirits
+2d ILLUSION and HEALTH spells

Character: Koala is cute and fuzzy and basically harmless. Koala
shamans are an unambitious lot, and usually not suited to direct
shadowrunning. However, they all show a marked interest in beating the
system. They also have a strange gambling streak that often gets them in
trouble. Koala shamans are a great source of background contacts-- they make
great info brokers, computer hackers (some even get wired to go netrunning),
and other sources of inside data.

Disadvantages: They lose 2 dice from Combat spells. They are easily
panicked, startled, or distressed. They tend to be wary of other people,
though not necessarily suspicious. However, many Koala shamans eventually go
very paranoid in later life.
--------------------------------------------------------------------------
LION

Environment: PRAIRIE

Advantages: +2d PRAIRIE spirits
+4d COMBAT spells

Character: Lion is the brave and powerful warrior. His method is direct
and pointed, for he is not a creature of subtlety. Lion prefers to work from
surprise and ambush, allowing others to perform tasks for him while he holds
his strength in reserve. He will take the offensive if necessary. Any threat
to his kin and family is a threat to him.

Disadvantages: Lion loses 1 die from Health spells. Lion is vain and
demands the most from himself, especially when it comes to his physical
condition and appearance. He must live well and demands respect and loy-alty
from those around him.
--------------------------------------------------------------------------
LIZARD

Environment: DESERT

Advantages: +2d DESERT spirits
+2d DETECTION and ILLUSION spells

Character: Lizard is the Dreamer. Lizard shamans are always drifting off
into daydreams, Astral wanderings, or REM sleep. They are often cryptic and
enjoy codes, puzzles, and other devices that try the mind and the wits for
long periods of time. Lizard shamans are often smaller and quicker than
average.

Disadvantages: Lizard is often not paying attention to what he should be.
Sending a Lizard shaman to do Astral recon is often a bad idea-- he will
wander off, looking at this and that and the other. Lizard is easily
distracted and sometimes doesn't make complete sense to others. Lizard
shamans are often into hallucinogens.
--------------------------------------------------------------------------
LYNX

Environment: MOUNTAINS

Advantages: +2d MOUNTAIN spirits
+4d DETECTION spells

Character: Lynx likes secrets. He likes knowing secrets, he likes
discovering secrets, he likes telling secrets. To a Lynx shaman, a locked
door is an invitation to adventure. Shadowrunning is a perfect life for a
Lynx shaman, because Lynx also loves receiving gifts-- including money.

Disadvantages: Lynx can be a penny-pincher. Don't try to short-change a Lynx
shaman, because he'll know it. Lynx is willing to pay his fair share, but he
expects to be paid well for his services as well. Lynx shamans cringe at the
thought of low-paying runs. They also enjoy lording the secrets they know
over those who don't.
--------------------------------------------------------------------------
MANTA

Environment: OCEAN

Advantages: +3d SEA spirits
+3d ILLUSION spells

Character: Manta is mysterious. She is always keeping secrets. She likes
to play it low-key, but often does overdoes it-- to the point of making it
obvious that she's trying to be subtle. She prefers life in the slow lane--
why rush things? You never enjoy anything you do in haste.

Disadvantages: Manta tends to be clingy at times, getting hooked on people or
things and generally refusing any change in life. She also can be rather
annoying at times with the "mysterious" bit, since she often over-estimates
the importance of some of the "secrets" she carries. She will often
exaggerate these "secrets" in her own mind just to boost her ego.
--------------------------------------------------------------------------
MANTIS

Environment: ANY LAND

Advantages: +1d ALL SPIRITS OF LAND
+1d COMBAT and HEALTH spells

Character: Mantis is both the wisest and the most deadly of the insect
totems. She is infinitely patient and utterly merciless. Mantis shamans are
always female-- at least, only female Mantis shamans survive for any length
of time. Male Mantis shamans are very quickly sought out by the females for
reproduction and consumption. Mantis shamans have probably the easiest time
dealing with normal totems, out of all the insects, but that doesn't mean
they still aren't dangerous. They just don't actively seek the deaths of
everyone else, like most insects.

Disadvantages: Like all insect totems, Mantis will eventually subvert her
shamans into flesh form spirits. Mantis is generally content to avoid others
(and, in fact, prefers it this way) but those who cross her are dealt with
swiftly and fiercely. She never works with others for very long, prefering to
go her own way.
--------------------------------------------------------------------------
MINK

Environment: FOREST

Advantages: +2d FOREST spirits
+2d ILLUSION and HEALTH spells

Character: Mink is a social creature. She is always meeting and doing
and socializing and partying. Mink shamans aren't concerned with who you are
and what you do and how much you make a year-- who do you know? Most Mink
shamans have a lot of contacts at low Ratings rather than a few at high
Ratings. They are concerned with gaining the widest possible social base of
operations.

Disadvantages: Mink shamans are often superficial and trite. They nod in all
the right places, smile when you say something witty, and forget what you
look like an hour later. They are rarely willing to commit to any long-term
project because they've got a million other things to do.
--------------------------------------------------------------------------
MONKEY

Environment: JUNGLE

Advantages: +2d JUNGLE spirits
+2d ILLUSION and DETECTION spells

Character: Monkey is more serious than Chimpanzee. He is an explorer and
is always taking things apart to see how they work, breaking into things to
see what's inside, and generally going to extreme lengths just to see what's
over the mountain, so to speak.

Disadvantages: Monkey's curiosity will sometimes get him in trouble. Also,
Monkey gets jealous easily-- when someone else does some impressive thing, he
feels obliged to outdo it or (if he can't hope to surpass) belittle it.
Monkey is often distracted from the task at hand by irrelevant things.
--------------------------------------------------------------------------
MOOSE

Environment: PRAIRIE and TUNDRA

Advantages: +2d PRAIRIE and TUNDRA spirits
+2d DETECTION spells

Character: Moose is insightful, low-key, mellow, and calm. Moose has
marvelous self-esteem, but lacks the vanity that plagues Lion, Cat, and some
of the others. Moose shamans are usually large and strong, and very sedate
about nearly everything. Moose knows how to take things in stride; it is very
hard to really surprise, shock, or freak out a Moose shaman. But if you do,
watch out! He'll really start a fuss then.

Disadvantages: Moose is outspoken and very, er, virile. Moose shamans of
both sexes tend to intimidate members of the opposite sex in a big way, but
that doesn't stop them from trying at every available opportunity. Moose is
also often a bit slower than average, and the tendency to remain calm will
sometimes cause a Moose shaman to hesitate just a bit too long before taking
action.
--------------------------------------------------------------------------
MOUNTAIN LION

Environment: MOUNTAINS

Advantages: +2d MOUNTAIN spirits
+2d COMBAT and DETECTION spells

Character: A great hunter, but not a wasteful one. Mountain Lion finds
excessive killing beneath his dignity. He is a proud leader, but doesn't
suffer the vanity of the Lion. Keen, aware of his surroundings, and
aggressive when necessary-- this is the Mountain Lion.

Disadvantages: Aside from the fact that he is very critical of waste in any
form, and from anyone, the Mountain Lion shaman is also possessed of a
certain tendency to accident-- consider him to have a point of Bad Luck for
every 1 and 2 rolled on his LCK roll at the beginning of a run. Mountain
Lion shamans quite often bite off more than they can chew as well, and may
often get burned while playing with fire.
--------------------------------------------------------------------------
MOUSE

Environment: FIELD and PRAIRIE or URBAN

Advantages: +2d FIELD and PRAIRIE or CITY and HEARTH spirits
+2d DETECTION spells

Character: Because Mouse is so much smaller than many other animals, and
because so many other creatures hunt her, the Mouse shaman usually has a
well-developed sense of danger. Mouse scrutinizes everything, and has a
marvelous ability to categorize and organize. Mouse is not as skittish as
Rabbit, or as selfish as Rat.

Disadvantages: To others, Mouse often seems a nit-picker. A Mouse shaman
will always try to find new, better, or more efficient ways of doing things.
Mouse always wants to go over every little detail, and usually blows all the
obstacles way out of proportion. This slows things down a lot sometimes--
which can be bad for a shadow job. Mouse also loses 1 die from all Combat
spells.
--------------------------------------------------------------------------
OPOSSUM

Environment: FOREST

Advantages: +2d FOREST spirits
+2d HEALTH and ILLUSION spells

Character: Everyone knows the 'possum strategy of playing dead. This is
something that Opossum shamans take very seriously-- though they can fight as
well as the next totem, they will first try to make the enemy think they are
out of the picture. They are into all forms of diversion and distraction, and
have a good mind for tactics and strategy.

Disadvantages: Opposum shamans tend to be a bit overdramatic, and blow
things way out of proportion at every opportunity. Opposum sometimes confuses
himself. Also, Opposum shamans tend to be fickle and change their minds about
things all the time.
--------------------------------------------------------------------------
OSPREY

Environment: ANY LAND NEAR THE OCEAN

Advantages: +1d SEA and WIND spirits
+1d ALL SPIRITS OF THE LAND

Character: Osprey shamans consider themselves the most stable and
balanced of the totems-- they are well-versed in the magicks of the land,
water, and air, which no other totem can claim. Just as the osprey dives into
the ocean to catch its prey, Osprey shamans will watch from out of range or
out of sight, waiting for the right moment to strike. However, Osprey shamans
are masters of subtlety-- they dislike subterfuge and violence equally.
Osprey shamans are often very much into one or more creative or performance
arts.

Disadvantages: Osprey shamans are often stuck-up; they consider themselves
superior to most other totems, although they are tactful enough not to say so
most of the time. They are proud of their acheivements and get really irked
when others fail to notice or commend them for their successes. Those Osprey
shamans who are into some form of artistic expression are fond of making
those around them experience their form, and they expect to be applauded or
congratulated on their skill.
--------------------------------------------------------------------------
OTTER

Environment: RIVER or SEA

Advantages: +2d RIVER or SEA spirits
+2d ILLUSION and HEALTH

Character: Otter is playful and curious. She thinks combat and fighting
are silly-- a waste of time. In her opinion, time would be much better spent
swimming about, climbing on things, and looking into new places. An Otter
shaman is not likely to be a shadowrunner for the money, or for ethical
reasons-- they run just for the hell of it.

Disadvantages: An Otter shaman is unlikely to take something seriously until
it may be too late to escape. Otter is likely to get in over her head because
of her curiosity, as well. An Otter shaman will never start combat, and is
unlikely to participate unless directly affected by the threat of violence.
--------------------------------------------------------------------------
OWL

Environment: NIGHT

Advantages: +2 any spirits at NIGHT
+2 any spells at NIGHT

Character: Owl is a wise and silent observer. She does not speak unless
she has something important to say. Owl lives by night and shuns the
sunlight, in which she is practically helpless. What she hunts for, she
finds. Owl is helpful to her friends and fearsome to her enemies.

Disadvantages: +1 penalty to ALL Target Numbers (even non-magical ones) in
direct sunlight. +1 penalty to all Magical test Target Numbers during
daytime, whether in sunlight or not.
--------------------------------------------------------------------------
PARROT

Environment: JUNGLE

Advantages: +2d JUNGLE spirits
+2d HEALTH and DETECTION spells

Character: Parrot is the great Imitater. Parrot shamans are into funky
language idioms, neat vocal tricks like ventriloquism and mimicry, and
obscure quotes from old movies, books, and songs. They prefer bright colors
for dress, and disdain subtlety and stealth for the small-minded. Typically,
everything they own is brightly colored as well, and their magic is the same.

Disadvantages: It's really hard to get Parrot to do anything in a low-key
way. He is showy and melodramatic in everything he does. Parrot shamans also
tend to overdo the obscure quotes and idioms bit at times.
--------------------------------------------------------------------------
PORCUPINE

Environment: FOREST

Advantages: +2d FOREST spirits
+2d ILLUSION and MANIPULATION spells

Character: Porcupine is the embodiment of innocence and trust. Usually
not the best traits for a shadowrunner, really. Porcupine shamans are always
looking for a simpler solution, and they loathe any action that will harm,
belittle, or otherwise disadvantage another. However, they have their
quills-- when someone betrays their trust, they swell up to prevent from
being abused a second time.

Disadvantages: Porcupine shamans get used a lot-- so they swing back and
forth between openly trusting of everyone and suspicious of everyone. They
lose 1 die from Combat spells; the quills are more of a personality thing
than a spell ability.
--------------------------------------------------------------------------
PRAIRIE DOG

Environment: PRAIRIE and UNDERGROUND

Advantages: +2d PRAIRIE spirits
+1d ALL SPELLS cast UNDERGROUND

Character: Prairie Dog is concerned about the community and
cooperation. She hates strife, conflict, and misunderstanding between
people. Prairie Dog shamans are often the intermediaries in a dispute, or the
peace-maker in an argument. They try harder than most to see both sides of
the issue and always seek to make impartial judgments.

Disadvantages: Prairie Dog is ALWAYS right. Her ability to make peace between
others doesn't necessarily extend to herself-- Prairie Dog shamans point out
the value of compromise, just as long as they don't have to do it themselves.
--------------------------------------------------------------------------
QUAIL

Environment: FIELDS and PRAIRIES

Advantages: +3d FIELD and PRAIRIE spirits

Character: Quail is perpetually amazed at the world. Quail shamans seem
to find a new and incredible thing every single day. They tend to be easily
impressed, but (to their credit) they do manage to assimilate things rather
quickly-- so they can go on to the next great wonder.

Disadvantages: Quail's tendency to find everything impressive often means
other people see her as gullible, naive, or just plain stupid. None of these
is necessarily true, but it's appearance that counts anymore. Also, Quail
shamans tend to have a hard time keeping secrets and they often interject
into conversations with something that they really shouldn't be revealing.
--------------------------------------------------------------------------
RABBIT

Environment: PRAIRIE or FOREST

Advantages: +2d PRAIRIE or FOREST spirits
+2d ILLUSION and DETECTION spells

Character: Rabbit is believed, by many, to be cowardly, but the truth is
that Rabbit is wise and cautious. He prefers to flee danger, or to remain
hidden, and he usually observes things from a distance. However, if his help
is needed, he will not hesitate to get involved directly.

Disadvantages: Rabbit loses 1 die from Combat spells. A Rabbit shaman's
first instinct when any sign of danger shows itself is to get the hell out of
the area, to a safer place where he can observe the proceedings. No roll is
required, but it's a generally proper role-playing hint.
--------------------------------------------------------------------------
RACCOON

Environment: URBAN or FOREST

Advantages: +2d CITY or FOREST spirits
+2d ILLUSION and MANIPULATION spells

Character: Raccoon is a clever bandit who can break open any trap to
remove the bait. He can also escape any danger, for his paws are like
cunning hands. Raccoon fights when he must, but prefers strategy and tricks.

Disadvantages: Raccoon is a loner. Like Coyote, his intense curiosity makes
him ignore danger in the quest for information. Raccoon can be greedy (this
is a thief totem) and Raccoon shamans like to steal the very best, finding
petty theft and violent robberies beneath their dignity. Raccoon shamans lose
1 die casting Combat spells.
--------------------------------------------------------------------------
RAT

Environment: URBAN

Advantages: +1d all SPIRITS OF MAN
+2d DETECTION and ILLUSION spells

Character: Rat is a stealthy thief who is too selfish to share
anything, even with his companions. He is a reluctant warrior who would
rather run than fight. Where mankind goes, Rat goes too, for who else's
bounty can sustain him?

Disadvantages: Rat shamans are usually dirty and unkempt. Rat is also a
coward, but when he MUST fight, he fights to kill. Rat dislikes working out
in the open, for a muttered spell from the shadows (or a silenced pis-tol
from a doorway) is more his style. Subtract 1 die for Combat spells.
--------------------------------------------------------------------------
RAVEN

Environment: ANYWHERE UNDER THE OPEN SKY

Advantages: +2d WIND spirits
+4d MANIPULATION spells

Character: Like Coyote, Raven is a trickster-- clever and devious. Raven
is also the Transformer, responsible for changes. He is a living
contradiction, greedy and generous by turns.

Disadvantages: Raven shamans are either overweight or rail-thin. In either
case, they are gluttonous and always hungry, finding it next to impossible to
resist an offer of food. (Double all penalties from hunger.) Raven dis-likes
fighting, prefering to let others handle that part of life. Subtract 1 die
from Combat spells. If not under the open sky, Raven suffers a +1 penalty to
magical activities of any kind.
--------------------------------------------------------------------------
RHINO

Environment: DESERT

Advantages: +2d DESERT spirits
+2d COMBAT and MANIPULATION spells

Character: Easily given to anger, Rhino doesn't take shit from anyone.
He does what he wants and fuck anyone who disagrees. Fearless and stubborn:
that's the Rhino shaman. If you try to argue with Rhino, he will just tune
you out and do it his way anyway.

Disadvantages: Well, for obvious reasons, Rhino shamans can be hard to deal
with for any length of time. Also, they sometimes go beserk (see Bear for
details). Rhino shamans only know two ways to do anything: their way and the
wrong way. Their favorite phrase is "Fine, then. Fuck off."
--------------------------------------------------------------------------
SCORPION

Environment: MOUNTAIN and DESERT or MOUNTAIN and FOREST

Advantages: +2d MOUNTAIN spirits; +2d DESERT or FOREST spirits
+2d COMBAT spells

Character: Scorpion is not something to fuck with. It's vindictive and
vengeful. Scorpion keeps a scorecard and is very meticulous in tracking down
and getting revenge on everyone who has pissed it off. Scorpion, like Spider,
is not quite a true insect totem, but it's certainly close. Scorpion shamans
are usually psychotic, homicidal, and paranoid. In much the same way as a
real scorpion will hide in your shoe, the Scorpion shaman will hide in your
home, or car, or other place that you normally consider secure. Then, POW!
The stinger cuts you in half.

Disadvantages: Scorpion is solitary and anti-social. Hang around with a
Scorpion shaman for long and sooner or later you'll end up on his black list.
Also, Scorpion has the same danger as insect totems-- eventually, it will
possess its shaman and convert him into a flesh form spirit. THEN you've got
a problem-- the magical equivalent of a cyberpsycho warborg; a psychotic
armor-plated alien monster with pincers and stinger.
--------------------------------------------------------------------------
SEAL

Environment: SHALLOW OCEAN

Advantages: +3d SEA spirits
+3d ILLUSION spells

Character: Seal is good at keeping other people on task. She is always
reminding others of responsibilities, and rarely loses track of the task at
hand. Seal shamans are fairly good leaders, but they dislike exerting power
over others unless it's necessary so they usually make better assistants.

Disadvantages: Seal is often a drag-- somber, sobering, and always pointing
out that this is not what you're supposed to be doing. Seal shamans have a
tendency to get bogged down in details of wording, too, when it comes to
assigned tasks. Seal has a +1 penalty on any spell-casting that involves
directly interfering with the free-will or comfort of another (includes
Control Manipulations and Combat attacks).
--------------------------------------------------------------------------
SHARK

Environment: SEA

Advantages: +2d SEA spirits
+2d COMBAT and DETECTION spells

Character: Shark is the cold, relentless hunter of the sea-- utterly
savage in battle. Shark calls no place home, but wanders the sea and knows
all its secrets. Shark would be a likely totem for shamans of any sea-faring
or shore-dwelling culture: Hawaiian kahunas, Japanese miko, Haitian houngans,
Eskimo angekok, as well as the NAN tribes of the Pacific North-west and any
surviving shamans among the few Australian aborigines still living in the
Dreamtime.

Disadvantages: A Shark shaman may go beserk in combat when wounded, or after
a kill. When either happens, the shaman makes a Willpower (6) test and goes
beserk for (3) Turns, less one Turn for each success. A beserk Shark shaman
attacks the nearest living thing-- friend or enemy-- with his best weapons or
spells, or may possibly continue to attack the corpse of his last victim,
savagely blasting and hacking it. Even if he isn't dead, Shark believes that
the best enemy is a dead enemy. He rarely uses non-lethal methods in combat.
If challenged in any way, he does not stop to reason-- he strikes. And when
he strikes, it is to kill.
--------------------------------------------------------------------------
SHEEP

Environment: PRAIRIES and FIELDS

Advantages: +2d PRAIRIE and FIELD spirits
+2d DETECTION spells

Character: Sheep is an excellent follower, but rarely a trailbreaker or
leader. She prefers the status quo, always, and dislikes sudden or radical
change. Sheep shamans are very vocal about things that bother them, but
rarely follow their words with action unless someone else is taking the lead
first.

Disadvantages: Sheep shamans often end up being gun-fodder during runs,
because they have a hard time saying "NO". Their vocalization about prob-lems
and concerns often runs into the realm of incessant whining. They have very
little motivation or initiative. They lose 1 die from Combat spells. They're
very definitely not a great choice for PCs.
--------------------------------------------------------------------------
SKUNK

Environment: FOREST

Advantages: +2d FOREST spirits
+2d ILLUSION and MANIPULATION spells

Character: Skunk shamans do not believe in threatening another's life;
they far prefer to threaten others' senses. They are fairly nonchalant about
life most of the time, and (believe it or not) most are fairly charismatic.

Disadvantages: Skunk shamans often use their charisma to emotionally harm
others; they have a knack for knowing just what will crush you utterly. Also,
they are very concerned about reputation, and about the way others think of
them. This often drives them into situations that reason says would have been
better avoided. They lose 1 die from Combat spells.
--------------------------------------------------------------------------
SNAKE (usually any non-poisonous)

Environment: ANYWHERE except MOUNTAINS

Advantages: +2d HEALTH, ILLUSION, and DETECTION spells

Character: Snake is a wise healer who dwells in many places and knows
many secrets. Snake is a good councilor, but exacts a price for her ad-vice.
Snake is adaptable, and can confuse the senses of enemies.

Disadvantages: Snake doesn't fight unless she must defend herself or hunt to
eat. Snake shamans lose 1 die from ANY spells cast during combat. Snake
shamans are obsessed with learning secrets and will take enormous risks
to do so.
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SPIDER

Environment: ANYWHERE ON LAND (RURAL or URBAN)

Advantages: +1d all LAND spirits or all SPIRITS OF MAN
+2d COMBAT spells

Character: Spider is manipulative, deceptive, and lethal. However, she
is also among the most creative of forces as well. She weaves a web that is
both beautiful and deadly. Spider shamans are very patient, willing to wait
as long as needed for success. They will go to great lengths, and use
elaborate plots, to get their way. Most Spider shamans put energy into some
kind of creative skill, which often ends up their Centering tool as well.
Spider is not truly an insect, but she can be bad news as a totem.

Disadvantages: Spider, like the insect totems, will seek to eventually
subvert the shaman's body, turning him into a Flesh Form spider creature.
Many legends hold that Spider is not from this world, but instead came from
the stars untold millenia ago, bringing the written word and other cultural
devlopments to man. Handle this totem with care! Spider has no sense of humor
most of the time, and is easily angered.
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SQUIRREL (or CHIPMUNK)

Environment: FOREST

Advantages: +4d FOREST spirits
+2d MANIPULATION spells

Character: Squirrel shamans are always picking things up. It's not so
much that they're kleptomaniacs, nor are they consciously storing things for
later use. It's just a very strong urge-- Squirrel doesn't believe in
"useless" things. Everything can be extended into other purposes. But not
everything Squirrel does is random-- Squirrel is always thinking about the
future, and what may be coming up. She is always storing things up, and
taking steps to ensure that change will not take her by surprise.

Disadvantages: Squirrel is just a bit paranoid. Also, Squirrel shamans DO
have unconscious kleptomaniac tendencies in many (but not all) cases.
Squirrel shamans are always fretting over something-- did they leave the
lights on in the house? Should I do this or that? Is that person danger-ous?
If it's not one thing, it's another. Also, Squirrel shamans tend to live in
really abysmally messy homes-- they collect all this stuff and then they
utterly fail to organize it in any way. Woe be to any marriage between a
Mouse and a Squirrel! (It happens. A lot.)
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SWAN

Environment: LAKES

Advantages: +3d LAKE spirits
+3d DETECTION spells

Character: Swan, above all, is concerned about grace. Swan shamans are
into style, appearance, manners, and all that. Swan is also very intuitive
and her shamans tend to be very good at reading people from their surface
appearances. This is somewhat ironic, because Swan shamans are usually fairly
good at masking their own nature from others.

Disadvantages: Swan is usually fairly superficial. Swan shamans are more
concerned about style and how things are done than they are about substance
and how well things work. They tend to be vain and obscenely concerned about
their own appearance and they appearances of those they associate with.
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TERMITE

Environment: WOOD (ANYWHERE)

Advantages: +2d with any 3 spell categories
(chosen at start of existence)

Character: Termite is to the insect totems what Coyote is to the other
animal totems; Termite shamans delight in tormenting, tricking, and just
generally irritating other insect shamans, and (like all insects) they love
causing misery and suffering in humankind.

Disadvantages: Most problems that arise between insect hives are caused by
Termite shamans causing trouble. They can't work long with anyone, because
the urge to start shit is too damn strong. Wasp, especially, has a hard time
putting up with Termite.
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TIGER

Environment: JUNGLE

Advantages: +2d JUNGLE spirits
+2d ILLUSION and COMBAT spells

Character: Tiger is the hunter, hider, and stalker. She is a master at
concealing herself until the last moment, when she springs and kills. Tiger
shamans are into surprise and ambush tactics, and like spontaneity in their
lives. She is also a protective mother and loyal companion.

Disadvantages: Tiger has a certain way of doing things, and she does not
invite debate. Tiger shamans get irritated when others try to ignore or alter
their well-designed plans. Tiger is also very concerned with honor, both for
herself and for those around her, to the point of sacrificing tactical
advantage or personal gain.
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TORTOISE

Environment: SEA

Advantages: +3d SEA spirits
+3d MANIPULATION spells

Character: Tortoise is wise and ancient. He has seen much and knows many
secrets long forgotten to the other animals. Tortoise shamans almost never
say anything (most will learn most of their spells with No Incant and often
No Gestures as well) but they watch everything.

Disadvantages: Like Turtle, Tortoise is sloooooow. Slow in deciding, slow in
movement. Tortoise loses 1 die from Combat spells as well. Tortoise is not
particularly social, and usually makes no effort to deal with other people
unless necessity calls for it.
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TURKEY

Environment: FIELDS

Advantages: +3d FIELD spirits
+3d HEALTH spells

Character: Turkey shamans are generous-- far more than one would think
possible, in some cases. Turkey shamans are always concerned about the sick,
the poor, and the aged. They are very service-oriented and will go to any
lengths to help and protect the down-trodden.

Disadvantages: Turkey shamans are usually pretty poor, because they rarely
hang onto many material things for themselves. In some ways, Turkey is the
embodiment of everything that opposes shadowrunning....
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TURTLE

Environment: RIVERS, LAKES

Advantages: +3d RIVER and LAKE spirits

Character: Turtle is wise but slow, small but well-protected. Turtle
shamans are very quite and introverted, and they take everything at the same
leisurely pace. But some are snappers, and can bite you pretty bad
(metaphorically speaking) if you push them too far. Most Turtle shamans are
low in all the physical areas but fairly high in the mental ones.

Disadvantages: Slooooow. Also, Turtle's dislike (or inability) for social
interaction creates problems when information-gathering is the task at hand
(+1 penalty on any Etiquette and Negotiation types of tests). Finally, when
confronted with trouble, Turtle's first response is usually to pull into the
shell and ignore it-- his shamans are into escapism, be it through drugs,
booze, simsense, or just normal vid.
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VULTURE

Environment: DESERT

Advantages: +3d DESERT spirits
+3d DETECTION spells

Character: Vulture is a scavenger. Vulture shamans are always picking
over rubble, debris, trash, corpses, etc. looking for something that might be
useful. They take weapons, armor, money-- nothing is sacred. Vulture shamans
make superior thieves, but they are usually unwilling to take risks. They'd
rather let others do the work and then follow along behind, picking through
the leftovers.

Disadvantages: Vulture shamans are rather cowardly-- or, like Rabbit, they
act cowardly. It is rare that a Vulture shaman will volunteer to do
ANYTHING. Ask if anyone wants to go scout ahead, or guard the rear, or watch
the prisoner, and Vulture will keeep his mouth shut. On the other hand,
Vulture rarely says no if directly commanded or asked to do something,
because he dislikes making waves that might draw attention to himself.
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WASP (or HORNET or YELLOWJACKET or BEE)

Environment: ANYWHERE

Advantages: +4d WIND spirits
+2d MANIPULATION spells (HEALTH spells for BEE)

Character: Wasp is arrogant and elitist, even among other insects. Wasp
thinks of itself as the top of the evolutionary chain, because in-sects are
(of course) far better than any other class of lifeform on the planet, and
Wasp is the best insect because it can fly and defend itself. Hornet and
Yellowjacket are less common, but there are far too many Wasp and Bee shamans
for comfort. Of those two, Wasp shamans are more capable of independent
thought; Bee is much more hive-oriented, although Wasp uses hive organization
as well.

Disadvantages: The problem here is the same as with all insect totems--
eventually, they'll take over and use you as host, eggsac, or food. Male
Wasp/Bee shamans will become drones or eggsacs (depending on the Queen's
needs) and female shamans become inhabited by warrior spirits. Also, Wasp is
among the least patient and least subtle insect forms-- they favor Blitzkrieg
tactics and overkill.
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WEASEL (or FERRET)

Environment: FOREST

Advantages: +2d FOREST spirits
+4d ILLUSION spells

Character: Weasel is thought of by many as the archetypal thief, but in
reality that's Raccoon. Weasel is just the master of stealth and evasion. He
uses his skill at disguising appearances to help in in his hunting. Weasel
shamans take great delight in confusing, confounding, and ditching people for
the fun of it. Weasel shamans also tend to run at high levels of energy,
bouncing off walls if contained or bottled up for long.

Disadvantages: Weasel shamans tend to be loners. They've also gained a
rather undeserved reputation as thieves and back-stabbers, which is not
necessarily true. Their reputation as incessant pranksters with weird and
often sick senses of humor IS true, however. Weasel shamans also have a
subconscious tendency to lie, or at least exaggerate-- to others, and to
themselves. It's not like they mean to....
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WHALE

Environment: SEA

Advantages: +4d SEA spirits
+2d HEALTH spells

Character: Whale is the great Record-Keeper, and as such tends to keep
a long memory-- it is said that the legends of whales date back to the
civilizations of Lemuria, Mu, and Atlantis. The life of Whale is steeped in
sound, as well; many Whale shamans get themselves wired for increased hearing
and sub/ultrasonic hearing to bring themselves closer to their totem (this is
one of the only commonly-found cybermods among shamans).

Disadvantages: Whale's great memory often leads to a tendency to dwell in
the past, and also often creates a rather irritating love of the trivial.
Whale is always pointing out little coincidences, irrelevant things, or
stupid stuff. Whale shamans also tend to enjoy loud sound-- the less like
human sound, the more they enjoy it.
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WOLF

Environment: FOREST or PRAIRIE or MOUNTAIN

Advantages: +2d spirit of chosen environment
+2d COMBAT and DETECTION spells

Character: Wolf is a hunter and warrior. He is brother to all his pack,
and fiercely loyal to his mate and cubs. As the ancient saying goes, Wolf
wins every fight but one, and in that one, he dies.

Disadvantages: A Wolf shaman is loyal to his family and friends until death.
Nothing can make him betray those bonds. He will not show coward-ice. When a
Wolf shaman extends his protection to another, or otherwise accepts a
responsibility, nothing will make him break that promise. How-ever, Wolf will
sometimes go beserk, as Bear does (see Bear).
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WOLVERINE

Environment: FOREST

Advantages: +3d FOREST spirits
+3d COMBAT spells

Character: Wolverine is fairly well-known for his temper and his fierce
fighting ability. Wolverine is more territorial and dangerous than Badger,
and is (perhaps unfortunately) a fairly common totem among shadow-running
shamans.

Disadvantages: Wolverine shamans are violent and tempermental, often for no
real reason. They just like to rip things up and throw homicidal fits of
rage. Whenever someone or something happens to piss off a Wolverine shaman
(someone shoots at him, the car won't start, the bank teller says he has
exhausted the funds in that account), he must make a Willpower (4) test to
avoid instantly laying into the source of his irritation with a physical
attack-- either with spell or weapon. For this reason, Wolverine shamans are
often having to buy new possessions to replace old ones broken in a fit.
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ZEBRA

Environment: PRAIRIE

Advantages: +2d PRAIRIE spirits
+2d ILLUSION and DETECTION spells

Character: Zebra is somewhat uncategorizable. Zebra shamans tend to have
a techno-fetish (they love hardware and techie toys) but they are rabid
defenders of the environment. They are usually skilled at social dealings but
usually prefer solitary life for the most part. They tend to think in lofty
abstracts and then deal in concrete realities. Zebra often contradicts
himself, changes his mind without warning, and practices something other
than what he preaches.

Disadvantages: Zebra is actually fairly reliable and trustworthy, but he is
really hard to predict. Zebra shamans go through mood swings that are severe,
to say the least. They seem to often enjoy the problems they create for
others, as they feed differing stories to different people. They sometimes
have a problem keeping track of what they told who, though, and this often
leads to trouble.
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TOTEM LIST by MEDICINE CARD

CARD TOTEM REVERSE TOTEM
01 Eagle Vulture
02 Hawk Buzzard
03 Elk Leopard
04 Deer Prairie Dog
05 Bear Koala
06 Snake Scorpion
07 Skunk Zebra
08 Otter Monkey
09 Butterfly Fly
10 Turtle Tortoise
11 Moose Elephant
12 Porcupine Boar
13 Coyote Kangaroo
14 Dog Cat
15 Wolf Sheep
16 Raven Dove
17 Mountain Lion Lion
18 Lynx Bobcat
19 Buffalo Cow
20 Mouse Rat
21 Owl Osprey
22 Beaver Raccoon
23 Opossum Chimpanzee
24 Crow Gull
25 Fox Hyena
26 Squirrel Gopher
27 Dragonfly Wasp
28 Armadillo Rhino
29 Badger Wolverine
30 Rabbit Cheetah
31 Turkey Chicken
32 Ant Termite
33 Weasel Mink
34 Grouse Quail
35 Horse Giraffe
36 Lizard Gator
37 Antelope Tiger
38 Frog Hippo
39 Swan Goose
40 Dolphin Shark
41 Whale Seal
42 Bat Manta
43 Spider Mantis
44 Hummingbird Parrot

Further Reading

If you enjoyed reading about Big List O Totems, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.