Crowing Gifts

Rank One

Aura of Confidence (Level One)
The werelizard projects an aura of superiority, preventing attempts to find flaws or read auras (but not to read the werelizard’s thoughts). An ancestor-spirit teaches this Gift.

System: This Gift’s effects are permanent.

Heightened Senses (Level One)
As the lupus Gift.

This Gift sharpens the werewolf’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolfwhenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however. Wolf-spirits teach this Gift.

System: The player spends a Gnosis point to activate this Gift for a scene. In Homid and Glabro, the werewolf’s Perception difficulties decrease by two and she may roll Perception + Primal-Urge to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo, and Lupus, Perception difficulties decrease by three (this is not cumulative with the ordinary Lupus-form Perception bonuses) and the werewolf gains an extra die to Primal-Urge dice pools.

Lambent Flame (Level One)
The werelizard causes her body to ignite with silver light. A Lune teaches this Gift.

System: The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot (30 m) area around the Mokole for the rest of the scene. All attacks against the Mokole suffer a +1 difficulty penalty while this Gift persists.

Rank Two

Awe (Level Two)
The Mokolé becomes an unmistakable avatar of primal glory and majesty, crowned by the sun and cloaked in years. An avatar of Helios teaches this Gift.

System: The character permanently adds one die to all Charisma rolls.

Dazzle (Level Two)
The Mokolé can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.

System: The player rolls Charisma + Empathy against a difficulty of the target’s Willpower (+1 if the target is a creature of the Wyrm). As long as the target isn't attacked, he stands mutely in awe for the remainder of the scene. This Gift can be attempted against a given target only once per scene.

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

Rank Three

Dragon-King’s Majesty (Level Three)
The Mokolé appears to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.

System: The werelizard concentrates for a turn; the player spends one Gnosis point and rolls Manipulation + Intimidation, difficulty 7. Anyone who means the Mokolé harm must make a Willpower check, difficulty 8, and score more successes than the Mokolé does in order to act normally. Failure means that the victims must spend a Willpower point to attack, take action against or even verbally oppose the Mokolé. This Gift doesn’t give the Mokolé actual control over her intimidated victims — they’re simply too spooked to actively oppose her.

Eye of the Cobra (Level Three)
With an unearthly stare, the werelizard can draw anyone to within striking distance. A snake-spirit teaches this Gift.

System: The player rolls Appearance + Enigmas (difficulty equal to the target’s Willpower). The Mokolé needs three successes to bring the target to his side; fewer successes will at least start the victim moving in the right direction. Once there, the target can do as he pleases, but he must try his best to get to the Mokolé until then.

Wrath of the Dragon (Level Three)
The werelizard shows himself in full, terrible glory as Gaia’s chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror. An avatar of Gaia herself teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Mokolé during the rest of the scene must either roll Willpower (difficulty 7) and equal or exceed the player’s successes, or flee in terror.

Rank Four

Mastery (Level Four)
The Mokolé can command other Mokolé - even wyrm-tainted ones - to do her bidding. A falcon-spirit teaches this Gift.

System: The player rolls Charisma + Leadership (difficulty equal to the target’s Wits + 3). If the roll succeeds, the Mokolé can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Mokolé.

Sun Enfleshed (Level Four)
The Mokolé becomes a living embodiment of the sun’s holy fire. She bursts into silent, solar flames, burning her opponents with a touch. This Gift is taught by an avatar of Helios.

System: The player spends three Gnosis points to activate this Gift. Any vampires looking upon the Mokolé must roll to resist fear frenzy as though they beheld the sun at full noon, and the Mokolé’s natural weapons inflict two additional dice of aggravated damage, as well as being treated as weapons made of gold.

Rank Five

Halo of the Sun (Level Five)
The character speaks an ancient word sacred to Helios and is immediately surrounded by a sphere of blazing sunlight. Those Wyrm creatures who fear the sun may flee before the werelizard. This Gift is taught by a servant of Helios.

System: The player spends one Gnosis point; the effect lasts for one scene. The character receives two extra dice to the damage of any hand-to-hand attacks and causes aggravated damage while he is in Homid form. Anyone directly facing the werelizard adds three to all attack difficulties due to the glare. Any vampires within 20 yards (18 m) suffer three levels of aggravated damage per turn

Stop Continental Drift (Level Five)
The Crowned with this powerful Gift can travel the world as though it were still the dawn of time. A journey from the shores of Africa to South America, for example, may take only a matter of days. Crocodile-spirits teach this gift.

System: Once the character begins her journey, the player rolls Stamina + Rituals, difficulty 7. The Crowning leads any companions traveling with her in a song of the oldest times, of smoking mountains and gods that walk in thunder. The group passes in and out of the world as in a dream, bypassing oceans as though the land were connected as it was in the days of Pangaea.

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