Sphinx is a Totem of both Respect and War, depending on who is following her.
Sphinx of Respect[]
Overview[]
The mighty Sphinx is strong and cunning. She is able to defeat her foes in combat, though she prefers a battle of wits. Those who follow Sphinx love enigmas and excel at quick thinking. In exchange for following her, Sphinx grants her children Enigmas 3.
Traits & Ban[]
- Background Cost: 6
Traits[]
In exchange for following her, Sphinx grants her children Enigmas 3. Her followers also gain one point of Wits (the gain is permanent unless the alliance ends). All difficulties involving puzzles are reduced by two. Garou following this totem gain 1 extra point of Wisdom each time they gain Wisdom.
Ban[]
The followers of the Sphinx may never refuse a riddle contest, and gain or lose up to 20 Honor depending on the result of such a challenge.
Sphinx of War[]
Overview[]
The Egyptians called Sphinx by the name Aker and venerated him as the guardian of the Horizon: the dividing line between day and night, and between the worlds of the living and the dead. But even the humans knew that Sphinx was not “their” god; Sphinx existed long before human worship began. He was a powerful chthonic entity, a force of nature, a vital part of the order of the cosmos. As guardian of the lands of the dead, Sphinx despises ghosts and vampires that defy the natural progression of life and worse, wreak havoc among the living. It is also Sphinx’s charge to guard the severed coils of Apep – the Wyrm – so that the enemy cannot regain his power.
- Background Cost: 8
Traits & Ban[]
Traits[]
- Individual Traits: Children of Sphinx may cross the Gauntlet into the Dark Umbra at the setting of the sun (as though they used the rite Descend into the Dark Umbra, with no blood sacrifice required). The difficulty of mind- or emotion-affecting powers used by the dead or undead is increased by 2 against children of Sphinx.
- Pack Traits: Once per lunar year that a pack follows Sphinx, the pack may call upon their totem to seize one already defeated, Wyrm-tainted foe (or part of one). That enemy (or part of that enemy) is spirited away to Sphinx’s Umbral realm, and it will never return (or re-grow).
Ban[]
Children of Sphinx must return dead creatures to the land of the dead. Period. They are not required to destroy them or defeat them, but the dead must remain where the dead belong.
References[]
- WTA: Werewolf Players Guide, p. 130 (Respect; Background Cost: 7)
- WTA: Silent Striders Tribebook, p. 52 (Wisdom: Cost: 6)
- WTA: Litany of the Tribes Volume 3, p. SS: 52
- WTA: Werewolf Players Guide Second Edition, p. 120-121 (Respect; Background Cost: 7)
- WTA: Tribebook: Red Talons, p. 79-80 (Totem of Cunning; Cost: 6)
- WTA: Tribebook: Silent Striders, p. 85 (Sphinx-of-War: War)
- WTA: Players Guide to Garou, p. 140-141 (Wisdom; Cost: 7)