The totem is the spiritual heart of the pack. It binds the members together, supports the hunt in the Shadow, and defines the pack's identity as much as any Uratha does. In return, the pack always has the Resonant Condition for their totem spirit.
Step 6a — Name and Concept
As a group, decide what the totem is. A fire spirit? A wind-spirit? A spirit of vengeance, protection, or cunning? The totem's name should be a short epithet reflecting its nature.
Keep names short. Longer names imply immensely powerful spirits beyond what a new pack can bind. A simple two-word epithet is appropriate for a starting pack.
Step 6b — Aspiration and Ban
The totem has an Aspiration that becomes a fourth Aspiration for every pack member. Choose something that reflects both the totem's nature and the pack's collective goals.
The totem also has a Ban appropriate to its Rank — a restriction it logically cannot violate. A fire spirit cannot immerse itself in water; a spirit of loyalty cannot break a promise.
Pack members must uphold the totem's Ban. Disregarding it once inflicts the Ban Condition. Breaking it a second time costs the offender her Totem Merit dots.
Step 6c — Determine Totem Points
Add up the total Totem Merit dots from all pack members. This total determines everything about the totem. Supporting Wolf-Blooded may contribute only one dot each.
Step 6d — Determine Totem Advantage
The totem grants a benefit to every member of the pack — including those who don't hold the Totem Merit themselves. Use the table below to determine how many Experiences the pack has to spend on this advantage:
| Total Totem Points |
Advantage Experiences |
| 1–8 | 1 Experience |
| 9–14 | 3 Experiences |
| 15–20 | 5 Experiences |
| 20+ | 10 Experiences |
The pack spends these Experiences on an Attribute, Skill, Skill Specialty, or Merit. Every pack member gains it — including Wolf-Blooded and human members. This can take characters one dot above their normal maximum. Human packmates already at five dots in the chosen trait gain 8-again instead.
Step 6e — Determine Totem Traits
The totem receives one Attribute dot per Totem Point, distributed among Power, Finesse, and Resistance. It must have at least one dot in each Attribute, and no Attribute may exceed half the total Totem Points.
These Attributes determine the totem's Rank using the standard spirit Rank chart. The totem starts with one dot of Influence per Rank.
The Totem Stats tab of your Pack Sheet calculates Rank, Corpus, and derived traits automatically. Enter Totem Points and distribute Attributes — everything else populates on its own.
Step 6f — Numina and Manifestations
Based on its Rank, the totem gains Numina (spiritual powers) and Manifestations (ways it can interact with the physical world). The All Numina and All Manifestations tabs on the Pack Sheet list every option with costs, prerequisites, and source references.
Totems can have Numina and Influence beyond their Rank limitations, up to the total number of dots the pack has invested in the Totem Merit.
Totems Cannot Impart Gifts. Something in the totem bond interferes with Gift-giving. The totem can tear Gifts into other Uratha's souls, but this risks eroding the bond. Each attempt requires a Power + Resistance roll at a cumulative penalty. Failure disrupts the totem bond for a full lunar cycle. Dramatic failure severs it completely.