Kali Gifts

Rank One

Guided Strike (Level One)
The Nagah strikes with deadly and unerring accuracy.

System: The player rolls Rage (difficulty 5) and spends one Willpower point. Each success adds one die to the next roll to hit a target.

Iron Coils (Level One)
The wereserpent’s coils tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.

System: The player spends one Rage point. For the rest of the scene, the Nagah’s grip (with coils) is much stronger — her Strength is considered three points higher for grappling or maneuvers. This extra Strength does not apply to damage rolls.

Wyrm Sense (Level One)
The kali is sensitive to the works and emanations of the Wyrm and his minions. He may also be able to notice randomness when there should be patterns, chaos where there should be order, and times and places where these forces are out of balance. From the physical world, he can behold Wyrm-spirits and Other Wyrm effects in the Penumbra.

System: The player rolls Perception + Enigmas (difficulty of the local Gauntlet). In addition to sensing Weaver influence, the character an also “peek” into the Penumbra, but may only see Wyrm-spirits and constructs. This Gift lasts for one scene.

Rank Two

Discern Weakness (Level Two)
By watching an opponent’s fighting style, the Kali can quickly evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.

System: The player rolls Perception + Brawl (difficulty 8). Each success grants one bonus die to add to her attack or damage rolls against that opponent. For instance, a Kali who gets four successes could add two dice to her attack rolls and two to her damage pool, or four to her damage rolls, or three to attack and one to damage — whatever combination suits her. However, the distribution of dice cannot be changed once the Gift has been activated. This Gift can be used against a given foe only once per scene, and its benefits are lost at the end of the scene. A full turn of concentration is necessary to use this Gift.

Executioner’s Privilege (Level Two)
The Kali may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.

System: The Nagah must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty equal to the target’s Willpower). If the roll succeeds, the target’s speed is halved for the rest of the scene.

Rank Three

Assassin’s Strike (Level Three)
The wereserpent disappears and instantly reappears behind an opponent up to 50 feet away. This Gift is taught by grasshopper mouse-spirits.

System: The player spends one point of Gnosis and Rage; the victim must be within line-of-sight. The wereserpent can immediately attack in the same turn at –2 difficulty.

Destroying Blow (Level Three)
The Nagah finds the point of her foe’s greatest weakness — and strikes at it. An owl-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target’s Stamina + Athletics). If successful, the player doubles her damage dice on the Nagah’s next successful attack.

Rank Four

Mindblock (Level Four)
The Nagah fortifies her will against mystical influences of all sorts. A falconspirit teaches this Gift.

System: The difficulties of any direct mental attacks or attempts to control the Nagah’s mind, as well as more insidious psychic assaults (mind-reading, illusions, possession, and so forth) are raised to 10. The effects of this Gift are permanent, but do not apply to magic which sways the Nagah’s emotions.

Song of Winter (Level Four)
The wereserpent calls down a mystical chill of Winter itself, freezing the surrounding land and anyone in it. A spirit servant of Great Wendigo teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies; 4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature a bit below freezing in a five-mile (8 km) radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks particular havoc in urban environments as pipes burst and roads freeze. This Gift lasts for one day per success.

Rank Five

Magistrate’s Icy Judgment (Level Five)
The wereserpent can call down the curse of Winter on an enemy. The Garou must whisper the target’s name to the hungry winds; thereafter, the victim’s innards begin to turn to ice. An avatar of Great Wendigo teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Occult (difficulty equals the target’s Willpower). Each success inflicts one level of unsoakable aggravated damage at a rate of one health level per turn until all damage has been done.

Mahanaga (Level Five)
In order to eliminate the most powerful of targets, the Wani teach the greatest Kali assassins to assume the Mahanaga form, a battle-shape even more terrible than Azhi Dahaka. The Mahanaga’s hood becomes wider, its natural armor harder and its scales take on the appearance of highly burnished copper, gold, and obsidian.

System: The character must be in war form. The player spends one point of Gnosis and Rage and rolls Stamina + Primal-Urge (difficulty 7). Rage or Willpower may be spent on a one-for-one basis to raise the Mahanaga’s Strength, Stamina, and Dexterity by up to four points each for the rest of the scene.

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