Unshading Gifts

Rank One

Fangs of Judgment (Level One)
This Gift, taught by an ancestor-spirit, causes the Unshading’s claws and fangs to burn with the righteous power of law.

System: The player spends one Willpower point. For the next full day, all of the Mokolé’s natural weaponry attacks do two extra dice of damage to all beings who have fallen from their original purpose to the service of the Wyrm (such as Black Spiral Dancers, fomori, and corrupted nature spirits; Banes which came into existence as agents of the Wyrm are, regrettably, exempt from this Gift’s sanction).

Persuasion (Level One)
This Gift imbues an Unshading’s words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.

System: The player rolls Charisma + Subterfuge (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life)

Truth of Olodumare (Level One)
Unshading may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t reveal the truth behind a lie unless the speaker utters it. If the speaker is uncertain whether his words are true or false, the Gift identifies them as neither.

Rank Two

Calm (Level Two)
This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.

System: The player spends one Gnosis and rolls Charisma + Empathy (difficulty equals the target’s Willpower). Each success removes one of the target’s Rage points, which may be regained normally. If used on a creature capable of frenzy which has no Rage (vampires, some fomori), the Gift cancels the frenzy if the player scores at least three successes.

Strength of Purpose (Level Two)
Mokolé use this Gift to fortify themselves in the face of the Apocalypse, turning hot passion and burning Rage into cold, steely resolve. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Mokolé recovers one point of Willpower, up to her maximum.

Tame Sunbeam (Level Two)
The sun has long been the staunchest ally of the Mokolé, and sends his light when they need it most. A servant of Helios teaches this Gift.

System: The player spends a Gnosis point and rolls Intelligence + Occult, difficulty 6. An aura of bright sunlight surrounds the Mokolé for the rest of the scene, illuminating everything out to (successes x 2) yards.

Rank Three

Clear Mind (Level Three)
This Gift encourages clarity of thought, no matter the distractions; it is taught by a crow-spirit.

System: The player spends one or more Willpower points, then chooses a Mental dice pool (such as Intelligence + Enigmas); each Willpower point spent adds one die to that pool until the sun next rises.

Weak Arm (Level Three)
By watching an opponent’s fighting style, the Mokolé can quickly evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.

System: The player rolls Perception + Brawl (difficulty 8). Each success grants one bonus die to add to her attack or damage rolls against that opponent. For instance, a Mokolé who gets four successes could add two dice to her attack rolls and two to her damage pool, or four to her damage rolls, or three to attack and one to damage — whatever combination suits her. However, the distribution of dice cannot be changed once the Gift has been activated. This Gift can be used against a given foe only once per scene, and its benefits are lost at the end of the scene. A full turn of concentration is necessary to use this Gift.

Rank Four

Raptor’s Gaze (Level Four)
One of the Mokolé’s eyes glows a livid red, and all enemies caught by his gaze are stricken with terrible agony. A pain-spirit teaches this Gift.

System: The player spends one Rage point and one Gnosis, then rolls Perception + Occult (difficulty 8). For the rest of the scene, any foe at whom the Mokolé glares must roll Willpower (difficulty 8) and exceed the player’s successes or double over in pain, suffering a –5 wound penalty as though Crippled, regardless of their current health. Any characters already at Crippled are considered Incapacitated by the pain.

Strength of the Dominator (Level Four)
The werelizard draws on a target’s anger to feed his own. A Stormcrow teaches this Gift.

System: The player rolls Wits + Intimidation (difficulty equals the target’s Willpower). For a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while the Mokolé gains that Rage. The character can use this Gift only once per target per scene.

Rank Five

Geas (Level Five)
This Gift binds an individual or group to a sacred oath. While the geas cannot force and individual to act against her nature (such as to allow herself to be killed), it also doesn’t allow her to act against the task the Mokolé has set before her. This Gift is taught by an Incarna avatar.

System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the opponent’s Willpower, or the highest Willpower in a group). The compulsion to complete the task set out in the geas lasts until the task is completed or the target is harmed to the point of incapacitation in pursuit of the quest.

Wisdom of the Sun (Level Five)
By meditating beneath Lord Sun's face for an hour, the Mokolé becomes a channel for the wisdom of the Tellurian, and can find the answer to almost any question. A Chimerling teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the player can ask any one simple question of the Storyteller and expect an answer that is honest, if vague and wrapped in symbolism. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.

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