Balaram Gifts

Rank One

Cold Blood (Level One)
The Nagah may make her Balaram form cold-blooded, rendering it invisible to infrared scanners, increasing the ease of passing as a vampire, and reducing the chance of heat stroke in unusually hot environments.

System:The player rolls Stamina + Primal-Urge. The change lasts for one hour per success.

Persuasion (Level One)
This Gift imbues a balaram’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Prehensile Body (Level One)
In forms other than Balaram, the Nagah can grasp and manipulate objects with her tail (or coils) as easily and deftly as she can with her hands in human form.

System:This Gift’s effects are permanent.

Rank Two

Subtle Serpent (Level Two)
The balaram’s voice becomes beautiful, easy to listen to, and strangely compelling.

System: The player spends a Gnosis point and rolls Manipulation + Expression, difficulty of the target’s Willpower. For the rest of the scene, the Nagah may ask “favors” of the target (“Cover your eyes,” “Try a bite of this apple,” “May I see your gun?” etc). So long as the request can be completed within one minute and presents no obvious danger to the target, the target will grant it.

Unexpected Venom (Level Two)
The Nagah can easily use fangs in his human form.

System: The character may reflexively grow fangs without need of a partial transformation shapeshifting action or a dice roll, at any time she wishes.

Rank Three

Fluid Grace (Level Three)
The wereserpent gains the agility of a cat, making him immune to falls under 100 feet (91 m). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this gift.

System: This ability becomes innate to those who learn the Gift.

Pierce Illusion (Level Three)
The Nagah’s keen eyes easily pierce the illusions of the world.

System: The player spends a Gnosis point. For the rest of the scene, the character automatically sees through all illusions, such as the Gift: Phantasm, or the vampire magic, Chimerstry.

Rank Four

Being One (Level Four)
The Nagah may become as one with one of her nestmates, sharing aptitudes and perceptions.

System: The player spends one Gnosis point to establish telepathic rapport with one of her nestmates within one mile. The two may reflexively share their thoughts and perceptions with one another, and may also lend, at will, up to one dot of any Mental or Physical Attribute or Knowledge. This Gift’s effects last for one scene.

Spirit Ward (Level Four)
This Gift allows a wereserpent to protect herself from spirits by performing a quick warding rite. The wereserpent traces an invisible pictogram in the air that frightens and unnerves any nearby spirits, and which travels with the Nagah for as long as it persists. An ancestor-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7). Spirits within 100 feet (30 m) of the character must subtract one from their dice pools for each success. Any spirit that comes within 50 feet (15 m) of the character (except a caern spirit or the character’s pack totem) loses one point from its Essence per turn for each success the player rolled. This Gift lasts for one scene

Rank Five

There Is No Body (Level Five)
The balaram can free himself from the limitations of flesh, becoming incorporeal while remaining in the physical world. For the duration of the Gift, the Nagah is immune to any undesired physical contact, even from sources such as fire and silver.

System:The player spends three Gnosis points and rolls Perception + Enigmas, difficulty 7. The Nagah may remain immaterial for two turns per success

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