Kamakshi Gifts

Rank One

Ganga’s Caress (Level One)
The Nagah channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the wereserpents 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.

Resist Pain (Level One)
Drawing upon the universal brotherhood of all creatures of Gaia, the wereserpent seems to fit in wherever he goes. Those given no reason to suspect the Nagah’s presence simply overlook her. A servant of Unicorn teaches this Gift.

System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Nagah’s appearance — for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood.

The Nagah isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the wereserpent’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift unless their Willpower is lower than the Garou’s successes on the activation roll.

Welcome Assassin (Level One)
Drawing upon the universal brotherhood of all creatures of Gaia, the wereserpent seems to fit in wherever he goes. Those given no reason to suspect the Nagah’s presence simply overlook her. A servant of Unicorn teaches this Gift.

System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Nagah’s appearance — for example, a naked man covered in blood and carrying a grand klaive walking through a high-society ball would draw no particular notice, nor would a wolf wandering through a residential neighborhood.

The Nagah isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the wereserpent’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift unless their Willpower is lower than the Nagah’s successes on the activation roll.

Rank Two

Bask (Level Two)
The heat and warmth of the sun are deeply soothing to the Nagah, and this Gift allows the wereserpent to transform that warmth into confidence and a powerful sense of purpose.

System: The player spends a Gnosis point. For the rest of the day, the Nagah regains one Willpower point for every uninterrupted hour he spends relaxing quietly in the sun.

Calm (Level Two)
This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Charisma + Empathy (difficulty equals the target’s Willpower). Each success removes one of the target’s Rage points, which may be regained normally. If used on a creature capable of frenzy which has no Rage (vampires, some fomori), the Gift cancels the frenzy if the player scores at least three successes.

Rank Three

Assassin’s Insistence (Level Three)
This Gift denies a healer’s ability to save a condemned victim.

System: The Nagah touches the target; the player spends one Gnosis point and rolls Intelligence + Medicine (difficulty 6). Each success cancels one success on the next roll to heal the target (including Stamina rolls made to regenerate damage in combat). If the Nagah’s roll scores more successes than the healer does, the healer’s target suffers the difference in bashing damage. This effect lasts until evoked by a healing attempt.

Dazzle (Level Three)
The Nagah 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.

Rank Four

Denial of Wellbeing (Level Four)
A terrible Wyrmcreature terrorized the land in ancient days of myth. For every drop of blood it spilled, another monster would spring up from the ground. A goddess of destruction spread out her tongue to catch each drop of blood as it fell, and in this fashion enabled the monster’s defeat. Modern Nagah apply similar magic in their struggles against Black Spiral Dancers and other resilient foes. A cobra-spirit teaches this Gift.

System: The player spends one point of Rage and rolls Manipulation + Medicine (difficulty equals the target’s Rage or Willpower –3, whichever is lower). Success prevents the target from healing damage by any means for one round.

Rank Five

Surya’s Radiance (Level Five)
The character speaks an ancient word sacred to Helios and is immediately surrounded by a sphere of blazing sunlight. Those Wyrmcreatures who fear the sun may flee before the wereserpent. 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 Balaram and Silkaram forms. Anyone directly facing the wereserpent 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.

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