Concealing Gifts

Rank One

Call the Rain (Level One)
As the Ajaba Midnight Gift: Tears of the Heavens.

Mother’s Touch (Level One)
The Concealing channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the were herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Sense Designer (Level One)
The Mokole can sense nearby manifestations of the Weaver.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Weaver’s influence: sensing a single drone in the next room would be difficulty 6, while detecting the stench of a Weaver Spirit that was in the room an hour ago would be difficulty 7.

Sense Magic (Level One)
The Mokole can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Mokole, the arrogant wizardry of the mages, the debased powers of vampires, or even the black arts of the Wyrm’s minions. A spirit-servant of Uktena teaches this Gift.

System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although clues such as “Gaian,” “dreamcraft,” or “blood magic” might be granted with three or more successes. The radius is 20 feet per success.

Spirit Speech (Level One)
This Gift bestows understanding of the language of the spirit world, permitting the Mokole to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the Mokole in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.

System: This Gift’s effects are permanent.

Rank Two

Breaking the Tomorrow Wall (Level Two)
As the Mokolé Midnight Sun Gift.

Command Spirit (Level Two)
The Mokolé can give commands to spirits she meets and expect obedience. The Gift doesn’t grant the ability to summon spirits — only to compel them to obey. As always when dealing with spirits, clear wording is essential, as some clever spirits may attempt to twist the spirit of issued commands while obeying them to the letter. Any Incarna avatar can teach this Gift.

System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty is the spirit’s Gnosis). The character can issue successive commands once the spirit is under her control; each additional command requires that the player expend an additional Willpower point. The spirit cannot be ordered to leave a place or object (or, in the case of fomori, person…) to which it is bound.

Send the Dream (Level Two)
This Gift enables mental communication, even over vast distances. The user must either know the target personally (although friendship isn’t necessary) or have something that belongs to that person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this Gift.

System: The player rolls Charisma + Empathy (difficulty 8) and spends a Willpower point; the effects last for a scene. The character may hold a mental conversation with a target at a maximum distance of 10 miles (16 km) per success. Mind reading isn’t possible, but the werelizard may use social Abilities such as Intimidation.

Walking Between Worlds (Level Two)
As the Mokolé general Gift. Shrouded, Decorated, and Eclipsed Suns alone may buy this as a Level Two Gift.

Rank Three

Deeper Lungs (Level Three)
The Mokolé may reserve air within herself, allowing her to live for a period of time without breathing. This Gift is taught by a turtle-spirit.

System: The Mokolé may hold her breath for (Stamina) hours. This Gift’s effects are permanent.

Exorcism (Level Three)
This is the Gift of ejecting spirits from places, objects, or even people, whether they are bound or in voluntary possession. Any Incarna avatar can teach this Gift.

System: The werelizard must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit’s Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host’s swift demise unless a powerful healer manages to preserve his life during the exorcism.

Shadow Wings (Level Three)
Few enemies would expect a werelizard to attack from above — an excellent reason to do so, in the eyes of the Mokolé. The Mokolé using this gift may hover, fly, or float. Any bird spirit can teach this Gift.

System: The player spends one Gnosis point, and with an audible rush of mighty-but-unseen wings, the character takes to the air. The Mokolé can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

Rank Four

Living Treasure (Level Four)
A Mokolé can convince the spirit of a treasure in his possession to relate its history and lore. An ancestor-spirit imparts this Gift.

System: The Mokolé touches the object; the player rolls Manipulation + Etiquette (difficulty 7). Each success causes the spirit to reveal one fact about itself. Mokolé may use this Gift on common items as well, making it a useful tool for investigations or problem solving. This Gift may only be used once per object.

Recapitulate (Level Four)
The Mokolé can attack enemies with their own evolutionary heritage, forcing them to retreat back down the tree of life toward a clump of cells. The foe is transformed into a lower form of life. A lungfish-spirit teaches this Gift.

System: The Mokolé shouts the enemy’s name and certain Words out of time. The player spends two Gnosis points, then rolls Mnesis + Intimidation, difficulty 7. The player splits her successes between the effects of devolution and the duration. For each success spent on effect, the victim devolves through one stage of existence: for humans or Garou, one success makes him a primitive ratlike mammal, two make him a synapsid, and so on. The effect lasts for ten minutes per success spent on duration.

Rank Five

Basilisk Stare (Level Five)
The Mokolé’s eyes burn red, gold, and green as this hideous power of legend transforms living flesh into stone with but a gaze. Difficult to find and even more dangerous to approach, legendary Basilisk teaches this Gift.

System: After making eye contact, the player spends one Gnosis point and rolls Appearance + Occult (difficulty of the target’s Willpower). The victim is completely paralyzed for one turn per success; five successes permanently transform the target to stone.

Malleable Spirit (Level Five)
The werewolf can change a spirit’s form or purpose. A Chimerling teaches this Gift.

System: The player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Mokolé tries to accomplish, while the spirit’s difficulty is the Mokolé’s Gnosis.
Change Difficulty
Characteristics (Willpower, Rage, 6Gnosis; one point changedper success)
Disposition (Friendly, 7, Neutral, Hostile)
Type (Naturae, Elemental, Bane, etc) 9

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