Karui Gifts

Rank One

Eyes of the Wound (Level One)
The wereshark may see clearly in complete darkness. His eyes glow a lambent green while this power is in effect. A cat-spirit teaches this Gift.

System: The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure.

Restraint (Level One)
This Gift allows the wereshark to ignore her slew-mates and allies when in frenzy. A spirit-servant of Sea teaches it.

System: The player spends one Willpower point upon entering Frenzy and rolls Willpower (difficulty 6). For each success, she may ignore one character during the frenzy.

Shatterbite (Level One)
Karui transforms her teeth into hooked and barbed spurs.

System: The player spends one Rage. The next successful claw attack the character makes buries her teeth into the victim, where they stick after breaking free from the wereshark’s mouth. Until the victim takes the time to pull them out (which takes a full turn), they suffer +2 difficulty to all actions. The Same-Bito’s teeth take a full turn to regenerate.

Unseen Attack (Level One)
If the Brightwater can approach her target without being seen, her first attack will also generally be her only one. This Gift is taught by a shark-spirit.

System: The Rokea’s surprise attacks add four dice to their damage. This Gift’s effects are permanent.

Rank Two

Narke’s Gift (Level Two)
Brightwaters long ago learned the agonizing trick that gives the electric ray its name. A ray-spirit teaches this Gift.

System: The player spends one Rage point and rolls Rage (difficulty 6). Each success inflicts one level of lethal damage to all non-slewmates within 20 yards (in the water). On land, this Gift can only be used against a grounded target or one the Rokea touches directly. Narke’s Gift can only be used once per scene.

Shield of Rage (Level Two)
Such is the Rage burning within anKarui’s heart that all lesser furies quail before it. A wolverine-spirit teaches this Gift.

System: The player spends one Willpower point. For the rest of the scene, all spirits’ Rage scores are considered two less than their real values for the purpose of rolling damage against the Karui.

Terror of the Depths (Level Two)
As the Red Talon Gift: Wolf at the Door, but instilling a terror of the sea. Rather than howling, Rokea use this Gift to target groups that see the wereshark’s fin cutting through the water’s surface.

This Gift induces a terrible dread of and respect for the wilderness, and it makes a human target afraid to tamper with it in any way. Any predator spirit can teach this Gift.

System: The werewolf must make eye contact with the target, but can be in any form when she does so. The player then rolls Charisma + Primal-Urge (difficulty equals the target’s Willpower). The effects last for one day per success.

During this time, the human must roll Willpower to leave his home, and he may not go near anything resembling a forest, tundra, swamp, or other untamed wilderness area without spending a Willpower point. If the human does leave his home, he is shaky and fearful until he returns, and his player loses three dice from all Mental and Social dice pools. Alternately, this Gift can affect a number of humans equal to his Rage at once (difficulty equals the highest Willpower in the group).

In this case, rather than making eye contact, the humans must hear the werewolf howl in Lupus form. This Gift can be used on Kinfolk, mages, ghouls, and other “supernatural” humans, but the difficulty increases by two.

Rank Three

Strength of the Crashing Waves (Level Three)
The wereshark 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 Same-Bito’s Strength doubles for one turn per success. This Gift can only be used once per scene.

Wriggling Teeth (Level Three)
The Karui breaks one of her teeth off in a wound, imbuing it with all of her killing intent. The tooth continues to burrow into her opponent’s flesh, and will not stop until it finds his heart. A wasp-spirit teaches this Gift.

System: Upon making a successful bite attack, the player spends one point of Willpower. The wriggling teeth inflicts one automatic level of unsoakable lethal damage each subsequent turn until it either kills the target or is dug out of the wound (a Dexterity + Medicine action, difficulty 7, requiring a turn’s full concentration).

Rank Four

Best Policy (Level Four)
Rokea are blunt and straightforward at the best of times. Sea approves of this, and turns this lack of tact into a benefit. A remora-spirit teaches this Gift.

System: The Rokea’s player may spend one Willpower point to add her Harmony in dice to any Persuasion attempt in which she uses nothing but the blunt, absolute, unvarnished truth. The Veil clouds the memories of those she speaks to if telling the truth causes her to reveal her nature.

No Walls (Level Four)
The Rokea may move about on Unsea as freely as in Sea… in the most direct manner possible. A spirit-servant of Kun teaches this Gift.

System: The player rolls Strength + Athletics (difficulty 7). Success allows the Rokea to smash through any man-made obstacle or structure that impedes the most direct path between the wereshark and the place he seeks to be.

Rank Five

Blood of Darkness (Level Five)
As the Children of Gaia Gift: Halo of the Sun (Rokea see light as the blood of Oversea).

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 werewolf. 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 Homid and Glabro forms. Anyone directly facing the werewolf 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.

Sea’s Winds (Level Five)
The Rokea surrounds herself with a blazing nimbus of light and battering winds or currents. No one may approach her unbidden, and any that try risk being burnt by the light.

System: The player spends two Willpower points. For the remainder of the scene, anyone wishing to approach the Rokea unbidden must accumulate 15 successes on an extended Strength + Athletics roll (difficulty 8). Each turn they attempt this, they must soak three levels of bashing damage; Qyrl-minions suffer aggravated damage instead. If the intruder manages to reach the Rokea, they have only one action before they are swept away and must start again.

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