Kartikeya Gifts

Rank One

Brief Sensation (Level One)
The Kartikeya may project a brief, illusory sensation into a target’s mind — the scent of baking bread, a lover’s voice heard in a crowd, a flash of sun on metal from a window. Such simple tricks are generally all a truly skilled assassin needs.

System:The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The Nagah may induce one phantom sensation per success in her target over the course of the next scene.

Eyes of the War God (Level One)
Like their divine namesake, the Nagah watches the world as though he had six faces, and can never be surprised.

System: The player rolls Wits + Alertness (difficulty 6). For the rest of the scene, the Nagah gains full
360-degree vision, and adds one die per success to all rolls to notice enemies and attacks.

Scent of the True Form (Level One)
The Kartikeya 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 Nagah can smell Kinfolk or a fellow wereserpents 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 Kartikeya that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”

Rank Two

Forked Tongue (Level Two)
The Kartikeya 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.

Secret Serpent (Level Two)
The Nagah can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.

System: The player rolls Stamina + Stealth (difficulty 5). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character. If no one is activelyseeking the werewolf, one success provides perfect concealment.

Serpent’s Voice (Level Two)
The Nagah may perfectly mimic any voice or sound she has ever heard. A mynah-spirit teaches this Gift.

System: This Gift’s effects are permanent.

Rank Three

Lance of the Summer Sun (Level Three)
The Nagah projects a brilliant and searing bolt of concentrated sunlight from his palm, hot enough to burn through fabric, sheetrock, and wood.

System: The player spends one Gnosis point and rolls Charisma + Leadership, difficulty 7, inflicting (successes) levels of lethal (or aggravated, to vampires) damage to a target within 100 feet.

Might of the Mountain (Level Three)
The wereserpent can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.

System:The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8). The Garou’s Strength doubles for one turn per success. This Gift can only be used once per scene.

Rank Four

Blood Running Hot (Level Four)
This Gift allows the Nagah to husband his Rage, keeping it burning for as long as Gaia’s enemies remain to be defeated. A wolverine-spirit teaches it.

System: This Gift’s effects are permanent. The werewolf regains one Rage point during any turn in which he takes damage. This Rage does not cause a frenzy check though other sources will induce checks as usual. Additionally, the player can spend one Rage point per turn without losing any temporary Rage. If multiple Rage points are spent during any turn, however, all are marked off.

Veil of Maya (Level Four)
The Kartikeya creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called “spirit of spirits” — teaches this Gift.

System: The player spends one Gnosis point for each 10-foot (3 m) radius area to be covered by the illusion and then rolls Intelligence + Expression. Anyone given cause to doubt the illusion must roll Perception + Alertness and exceed the Garou’s successes in order to see through it.

Rank Five

Jungle Snake Visions (Level Five)
Kartikeya struggle throughout their lives to find a place of dignity and respect amidst a minefield of horror and abuse. This Gift allows her to unleash her inner demons upon others, inflicting insanity and madness. The nature of the derangement inflicted varies from individual to individual, but is always severe, making it impossible for the victim to function normally. Lunes and spirits of trickery and madness teach this Gift.

System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty equal to the victim’s Willpower). The target immediately begins to suffer from a Derangement (see p. 485). The insanity lasts a number of days equal to the successes rolled. During this time, the metis can increase or decrease the severity of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions may haunt the victim for the rest of his life

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