Warding Gifts

Rank One

Burrow (Level One)
This Gift grants the ability to burrow through the earth, creating a tunnel roughly the size of the digger’s body, which others can follow through. The werewolf must be in a form possessing claws to use this Gift. Mole-spirits teach this Gift.

System: The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some metals (such as steel and titanium alloys) and other reinforced structures won’t yield to the werelizard no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed.

Mother’s Touch (Level One)
The Warding channels spiritual power through her hands, mending the wounds of any other living creature. This Gift may not heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches it.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is the target’s current Rage, or 5 for those with no Rage). Each success heals one level of lethal, bashing, or aggravated damage. The healer may even heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during the same scene in which the scar is received and an extra Gnosis point is spent.

Resist Pain (Level One)
Fortifying herself with purpose and will, the Mokolé shuts out the pain of her wounds. A bear- or badger-spirit teaches this Gift.

System: The player spends one Willpower point; the character ignores all wound penalties for the rest of the scene.

Rank Two

Clap of Thunder (Level Two)
The Mokolé slams her hands together, creating a mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift.

System: The player spends one Gnosis point. All characters within 20 feet (6 m) must succeed in a Willpower roll (difficulty 8 for foes, 4 for packmates) or be stunned and unable to act for one turn. The Mokolé must be in Homid or Archid form to use this Gift.

Paint the Meadows (Level Two)
As the Mokolé Rising Sun Gift.

Rage of the Nest Mother (Level Two)
When confronted with a threat to a helpless member of the werelizard’s family or pack, the Mokolé can rise above her normal limits to defend them. The spirit of any animal that mates for life may teach this Gift.

System: The Storyteller must agree that the member of the Mokolé’s family or pack is indeed helpless and unable to defend himself. (With rare exception, any human facing a fera should be considered helpless.) The player may then spend one Rage and add one die to all her character’s Physical Attributes for every point of permanent Honor the character possesses, for the duration of the scene.

Warding Dance (Level Two)
Pushing the fire in his heart into his limbs, the Mokolé hurls himself unharmed through the ranks of Gaia’s foes. A mongoose-spirit teaches this Gift.

System: The player reflexively spends one Rage point, allowing the character to dodge one attack with his full dice pool, regardless of what other actions he has taken during the round. Alternately, a Rage point may be spent to enhance a normal dodge action, adding three dice to the defense.

Rank Three

Armor of the Tortoise (Level Three)
The Mokolé may form a hard shell around his skin, protecting himself from harm. This Gift is taught by a turtle-spirit.

System: The player rolls Stamina + Primal-Urge, difficulty 6, and the weresaurian spends a turn in concentration. Add the number of successes rolled to the Mokolé’s soak rolls. The Gift lasts for (permanent Honor) turns, and may be used only once per scene.

Clarity (Level Three)
This Gift grants the ability to see through fog, pitch darkness, and invisibility, and to recognize illusions. A wind-spirit teaches it.

System: The player rolls Perception + Enigmas (difficulty 7). If the Mokolé attempts to see someone else’s illusion, the number of successes rolled by the creator must be matched or beaten by the Mokolé; otherwise, this Gift negates visual penalties.

Combat Healing (Level Three)
This Gift allows the werelizard to mend his injuries without rest or hesitation — even in the heart of combat — as claws and bullets tear fresh rents in his flesh. While other shifters struggle to mend their wounds under fire, the Mokolé never stops fighting. Elemental spirits teach this Gift, although they must generally be bested in battle first.

System: The Mokolé no longer needs to pause or roll Stamina to heal during combat, and automatically regenerates one non-aggravated health level every round.
This benefit is permanent.

Might of the Kings (Level Three)
The werelizard 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 Mokolé ’s Strength doubles for one turn per success. This Gift can only be used once per scene.

Rank Four

Clenched Jaw (Level Four)
The werelizard bites down with such power that her grip won’t loosen until she chooses to let it; even in death, her jaws remain locked. A wolf- or hyena-spirit teaches this Gift.

System: After making a successful bite attack, the player may spend a Rage point to invoke this Gift. For each successive turn she chooses to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of trying to tear free), the Mokolé may add half her Willpower to her dice pool (round up).

Hand of the Earth Lords (Level Four)
By drawing on the land’s energies, the Mokolé can move any one object weighing up to 2,000 pounds (900 kg) simply by gesturing at it. An air elemental and an earth elemental must teach this Gift in concert.

System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). Concentration is necessary to move the object, which travels at roughly 20 mph (32 kph). The Mokolé ’s control lasts for one turn per success.

Rank Five

Halo of the Sun (Level Five)
The character speaks an ancient word sacred to Helios and is immediately surrounded by a sphere of blazing sunlight. Those Wyrm creatures who fear the sun may flee before the werelizard. 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 form. Anyone directly facing the werelizard 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.

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