Ahi Gifts

Rank One

Bones as Coils (Level One)
This Gift renders the ahi’s bone structure collapsible, allowing her to squeeze through any gap she can fit her head into.

System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For the rest of the scene, the ahi may squirm through any gap she can fit her face into, moving at her walking speed to do so.

Weaver Sense (Level One)
The ahi is sensitive to the works and emanations of the Weaver and her minions. He may also be able to notice patterns when there should be randomness, order where there should be chaos, and times and places where these forces are out of balance. From the physical world, he can behold Weaver-spirits and the Pattern Web in the Penumbra.

System: The player rolls Perception + Enigmas (difficulty of the local Gauntlet). In addition to sensing Weaver influence, the character an also “peek” into the Penumbra, but may only see Weaver-spirits and constructs. This Gift lasts for one scene.

Wyld Sense (Level One)
As Naga Ahi Gift: Weaver Sense, but detecting Wyld-spirits and energies, as well as chaos, creation, and primordial forces (raw Gnosis, etc.) It also reveals powerful passions like love, anger, and hatred in mortals.

Wyrm Sense (Level One)
As Naga Ahi Gift: Weaver Sense, but detecting Wyrm-spirits and energies, as well as mortal forces of corruption, destruction, death, and decay.

Rank Two

Indra’s Cloak (Level Two)
The ahi calls up a thick, eerie fog that obscures vision and unnerves her opponents. The ahi can see through her own fog with no difficulty. A fog-spirit teaches this Gift.

System: The player makes a Gnosis roll, with the difficulty depending on humidity and closeness to a body of water (a lake shore might be difficulty 4, while a desert would be 9). Those other than the ahi who are enveloped in the fog lose half of their dice on all Perception rolls (round up). All those enveloped within the fog also lose one die from all Willpower rolls, save the ahi and her nestmates.

Venom Blood (Level Two)
The wereserpent may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. A snake- or spider-spirit teaches this Gift.

System: The player spends one Rage point and rolls Stamina + Primal-Urge (difficulty 7). Anyone coming into contact with the Nagah’s blood for the duration of the scene takes one die of aggravated damage per success on the roll.

Rank Three

Command Water Spirit (Level Three)
The Nagah is able to call on water elementals. An elemental of water teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty is equal to the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the summoned elemental of water amenable to helping her. The elemental vanishes at the end of the scene

Rapture of the Deep (Level Three)
The Nagah can instill a strong desire in a target to enter any large body of water nearby and swim as far out and down as possible.

System: The player spends a Gnosis point and makes a contested Willpower roll (difficulty 6) with the target. If the Nagah wins, the target runs to the nearest large body of water (at least the size of a small pond) and tries to swim to the bottom. Should he reach his goal before drowning, he returns to his senses. The effect lasts for 10 turns plus one turn for every net success on the contested Willpower roll.

Rank Four

Whirlpool (Level Four)
The Nagah can create a whirlpool in any body of water larger than a swimming pool.

System: The player spends one Gnosis point and rolls Gnosis (difficulty 7) to create a whirlpool at some point within (Survival x 100) yards. The whirlpool persists for one scene; the successes determine what it is strong enough to pull down. A single success would be sufficient to drag a human under, three successes would manage a Garou in Crinos, five a small fishing boat, and six or more would be necessary to pull down larger ships.

Rank Five

Child of Storms (Level Five)
Through this mighty Gift, the Nagah surrenders his physical form and becomes the storm itself, directing the wind and waters where he chooses.

System: As the Hakken Gift: Divine Wind, save that the Nagah is the storm. For the duration, he has no physical body, and can only be affected by weathercontrolling powers (which may, at the Storyteller’s discretion, do him harm.)

The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one Rage point. Each success equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success and, therefore, increases the size of the storm, which lasts for no more than one scene.

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