General Nagah Gifts

Rank One

Eyes of the Dragon Kings (Level One)
The Nagah gains perfect clarity of vision in any circumstances — fog, smoke, murky water, even total darkness fail to impede her. It takes a solid object to block her line of sight.

System:The player makes a Gnosis roll, difficulty 6. For the rest of the scene, the character is immune to penalties to visual Perception rolls from any source.

Lizard’s Favor (Level One)
The Nagah gains the ability to masquerade as a Mokolé by adding lizardlike characteristics to her body.

System:The player spends a Willpower point and rolls Stamina + Primal-Urge. Each success allows the character to add one trait — legs, a royal crest, a frilled neck, fins, a back sail, etc. — to any forms she desires. Only legs are fully functional; features such as wings or horns are vestigial and have no mechanical impact.

Scent of Running Water (Level One)
The weresnake can mask her scent completely, making herself virtually impossible to track. A fox-spirit teaches this Gift.

System: The difficulties of all rolls to track the Nagah increase by two. This Gift’s effects are permanent, though the Nagah may temporarily suppress them at will (which may be necessary to blend in with wolf packs).

Sense Wyrm (Level One)
The weresnake can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Nagah 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.

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

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

Snake’s Skin (Level One)
The Nagah 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.

Rank Two

Burrow (Level Two)
his Gift grants the ability to burrow through the earth, creating a tunnel roughly the size of the digger’s body, which others can follow through. The weresnake must be in a form possessing claws to use this Gift. Mole-spirits teach this Gift.

System:The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some metals (such as steel and titanium alloys) and other reinforced structures won’t yield to the werewolf no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed.

Night Whispers (Level Two)
Invoking the power of a waking dream, the Nagah can place any chosen characters into silent communication. A Chimerling teaches this Gift.

System: The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Nagah fails the roll against an unwilling member. All beings affected must be within line of sight. The Nagah may include her entire pack in the waking dream for only one Willpower point, if she desires.

Pulse of the Prey (Level Two)
If the weresnake knows anything about her prey—even a nickname, initials, or crude description—she can track it as fast as she can travel. This unerring sense of direction works anywhere, and is as useful for tracking spirits through the Deep Umbra as Pentex executives through Baltimore. A wolf- or dog-spirit teaches this Gift.

System:No roll is required unless the target is actively hiding, in which case the player rolls Perception + Enigmas against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.

Veil of the Wani (Level Two)
This Gift allows the Nagah to erase the memory of her existence from the minds of others.

System: The player spends two Gnosis points and rolls Manipulation + Subterfuge against a difficulty of the target’s (Perception + 2). The more successes rolled, the more the target’s memories of the Nagah are clouded and distorted — one success might cause a Garou to remember encountering some serpentine Wyrm-beast rather than the Nagah, for example, while three successes erase memories of the wereserpent completely.

Rank Three

Blessings of Kali (Level Three)
The wereserpent develops barbed, scaly armor across her entire body, protecting her and making her hand-to-hand combat even more deadly.

System:The player spends one point of Willpower and Rage. The armor adds two to all soak rolls, and increases the damage done by the Nagah’s claw attacks by one die. This armor lasts for one scene.

Combat Healing (Level Three)
This Gift allows the weresnake to mend his injuries without rest or hesitation — even in the heart of combat — as claws and bullets tear fresh rents in his flesh. While other Nagah struggle to mend their wounds under fire, the Nagah never stops fighting. Elemental spirits teach this Gift, although they must generally be bested in battle first.

System:The Nagah no longer needs to pause or roll Stamina to heal during combat, and automatically regenerates one non-aggravated health level every round. This benefit is permanent.

Pure Venom (Level Three)
The Nagah may distill her spiritual energy into her venom, rendering it supernaturally potent.

System:The player spends a Gnosis point. Her next venomous attack (bite or spit) bypasses all resistances, including Resist Toxin, and increases the roll to soak the poison’s damage by 2.

Rank Four

Darting Fangs (Level Four)
The Nagah grows venomous barbs on her forearms, which she may fire at her opponents.

System:As per the Black Furies Gift: Wasp Talons, save that the barbs carry the Nagah’s standard venom.

Swimming the Spirit River (Level Four)
The Nagah may enter the Umbra in the same manner as Garou; she no longer requires an Ananta to do so.

System:This Gift’s effects are permanent.

Rank Five

Breath of the Dragon Lords (Level Five)
The wereserpent exhales huge gouts of scalding gases; these can wound opponents, but can’t cause materials to combust.

System:The player rolls Dexterity + Firearms to aim this attack, which has a range of 20 feet and a base
(aggravated) damage of the wereserpent’s Gnosis rating.

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