Kojubat Gifts

Rank One

Beast Speech (Level One)
The werebear may instinctively understand and communicate with any natural animals, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language — there is no need to bark like a dog. This Gift doesn’t change animals’ basic reactions or dispositions; most are still afraid of predators such as werebears. Any animal spirit can teach this Gift.

System: This Gift’s effects are permanent.

Stonesight (Level One)
The Gurahl may look through a piece of stone or rock to see its potential or composition. Aside from the obvious benefits for sculptors and builders, the Gift is also useful for uncovering hidden minerals or fossils, as well as identifying stones of mystic significance. An earth elemental teaches this Gift.

System: The player rolls Perception + Enigmas (difficulty 5) to learn about the stone. The more successes
gained, the more in-depth the knowledge.

Rank Two

Eyes of the Soul (Level Two)
The Kojubat is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulturespirit teaches this Gift.

System: The Gurahl can smell Kinfolk or a fellow werebear 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 Kojubat that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”

Song of Terra (Level Two)
The Gurahl may touch the earth and hear what occurred in that spot in the recent past. A hare-spirit teaches this Gift.

System: The player rolls Perception + Primal-Urge (difficulty 6) and spends a Gnosis point. The Gurahl hears the most significant event to occur on that spot during the last (successes rolled) days.

Rank Three

Mind Sight (Level Three)
The Gurahl may read the surface thoughts of a sentient being. Air-spirits teach this Gift.

System: The player spends a Gnosis point and rolls Wits + Empathy (difficulty of the subject’s Willpower). This mind-reading lasts for (successes rolled) turns.

Mind to Mind (Level Three)
Invoking the power of a waking dream, the Gurahl can place any chosen characters into silent communication. A Chimerling teaches this Gift.

System: The player spends one Willpower point per chosen sentient being and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if any participants are unwilling. All those included in the waking dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Kojubat fails the roll against an unwilling member. All beings affected must be within line of sight. The Gurahl may include her entire pack in the waking dream for only one Willpower point, if she desires.

Rank Four

Probe Thoughts (Level Four)
This Gift enables the Gurahl to acquire hidden thoughts from an individual. A snake-spirit teaches this Gift.

System: The player spends a Gnosis point (and a Willpower point if the target is supernatural) and rolls Wits + Empathy (difficulty of the subject’s Willpower). Each success reveals one piece of information the subject is actively attempting to conceal.

Shadows by the Firelight (Level Four)
The Kojubat invokes shadows and dreams to set the stage for a play in which other werewolves play a part. The Kojubat narrates the tale, and the actors are swept along in the narrative, willing or no. The Gift is often used at moots, since it allows many to participate in the retelling of legends. It is also used as an object lesson for the wayward and stubborn. An ancestor-spirit teaches this Gift.

System: To press an unwilling actor into the shadowplay, the player spends one Gnosis point per target and rolls Manipulation + Performance (difficulty equal to the target’s Willpower). The effects last until the story ends (one scene), or until the actor is attacked. Willing participants require no roll or expenditure.

Rank Five

Aversion Therapy (Level Five)
The Gurahl may attach negative emotions to a particular desire, as a form of mental conditioning. A thief, for example, may experience terror when he contemplates theft. The effect lasts for a year and a day. A servant of Coyote teaches this Gift.

System: The player spends a Gnosis point (and a Willpower point, if the target is supernatural) and rolls Wits + Empathy (difficulty of the target’s Willpower).

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