General Mokole Gifts

Rank One

Falling Touch (Level One)
This Gift allows the Mokole to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The player rolls Willpower (difficulty of the opponent’s Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest, brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.

Fatal Flaw (Level One)
The Mokole can spy a target’s weakness, gaining an advantage in combat. A Stormcrow teaches this Gift.

System: Mokole concentrates for one full turn, then the player rolls Perception + Empathy (difficulty equals the target’s Wits + Subterfuge). Success grants the Mokole an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses, but not more dice.

Inspiration (Level One)
The werereptile employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.

System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one Willpower point, which disappears if it is not used before the end of the scene.

Razor Claws (Level One)
By raking his claws over stone, steel, or some other hard surface, the Mokole hones them to razor sharpness. A cat- or bear-spirit teaches this Gift.

System: The player spends one Rage point and the Mokole takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at –1 difficulty for the rest of the scene.

Sense Dissolver (Level One)
The Mokole can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Mokole often describe the Wyrm’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence: sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-tainted, save those with Humanity ratings of 7 or higher.

Shed (Level One)
The Mokole can shed a layer of fur and skin, slipping from an opponent’s grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift.

System: The player rolls Dexterity + Primal-Urge (difficulty 7). If the roll succeeds, the character loses a tuft of fur or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains.

Sight of the True Form (Level One)
The Mokole is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulture spirit teaches this Gift.

System: The Mokole can smell Kinfolk or a fellow Mokole automatically. In all other cases, the player must roll Perception + Primal-Urge (difficulty 6). One success will identify a normal human or animal; two successes will detect a vampire, changeling, demon, mummy, or Fera; four successes are needed to sniff out a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren’t automatically recognized: A Mokole that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”

Speed of Thought (Level One)
The Mokole doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.

System: The player spends two Gnosis point. The Gift lasts until the end of the scene.

Rank Two

Blessings of the Nest (Level Two)
Hissing a blessing in the Dragon Tongue, the Mokolé bestows a gift of fertility. In addition to ensuring conception on most recipients, the Gift also removes impotence from those who suffer from it and grants fertility to the normally barren. A rooster-spirit teaches it.

System: The player spends one Gnosis point. This Gift’s power is insufficient to make metis fertile.

Reptoid Form (Level Two)
Through careful refinement of her shapeshifting capabilities, the Mokolé learns to assume a form between Homid and Archid. This “near-man” form, roughly equivalent to the Garou Glabro form, lacks hair, has tough, lightly scaled skin, and sports small but sharp claws. It can only pass for human at a distance, under heavy clothing, or in poor light, but still avoids the size and subtlety issues associated with Archid. This Gift is taught by memory-spirits.

System: The character assumes her new form in the same manner as a Garou assuming Glabro. Its traits are: Strength +2, Stamina +2, Appearance –2, and it can make claw attacks for lethal damage.

Sense Gold (Level Two)
To those truly born Mokolé, Helios has granted the ability to sense a werelizard’s greatest weakness. This Gift, taught by Lunes, allows the Mokolé to detect the presence of gold.

System: The player rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any gold within 100 yards. Three successes allow her to pinpoint the gold’s location.

Silver Claws (Level Two)
Luna sends her children to teach this powerful but painful Gift to those warriors who gain her favor. When invoked, it transforms the werelizard’s claws into silver.

System: The player rolls Gnosis (difficulty 7) to activate this Gift. Silver claws inflict aggravated damage to all targets, and are naturally unsoakable to Garou and most other Fera. The Ahroun suffers searing agony while manifesting these silver claws. Each turn, she gains an automatic Rage point, and all non-combat difficulties increase by one because of the distraction. On each turn that her Rage points exceed her Willpower, she must check for frenzy. The Gift lasts for one scene, unless the Mokolé takes a turn to voluntarily end it sooner.

Stinking Breath (Level Two)
The Mokolé can amplify his natural musk until it incapacitates his foes. A stinkbug-spirit teaches this Gift.

System: The player spends one point of Gnosis. For the duration of the scene, all beings other than the werelizard and her packmates that can smell and are within 20 feet (6 m) of the Mokolé subtract two from all dice pools as they fight to breathe.

Rank Three

Dragonfear (Level Three)
The werelizard displays his full, terrifying might — baring teeth or claws, howling, or simply looming ominously over a foe. Terror strikes one foe into quiescence. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty equal to the target’s Willpower). Each success cows the enemy for one turn; the victim cannot attack during this time, but may defend himself and otherwise act normally (although his actions are likely guided by overwhelming terror).

Dragon’s Breath (Level Three)
The Mokolé can spit fire. This Gift is taught by Dragon himself.

System: The player spends one Rage point and rolls Dexterity + Brawl (difficulty 8) to aim the attack (range 30 feet). It inflicts two automatic levels of aggravated damage, plus two additional levels per extra point of Rage spent after the attack is rolled.

Walking Between Worlds (Level Three)
The Mokolé can breach the Gauntlet and enter the Umbra in the same manner as Garou. Lunes teach this Gift.

System: This Gift’s effects are permanent

Rank Four

Attunement (Level Four)
As the Silent Strider Gift.
The werelizard may commune
with the spirits of a city or town and gain information
about the area from them, including a rough population
estimate, enclaves of Garou or other beings, and any secret
tunnels. This Gift doesn’t function in the wilderness, since
the Bone Gnawers have lost the knack for conversing with
such spirits easily. A rat-spirit teaches this Gift.
System: The player spends one point of Gnosis and
rolls Perception + Streetwise (difficulty 6). The amount
and accuracy of the information depend on the number
of successes rolled.

As the Bone Gnawer
Gift, but when learned, the Strider must decide whether
the Gift functions in the city or the wilderness. The
“city” version is identical to the Bone Gnawer Gift; the
“wilderness” version is similar, but the roll required is
Perception + Survival.

Cocoon (Level Four)
The werelizard wraps himself in a thick, opaque, chitinous sarcophagus, immobilizing himself but also becoming nearly impervious to harm. The cocoon provides immunity to fire, starvation, gas, high pressure, cold, and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift.

System: The Mokolé spends one Gnosis point. While the werelizard remains in the cocoon, any attack that strikes him must do damage at least equal to his Stamina + Rituals; the cocoon keeps him safe from any lesser amount of damage, but is destroyed if it’s pierced. The cocoon lasts for one day, but its duration may be extended by spending more Gnosis to renew it. The Mokolé may emerge from it at any time he chooses.

Serenity (Level Four)
The Mokolé can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target’s Willpower).
For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage.

Rank Five

Grasp the Beyond (Level Five)
The werelizard may carry things in and out of the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication, p. 211). This Gift affects objects, people and animals, both willing and unwilling. An opossum- or kangaroo-spirit teaches this Gift.

System: The character must grasp the object or person he wishes to take to (or from) the spirit world, and spend a number of Willpower points: one for small items (a knife or cell phone), two for larger items (a backpack or shotgun), and three for man-sized items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling subject may resist with a Willpower roll; each success subtracts one from the Mokolé’s successes.
If left in the Umbra too long, living beings turn into spirits entirely.

Song of the Great Beast (Level Five)
The Mokolé travels to the deep wilderness and lets out a long, mournful howl. One of the Great Beasts of antiquity answers the call, appearing in the Realm near the werelizard — a mighty and savage being that walked the Earth in ages past. Such creatures include the Willawau (giant owl), the Sabertooth Tiger, the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows what else the Song might call up? The Great Beasts possess power in the physical world to rival that of mighty spirits in the Umbra. Once the ancient creature arrives, the Mokolé may make a request of it, but the Great Beast will fulfill it in its own way, according to its nature. Using this Gift is risky, but the results can be truly spectacular. Few spirits know this Gift.

System: The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). More successes improve the Great Beast’s disposition. Traits are left to the Storyteller’s discretion, but should always be impressive.

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