Kamsa Gifts

Ranks One

Executioner’s Edge (Level One)
If neither competitor wins, then they both lose. This Gift allows the Kamsa to swing the balance, ever so slightly, in her favor. A spirit servant of Grandfather Thunder teaches this Gift.

System: Whenever the Kamsa is involved in an opposed roll with another being, any ties go to the Kamsa. This Gift’s effects are permanent, but invoking them more than once in a scene costs one Gnosis per additional tie broken.

Lightning Reflexes (Level One)
Nagah are Gaia’s ultimate warriors, effortlessly switching from offense to defense as the needs of battle demand. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Willpower point. For the next day, the character need neither make a Willpower roll nor spend a Willpower point to abort to a defensive action.

Predator’s Patience (Level One)
The Nagah may remain absolutely motionless for endless hours when waiting for her prey, without cramping or growing tired.

System: The Nagah permanently adds one automatic success to Stealth rolls that rely on absolute stillness.

Rank Two

Forked Tongue (Level Two)
The Kamsa can tell the most outrageous of lies and have them accepted as truth — for a while, at least. This Gift is taught by a fox-spirit.

System: The character first tells his lie, then the player rolls Wits + Subterfuge (difficulty of the target’s Wits + Subterfuge, or the highest rating in a group of listeners). One success convinces a single individual, while three successes are needed to dupe a crowd. Since the roll is made after the lie is told, this Gift always carries some element of risk.

Staredown (Level Two)
Rage burns in a wereserpent’s eyes, striking fear into the hearts of mortals and animals, causing them to flee for their lives. Used against another wereserpent, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.

System: This Gift affects only one target at a time. The player rolls Charisma + Intimidation (difficulty 5 + the target’s Rank, if applicable). The victim flees for one turn per success, though he may spend a point of Willpower to resist the effects of the Gift for one turn. Should the player roll five or more successes, the victim flees for the rest of the scene. Nagah and other shapeshifters with Rage do not flee, but may not attack while the Gift is in use.

Rank Three

Eye of the Cobra (Level Three)
With an unearthly stare, the wereserpent 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 Nagah 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 Kamsa until then.

Smothering Question (Level Three)
Cutting through all layers of resistance, the Nagah poses a single question which her target must answer with utmost honesty and thoroughness.

System: The player spends a Willpower point and rolls Manipulation + Intimidation in a contested roll against the target’s Willpower (difficulty 6 for both), then asks the question. If the player succeeds, the target must answer truthfully and completely, to the best of his ability.

Rank Four

Doppelganger (Level Four)
The Nagah may take the exact likeness of any other human, wolf, or Nagah. A chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren’t duplicated, but everything else, including voice, posture, and scent, are identical. The effects last for one day per success (though the Nagah may end them at will).

Open Wounds (Level Four)
The wereSerpent causes the next wound he inflicts to bleed profusely, weakening his opponent further. A pain-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If the Kamsa’s next attack does any damage, the target will bleed continuously, suffering one unsoakable lethal damage per turn for a number of turns equal to the number of successes rolled.

Rank Five

Heartstrings (Level Five)
Emotions become a palette with which the Kamsa may paint whatever picture takes her fancy. She may change the target’s emotions as she pleases, from love to hate and back again. A coyote-spirit teaches this Gift.

System: The player rolls Manipulation + Empathy (difficulty equal to the target’s Willpower). Success allows the Nagah to steer the emotions of any one individual for the rest of the scene. These emotions don’t last beyond the end of the Gift’s duration unless events naturally reinforce them (such as the Kamsa acting friendly toward an individual she has forced to regard her warmly).

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