Shining Gifts

Rank One

Darksight (Level One)
The ambient light of the Penumbra illuminates the physical world, even when darkness surrounds the Mokolé. A Lune teaches this Gift.

System: The player spends one Willpower point, and suffers no penalties for lack of light for the rest of the scene.

Brother’s Scent (Level One)
Drawing upon the universal brotherhood of all creatures of Gaia, the shining seems to fit in wherever he goes. Those given no reason to suspect the Shining’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 Mokole’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 Mokole 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 Mokole’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 Mokole’s successes on the activation roll.

Spirits of Laughter (Level One)
The Midnight Sun invokes spirits of good humor, lightening everyone’s mood. A mockingbird-spirit teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, all Rage rolls are made at +2 difficulty, and everyone finds it very difficult to become upset or out-of-sorts about anything.

Rank Two

Breaking the Tomorrow Wall (Level Two)
The Mokolé swims upstream through the river of Mnesis, catching vague glimpses of the future. A crane-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Enigmas, difficulty 6. The Mokolé gains one vague insight of the Storyteller’s choice per success.

Dreamspeak (Level Two)
The Mokolé can walk among another’s dreams and thereby affect their course. The werelizard doesn’t have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.

System: The player rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Mokolé is still within the dream, the werelizard is thrown out of the dream world and loses a Gnosis point.

Glib Tongue (Level Two)
Listeners hear whatever the Mokolé wishes them to. The Mokolé can say anything, even total nonsense, but anyone listening will agree heartily. A rabbit-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Expression (difficulty equals the listener’s Wits + Alertness). The target agrees completely with the Mokolé for one turn per success, after which sanity reasserts itself.

Rank Three

Become Log (Level Three)
As the Ragabash Gift: Blissful Ignorance, save that the Mokolé must be in a natural environment, or one comfortable to his varna (such as a golf course’s pond for an alligator varna).

Invisibility (Level Three)
The Mokolé can vanish from sight, though she must concentrate to maintain her invisibility. She can’t move faster than half normal walking speed, and can’t draw attention to herself. A spirit-servant of Uktena teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if already concealed, 6 if in the open, 9 in plain sight). Anyone looking for the Mokolé must score more successes on a Perception + Alertness roll (difficulty 8) than the player did on the initial roll. Anyone not actively seeking the Mokolé will not spot her at all.

Open Moon Bridge (Level Three)
The werelizard has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift.

System: The player spends one Gnosis point. See the Rite of the Opened Bridge (p. 207) for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles (1600 km).

Rank Four

Fool’s Luck (Level Four)
This Gift grants temporary immunity to bad luck. A rabbit-spirit teaches it.

System: The player spends one Gnosis point. The character cannot botch any rolls until the sun next rises; treat any botches as normal failures.

Shadows by the Firelight (Level Four)
The Mokolé invokes shadows and dreams to set the stage for a play in which other werewolves play a part. The Mokolé 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

Take the True Form (Level Five)
The Mokolé can force a being into its true form. A wolf-spirit teaches this Gift.

System: The player rolls Manipulation + Primal-Urge (difficulty 7). If successful, Changing Breeds (including Garou) are forced to revert to their breed form for one turn per success. Other shapeshifted creatures (such as vampires masquerading as wolves) targeted by this power are likewise forced to revert to their true forms.

Thousand Forms (Level Five)
The werelizard with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Mokolé gains all the special capabilities (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but with some extra effort she may take the form of mystical beasts (such as a griffon or unicorn), provided the beast remains within the usual size limitations of the Gift. Wyld-spirits teach this Gift.

System: The player spends a point of Gnosis and rolls Intelligence + Animal Ken (difficulty 6). One success allows the character to assume the shape of any normal animal. For the duration of the scene, he may make additional transformation rolls without spending additional Gnosis, provided he only takes the shape of normal animals.
To allow the character to take on a mythical form, the player must spend an additional point of Gnosis and succeed against a difficulty of 9.

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