Mokole Gifts
Contents
Common Mokole Gifts
PGttCB 117-118, Mokole 79-81
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Falling Touch - As the Garou Gift. Normally taught by a spirit of the Dinosaur Kings or Bird Kings.
(PGttCB p117, Mokole BB p79)
Fatal Flaw - As the Garou Shadow Lord Gift.
(PGttCB p117, Mokole BB p79)
Find Land - By focusing his attention onto the balance of land and water, the Mokole can locate the nearest fixed land amidst the water of swamp or sea. This Gift is taught by a Turtle spirit.
System: The player makes a Perception + Survival roll, difficulty 6. One success indicates the direction of the land. Three successes indicate the distance. Five allow the Mokole to tell whether the land is dangerous or contaminated.
(Mokole BB p79)
Find Water - As the Gift: Find Land, save that the Mokole can find water within twenty miles, and likewise tell if the water is contaminated if he achieves enough successes. This Gift is taught by a Lizard spirit.
(Mokole BB p79)
Inspiration - As the Garou Ahroun Gift.
(PGttCB p117, Mokole BB p79)
Razor Claws - As the Garou Ahroun Gift; needless to say, this only works in Archid form.
(PGttCB p117, Mokole BB p79)
Scent of Sweet Nectar - As the Garou Bone Gnawer Gift: Scent of Sweet Honey. It is taught by a Bee spirit.
(Mokole BB p79)
Sense Dissolver - As the Garou Metis Gift: Sense Wyrm
(PGttCB p117, Mokole BB p80)
Sense Moon - This Gift enables the user to detect a child of the moon - usually a fellow shapechanger (save for Corax, Ananasi, or Nuwisha).
System: The player rolls Perception + Occult, difficulty 7. With three successes, he can tell what kind of moon creature is involved; five successes allows a rough estimate of rank and abilities. This Gift is taught by a Sun spirit.
(Mokole BB p80)
Sense Prey - The Mokole knows the trick of locating prey animals in a given area. An Alligator spirit teaches this Gift.
System: The player spends a Willpower point, and rolls Perception + Primal-Urge, difficulty 7. Each success leads the Mokole to enough prey for one mean: enough successes can feed an entire clutch.
(Mokole BB p80)
Shed - By quickly shedding his outer skin, the Mokole can escape an enemy's hold or slip through a tight area. A Lizard or Snake spirit teaches this Gift.
System: By making a successful Dexterity + Primal-Urge roll (difficulty 7), the Mokole can either automatically escape any grappling attack or lower the difficulty of escaping restraints or slipping through tight squeezes by 2.
(Mokole BB p80)
Sight of the True Form - As the Garou Gift: Scent of the True Form. This Gift is taught by a spirit of the Predator Kings.
(PGttCB p117, Mokole BB p80)
Speed of Thought - As the Garou Silent Strider's Gift, save that the Mokole must spend two Gnosis rather than one to activate the land speed.
(PGttCB p117, Mokole BB p80)
Tailbiter's Mumble - The Mokole may bite her tail in her mouth and roll any distance desired as quickly as her human form runs. This gift is taught by Hoopsnake.
System: The Mokole must be in Suchid or Archid, and spend a Willpower point; apart from that the movement bonuses are automatic.
(Mokole BB p80)
Talk - This Gift permits the Mokole to speak with any human language he knows while in Suchid or Archid form. This Gift is taught by a Bird spirit.
System: No roll is necessary; the Mokole becomes automatically capable of speech in all forms. With a successful Mnesis roll, difficulty 8, the Mokole can also speak any other Fera's languages for the duration of a scene.
(Mokole BB p80)
Rank 2
Axis Mundi - By attuning himself to the land, the Mokole can learn precisely where Sun is in relation to Earth. A Sun spirit teaches this Gift.
System: The player spends a Gnosis point; the Gift automatically grants knowledge of the exact time, season, the Mokole's placement on the Earth, and the direction that he's facing.
(Mokole BB p80)
Sense Gold - As the Garou Ahroun Gift: Sense Silver, save that it detects the presence of gold.
(PGttCB p118, Mokole BB p80)
Silver Claws - As the Garou Ahroun Gift. No common "Gold Claws" variant exists; the Mokole have fought other shapechangers much more often than they've fought against one another.
(PGttCB p118, Mokole BB p80)
Stinking Breath - The Mokole can breathe out stinking gasses that repel anything that breathes, making them flee. This Gift is taught by a Garbage spirit or a Monitor Lizard spirit.
System: The Mokole spends a Gnosis point and breathes on her enemies. Air-breathing creatures (obviously the undead are immune) are repelled by the smell and try to flee the encounter, unless they successfully make an opposed Gnosis roll against the Mokole's Gnosis.
(Mokole BB p80)
Tides of Lust - This Gift is most common among the Gila monsters and Mexican beaded lizards of the American Southwest, the Unktehi who learn it from a Rooster spirit. It gives them power over the tides within someone's body.
System: The Mokole begins to dance and rolls Rites + Expression, difficulty 7. If the target already loves someone else, the difficulty is 8, or 9 if the target is very old or attracted to the the opposite of your own gender. The number of successes determines the number of hours that the person will be unnaturally lusty. Impotence, if any, disappears, the target becomes fertile of ordinarily sterile (unless the target is metis, of course), and the target also becomes a little more open-minded about potential partners. Even so, the Mokole must still seduce the person through roleplaying, as the Gift does not plant obvious desire - it merely removes barriers.
(Mokole BB p80)
Waxwork Monster - Brought to light recently by the Shining, this Gift lets a Mokole take advantage of the fact that "dinosaurs are extinct" to hide in plain sight even in Archid form. Essentially, the Mokole takes on the appearance of a model or dummy. A Tatara spirit teaches this Gift.
System: The Mokole spends a Gnosis point and rolls Stamina + Expression. For each success, he can freeze in place for one hour unnoticed by anyone. In Suchid form, he appears to be a stuffed crocodile; in Homid form, he seems to be a mannequin or waxwork. In Archid form the Mokole appears to be a life-size fiberglass or cement dinosaur model, but cannot cause the Delirium unless he moves or speaks. Some Shining will even carry around a small label, designating the species of dinosaur that they are supposed to be. Of course, the "statue" will arouse suspicion if there is not supposed to be a statue in the place where the Mokole is hiding. Whole clutches have concealed themselves this way as roadside attractions and the like.
(Mokole BB p80)
Rank 3
Bark of the Mudpuppy - This Gift allows the Mokole to bark loudly at any one person or object, shattering glass, splintering light wood or even opening wounds on a living being. This Gift is taught by a Mudpuppy.
System: The bark does one health level of aggravated damage, but automatically strikes its target. There is no actual cost.
(Mokole BB p80)
Dragon's Breath - This Gift allows the Mokole to spit fire, as do the Dragon Kings. This Gift is taught by Dragon himself.
System: This costs one point of Rage per burst. To hit, the player rolls Dexterity + Brawl, difficulty 8; the flame does two health levels of aggravated damage. For each extra Rage point spent, one extra level of damage is done. Thus, a Mokole could spend four Rage and do five health levels of aggravated damage.
(PGttCB p118, Mokole BB p81)
Dragonfear - This Gift invokes an aura of menace so terrible that the Mokole's Archid form is capable of inducing the night-fear in any creatures, supernatural or otherwise. This Gift is taught by Dragon.
System: The Mokole spends a Rage point to invoke the fear for one scene; all witnesses become subject to the Delirium. Note that the other creatures may roll Wits + Occult to move up the Delirium Chart as usual. However, creatures created to be immune to Delirium, such as fomori, can still experience the effects of Delirium when this Gift is used.
(Mokole BB p81)
Walking Between Worlds - Mokole with this Gift are finally able to breach the Gauntlet and enter the Umbra. Most typically go into water instead of using a mirror in order to step sideways. This Gift is taught by any spirit who knows how to materialize in the physical world.
System: Once this Gift is learned, the Mokole may step sideways just as Garou do.
(PGttCB p118, Mokole BB p81)
Rank 4
Attunement - As the Garou Bone Gnawer Gift.
(PGttCB p118, Mokole BB p81)
Cocoon - As the Garou Homid Gift. Mokole adepts often use the Cocoon to protect them when sleeping the sleep of the Dragon.
(PGttCB p118, Mokole BB p81)
View the Seed - This Gift comes from the belief that all things are but a dream of the idea or object that birthed them. It allows the user to see the "seed" of anything, from the parents of a child to the mastermind of a plot. Note that some things result from a growth of several "seeds". A Mokole looking at America, for instance, could see any number of things (John Locke in his study, Native Americans planting maize, Africans bought with Boston rum...). The Gumagan are most likely to learn this Gift, which is taught by Finch.
System: The Mokole rolls Perception + Mnesis, difficulty 7. If the thing to be seen is outside the Mnesis of the Mokole's line, the difficulty is 8. In the case of truly alien causes and effects, the difficulty could be 9 (Vhujunka plotting to sail into the Deep Umbra, etc.)
(Mokole BB p81)
Rank 5
Grasp the Beyond - As the Rank Four Garou Theurge Gift.
(PGttCB p118, Mokole BB p81)
Song of the Great Beast - As the Garou Lupus Gift. usually the Dinosaur Kings will teach this Gift only to Suchids, and they can use it to summon dinosaur Great Beasts. Note, however, that such monsters as sea scorpions and giant sharks also lie within Mnesis, and if the kings decided to teach these Songs, then they could do so.
(PGttCB p118, Mokole BB p81)
Rising Sun (Striking)
PGttCB 118, Mokole 83-84
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Bellow - The Mokole can shake the swamps with his powerful voice, terrifying all who hear him. A Crocodile or Alligator spirit teaches this Gift.
System: The player spends a Rage point and rolls Rage or Willpower. Difficulty is the target's Willpower: if the roll is sucessful, then the listeners react as per the Delirium Reaction chart, using the target's Willpower minus the number of successes after the first as a guide.
(PGttCB p118, Mokole BB p83)
Eye of the Raptor - By calling on her feathered cousins' talents, the Mokole gains the ability to see for a number of miles as if the distance were a mere twenty yards or so. This Gift is taught by a Bird spirit.
System: The user rolls Perception + Alertness, difficulty 8. The number of successes equals the number of miles the Mokole can see clearly, although he cannot see through obstacles.
(PGttCB p118, Mokole BB p83)
Rank 2
Paint the Meadows - The Mokole can utter pitiable moans to lure her prey. Usually used from hiding, this Gift is suitable for hunters and fighters. Blue Jay teaches this Gift.
System: The player rolls Wits + Expression as the character moans and whimpers. The difficulty is the target's Willpower or 5, whichever is higher. For each success, the target moves closer for one turn - However, the spell is broken if the target suffers any pain.
(PGttCB p118, Mokole BB p83)
Sense Silver - As the Ahroun gift.
(PGttCB p118, Mokole BB p83)
Rank 3
Call the Tides - This Gift makes the Mokole able to bend the tides to his will. The Gift is taught by Tidekeeper.
System: The Mokole must be in sight of a tidal body of water (ocean, sea, river, estuary). The player then makes a Gnosis roll, difficulty of 8. The number of successes determines the result:
Successes | Tidal Effect |
---|---|
1 | The tides come in or go out twice as fast as usual. |
2 | Tides can be reversed, and will come in instead of go out, or vice versa. |
3 | High tide or low tide can be brought in one scene. |
4 | Unusual tides (spring or neap tide) can be brought in one scene. |
5+ | Freakish tides (i.e. 30' tides in Florida can occur in one scene. |
(Mokole BB p83)
Combat Healing - As the Garou Ahroun Gift.
(PGttCB p118, Mokole BB p83)
Dragon's Tongue - This enables the Mokole to call lightning down on the target. This gift is taught by a Lightning Bringer.
System: The player spends a Willpower point and rolls Strength + Intimidation, difficulty 6. Each success inflicts one die of aggravated damage on the target. The difficulty may be increased at the storyteller's option if there is no storm, no clouds, the Mokole is inside, or other unfavorable conditions are present.
(Mokole BB p83)
Hot Ichor - This Gift makes the Mokole able to gain a pool of heat energy, increasing his prowess in hunting or battle. A Raptor spirit teaches this Gift.
System: By spending Rage, the character gains a temporary "heat pool of one point per Rage point spent. Beginning the next turn, the Mokole can then spend the points in the heat pool to add to Physical Attributes; the bonuses last for one turn. The pool Maximum is the Mokole's Homid-form Stamina +5.
(Mokole BB p84)
Might of the Kings - As the Garou Get of Fenris Gift: Might of Thor.
(PGttCB p118, Mokole BB p84)
Rank 4
Anger of the Wani - As the Rank 5 Wendigo Gift: Invoke the Spirits of the Storm. Upon using this Gift, the Mokole falls into a trance until Sun rises once more. He offers his dreams to the Dragon Kings as thanks for this Gift.
(Mokole BB p84)
Scream of Gaia - As the Garou Get of Fenris Gift.
(PGttCB p118, Mokole BB p84)
Rank 5
Jointsnake's Mojo - This Gift enables the Mokole to rejoin severed body parts without even touching them. A severed arm will twitch and quickly wriggle back to the stump, rejoining the 'gator's body as neatly as you could ask. This Gift is taught by Jointsnake.
System: To rejoin a body part, the player need only spend one Gnosis. The severed parts must be reasonably whole (i.e. not eaten or crushed) and they must be nearby for the Gift to work. This doesn't heal any health levels of damage, but a Mokole with this Gift can spend a Gnosis to avoid receiving any Battle Scars.
(Mokole BB p84)
Wall of Granite - As the Garou Philodox Gift.
(PGttCB p118, Mokole BB p84)
Noonday Sun (Unshading)
PGttCB 118, Mokole 84-85
Level 1
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Level 2
|
Level 3
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Level 4
|
Level 5
|
Rank 1
Gold Claws - As the Ahroun Gift: Silver Claws, save that the Mokole's claws become gold. This Gift is mainly used against fallen or undutiful Mokole.
(Mokole BB p84)
Sight of the True Form - As the common Mokole Gift.
(PGttCB p118, Mokole BB p84)
Truth of Olodumare - As the Garou Gift: Truth of Gaia. This Gift is taught by a Sun spirit.
(PGttCB p118, Mokole BB p84)
Rank 2
Calm - As the Garou Children of Gaia Gift. This Gift is taught by a Tuatara spirit.
(PGttCB p118, Mokole BB p84)
Strength of Purpose - As the Philodox Gift.
(PGttCB p118, Mokole BB p84)
Tame Sunbeam - Sun, whom the Mokole call The Face of God, is opposed to evil and darkness. He teaches his children to call upon his aid when they need it. A Sun spirit teaches this Gift.
System: The Mokole must spend a Gnosis point, roll Intelligence + Occult, difficulty 6, and add any True Faith in Sun to the result. The effects last for one Scene, plus one more scene for each additional Gnosis point spent.
Successes | Effect |
---|---|
1 | Illuminate any dark area with ambient light. |
2 | Sun can pierce clouds or trees with enough brightness to point out targets or injure vampires. |
3 | The Sun's rays are strong through water, glass, clouds or cover as from a clear day. |
4 | Sun's rays can light fires or bring heat when it is cold, or appear inside a windowless building during the daytime. |
5 | Sun can shine at night. |
(Mokole BB p84)
Rank 3
Clear Mind - This Gift allows fair judgement, no matter what the distractions. A Crow spirit teaches this Gift.
System: The Mokole may spend as many Willpower points as she likes; each point spent adds a die to the Mental dice pool of her choice. The effects last for the duration of the scene.
(PGttCB p118, Mokole BB p85)
Dragon's Tongue - As the Rising Sun Gift. The difficulty may be lessened, at the Storyteller's option, if the target is a Mokole who has failed the Duties.
(Mokole BB p85)
Eyes of the Cobra - As the Galliard Gift.
(Mokole BB p85)
Raptor's Gaze - As the Garou Fianna Gift: Balor's Gaze.
(PGttCB p118, Mokole BB p85)
Rank 4
Serenity - As the Garou Children of Gaia Gift.
(PGttCB p118, Mokole BB p85)
Strength of the Dominator - As the Garou Shadow Lord Gift.
(Mokole BB p85)
Rank 5
Gease - As the Garou Philodox Gift.
(PGttCB p118, Mokole BB p85)
Sleep of the Dragon - This Gift allows the Mokole to enter a state of estivation. She sleeps for a time limited by diration (for instance, "three moons") or condition ("when the lake fills with water"). In either case, she sets the waking condition herself. The Mokole does not age as she sleeps, though she may dream. Usually the Mokole buries herself in mud as she sleeps. The sleeping Mokole is awakened by being moved or touched, but not by ordinary noises. A Dragon spirit teaches this Gift.
System: The Mokole may enter the sleep as an act of will. If she sleeps for longer than the duration of one story, she regains all her spent Gnosis.
(Mokole BB p85)
Wisdom of the Sun - As the Garou Stargazer Gift: Wisdom of the Seer, save that the Mokole must gaze directly on Lord Sun's face.
(Mokole BB p85)
Setting Sun (Warding)
PGttCB 118, Mokole 85
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
|
Rank 1
Mother's Touch - As the Garou Theurge Gift.
(PGttCB p118, Mokole BB p85)
Resist Pain - As the Garou Philodox Gift.
(PGttCB p118, Mokole BB p85)
Rank 2
Clap of Thunder - As the Garou Shadow Lord Gift.
(PGttCB p118, Mokole BB p85)
Paint the Meadows - As the Mokole Rising Sun Gift.
(PGttCB p118, Mokole BB p85)
Spew - The Warding may guard the nest with a spew of slippery ooze. He can drink a few callons of water and spit it out as a slimy mess. This Gift is taught by Frog or Snail spirits.
System: The Mokole must have drunk quite a bit of water within the last 24 hours before using this Gift. Although some drink oil as a precursor. The player rolls Stamina + Expression, difficulty 7, as the Mokole spews out water and slime onto any surface. The number of successes determines the radius, measured in paces, of the area covered with slippery slobber. Any creature treading on the place must make a Dexterity roll (plus Acrobatics, if any) or slip and fall. Mokole may also slime pathways with their vomit, urine or other bodily fluids, resulting in offensive odors as well as slippery surfaces.
(Mokole BB p85)
Rank 3
Armor of the Tortoise - This Gift enables the Mokole to form a hard shell around his skin while in Archid or Suchid form, protecting himself even further from harm. The gift is taught by a Turtle or Tortoise spirit.
System: The player rolls Stamina + Primal Urge, difficulty 6; the Mokole must spend a turn in deep concentration. The number of successes is the number of dice added to the dice pool for soak rolls. These dice are in addition to any armor already possessed, but the Gift can be activated only once per scene.
(Mokole BB p85)
Combat Healing - As the Garou Ahroun Gift.
(PGttCB p118, Mokole BB p85)
Might of the Kings - As the Garou Get of Fenris Gift: Might of Thor.
(PGttCB p118, Mokole BB p85)
Rank 4
Clenched Jaw - As the Garou Ahroun Gift.
(PGttCB p118, Mokole BB p85)
Hot Ichor - As the Rank Three Mokole Rising Sun Gift.
(Mokole BB p85)
Rank 5
Halo of the Sun - As the Garou Children of Gaia Gift.
(PGttCB p118, Mokole BB p85)
Fossilize - This Gift allows the Mokole to consign an enemy to memory - by fossilizing him for the edification of further generations. Palentologists, needless to say, would probably be baffled by the results. A Death spirit teaches this Gift.
System: The Mokole points a bone at an enemy; the player rolls Gnosis, resisted by the enemy's Willpower. For each success, one health level of unsoakable aggravated damage cripples the target. If the target dies from the effects, he becomes a petrified fossil instantly.
(Mokole BB p85)
Midnight Sun (Shining)
PGttCB 118-119, Mokole 85-86
Level 1
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Level 2
|
Level 3
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Level 4
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Level 5
|
Rank 1
Darksight - The Shining can draw on the ambient light of the Penumbra to see clearly in darkness. This Gift is taught by a Moon spirit.
System: The player spends a Willpower point; the effects last for one scene. The Mokole can see without penalty in all darkness save the complete absense of light, and even then he can discern a vague outline of his surroundings.
(PGttCB p118, Mokole BB p85)
Lambent Flame - As the Garou Silver Fang Gift. This is taught by a Fire or Sun spirit.
(PGttCB p118, Mokole BB p85)
Sense Sun - As the common Mokole Gift: Sense Moon, save that it allows the user to discern the presence of Sun creatures such as Mokole and Corax. This Gift is taught by a Moon spirit.
(Mokole BB p85)
Spirits of Laughter - This Gift allows the Midnight Sun to invoke Laughter spirits which make everything seem funny. A Mockingbird spirit teaches this Gift.
System: The Mokole spends a Gnosis point and rolls Gnosis. The difficulty is 6 for friends, 7 for strangers, 9 for enemies. For each success, one remark that someone makes will cause everyone to laugh merrily.
(Mokole BB p86)
Talk - As the common Mokole Gift.
(Mokole BB p86)
Rank 2
Dreamspeak - As the Garou Galliard Gift.
(PGttCB p118, Mokole BB p86)
Breaking the Tomorrow Wall - This is a foretelling Gift, taught by a Crane spirit. It enables the Mokole to remember the future, however inaccurately.
System: The Mokole burns a bird feather; the player spends one Gnosis point and rolls Perception + Enigmas, difficulty 6. The Mokole can then peer beyond tomorrow and learn one vague insight per success rolled.
(Mokole BB p86)
Glib Tongue - As the Fianna Gift. This is taught by a Parrot spirit.
(PGttCB p118, Mokole BB p86)
Rank 3
Become Log - As the Ragabash Gift: Blissful Ignorance, save that the Mokole must be on a forest floor, in a stream or lake, or in another environment familiar to his farna. This Gift is taught by an Alligator spirit.
(Mokole BB p86)
Invisibility - As the Uktena Gift.
(PGttCB p119, Mokole BB p86)
Open Sun Bridge - As the Ragabash Gift: Open Moon Bridge.
(PGttCB p119, Mokole BB p86)
Rank 4
Fool's Luck - The Shining, being owed favors by many spirits of fortune, becomes largely immune to ill luck in all its forms. This Gift is taught by a Trickster spirit.
System: The player spends one Gnosis and rolls Gnosis, difficulty 8. Each success allows the character to convert one botched roll into a simple failure; the player may choose when to invoke this special favor, but the effects last only for one scene.
(PGttCB p119, Mokole BB p86)
Shadows by the Fire Light - As the Galliard Gift, save that Mokole often tell stories as sunshafts burn dazzlingly through the trees into the wallow's darkness. When this Gift is combined with Mnesis, the result is a unique art called inwitting, in which the teller sends her audience into the memory-dreams of the Dragon Folk. This enables a storyteller to set tales in the past as far back as the Mokole who is telling the story can remember. A Shadow spirit teaches this Gift.
(Mokole BB p86)
Rank 5
Sleep of the Dragon - As the Mokole Noonday Sun Gift.
(Mokole BB p86)
Steal Shape - This Gift is rare: only two lineages possessing it are known to have survived the Wars of Rage. It enables a Mokole to study the shape of another being for a span of time, and then take that shape as her new breed form. In this way, the Mokole have survived millenia of evolution on Gaia's Face. This Git is taught by a Lungfish spirit.
System: The Mokole must study the new shape for at least a year. At the end of that time, she may spend a point of permanent Gnosis and assume the new shape. The shape must be close enough to the old one that her soul will inhabit it. The Storyteller is free to rule on what will and will not work. Normally the Mokole will then pass this shape onto her offspring, and they will replace one of her forms with the new. Only a few Mokole have ever managed to make this work, but is how a new varna comes to be able to incarnate shapeshifter souls, and is allegedly responsible for the rise of both the Corax and the Nagah. Some loremasters say that all the Changing Breeds originated this way. However, this is unlikely.
(Mokole BB p86)
Take the True Form - As the Rank Four Garou Philodox Gift.
(PGttCB p119)
Thousand Secret Faces - This Gift is taught only to trusted friends. It allows the user to assume the illusion of almost any shape that she has personally seen. This is not true shapeshifting, but is an almost perfect simulation. This Gift is taught by a spirit of deception.
System: The user must spend some time studying the shape she wishes to take. At the storyteller's discretion, the difficulty may increase if she does not study it long enough. She then spends one point of Willpower and Gnosis and rolls Manipulation + Subterfuge, difficulty 7. The effects last for one day per success; the user may dispel the illusion at any time. When trying to penetrate this illusion, such as by using Gifts, the difficulty is at least 9.
(Mokole BB p86)
Shrouded Sun (Concealing)
PGttCB 119, Mokole 86-87
Level 1
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Level 2
|
Level 3
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Level 4
|
Level 5
|
Rank 1
Call the Rain - A power that has been responsible for more than one crocodile cult, this Gift allows the Mokole to summon rain from a clear sky. It is taught by Rainbird or Rain spirits.
System: The player rolls Expression + Rituals, difficulty 6. One success brings a spatter. Three bring a steady drizzle. Five or more bring rain. If rain is already falling when the Mokole uses this Gift, it becomes a downpoir. If a heavy rain is already folling, the result is a catastrophic flood.
(Mokole BB p86)
Mother's Touch - As the Garou Theurge Gift.
(PGttCB p119, Mokole BB p86)
Sense Designer - As the Garou Theurge Gift: Sense Wyrm, save that it detects the presence of Weaver spirits.
(PGttCB p119, Mokole BB p86)
Sense Dissolver - As the Garou Metis Gift: Sense Wyrm.
(PGttCB p119, Mokole BB p86)
Sense Magic - As the Garou Uktena Gift.
(Mokole BB p86)
Spirit Speech - As the Garou Theurge Gift.
(PGttCB p119, Mokole BB p86)
Talk - As the common Mokole Gift.
(PGttCB p119, Mokole BB p86)
Rank 2
Breaking the Tomorrow Wall - As the Midnight Sun Gift.
(Mokole BB p86)
Dream the Matre's Mind - This Gift, taught by human Ancestor spirits or an animal spirit especially renowned for a long memory, such as an Elephant, allows the Mokole to leave her body behind as her spirit slips into the astral realm, or Deep Umbra.
System: The player must roll Gnosis, difficulty of the local Gauntlet rating. Successful use of the gift renders the Mokole's physical body unconscious while her spirit slips into the astral realm. Five successes indicates that the Mokole may even travel into the true High Umbra, though she is still attached by a silver cord to her body. Failure means the character cannot leave her body and a botch casts the astral self into a random destination or breaks the silver cord.
(Mokole BB p86)
Become Log - As the Mokole Midnight Sun Gift.
(Mokole BB p87)
Command Spirit - As the Garou Theurge Gift.
(Mokole BB p87)
Send the Dream - As the Rank Three Garou Metis Gift: Mental Speech.
(PGttCB p119, Mokole BB p87)
Walking Between Worlds - As the Rank Three common Mokole Gift.
(PGttCB p119, Mokole BB p87)
Rank 3
Call Water Spirit - As the Uktena Gift: Call Fire Spirit, safe that a Water spirit is called. The Mokole must have a water source. The water spirit will move water, dampen a foe, or short out a power system at the Mokole's command.
(Mokole BB p87)
Deeper Lungs - The Mokole may reserve air within himself, allowing him to live for a period of time without breathing. This Gift is taught by Turtle spirits.
System: In the material world, this Gift allows the Mokole to hold her breath for a number of hours equal to his Stamina. In the Umbra, the duration is the same number of days. In any event, when the duration expires, the Mokole must be able to breathe air for a full five minutes before invoking this Gift again.
(Mokole BB p87)
Exorcism - As the Garou Theurge Gift.
(PGttCB p119, Mokole BB p87)
Open Sun Bridge - As the Mokole Midnight Sun Gift.
(Mokole BB p87)
Shadow Wings - This gift allows a Mokole to fly through the "nothing" of the Umbra, ignoring the various paths and tracks in favor of a more direct route from Realm to Realm. This Gift is taught by a Sky spirit.
System: The Mokole must have the Gift: Walking Between Worlds to enter the Umbra, and myst move to a place where "flying" between the Realms is possible. She may be using Dream the Matre's Mind. Should she be able to reach an Anchorhead, she may fly through the Deep Umbra as well. No roll is necessary: the Mokole simply wills her wings to unfold.
(Mokole BB p87)
Rank 4
Grasp the Beyond - As the Garou Theurge Gift.
(PGttCB p119, Mokole BB p87)
Walk the Matre's Mind - Similar to the Gift: Dream the Matre's Mind, this Gift lets the Mokole actually enter the astral realm, the Deep Umbra, in physical form. Alternately, if she is already astral, she can remove her cord relatively safely. The use of this Gift is rare, as fewer Mokole are versed in it, but it allows the Mokole to enter the embodiment of Gaia's memory without leaving a helpless body behind and without a silver cord. Some Mokole postulate that the silver cord becomes invisible, but is still there. This Gift is taught only by various spirits familiar with the Deep Umbra.
System: No roll is needed; the effects are automatic. A Mokole who has used the Gift: Dream the Matre's Mind and passes into the High Umbra may use Walk the Matre's Mind to remove her silver cord and continue. If she does this, she must make sure to return before her body suffers to greatly: Her Stamina is the number of scenes she will be able to voyage (at the Storyteller's discretion).
(Mokole BB p87)
Recapitulate - The Mokole can attack enemies with their own evolutionary heritage, forcing them to retreat back down the tree of life towards the primordial ooze of Gaia. The foe is transformed into a lower form of life by force of will. A Designer spirit named Haeckel teaches this Gift, and will demand a favor in return.
System: The Mokole shouts the enemy's name and certain Words out of time. He then rolls Mnesis + Intimidation, difficulty 7. For each success, the enemy devolves through one stage of existence: One success makes him a primitive ratlike mammal, two make him a reptile, and so on. The effects last one scene.
(Mokole BB p87)
Rank 5
Gorgon's Gaze - As the Garou Black Fury Gift.
(Mokole BB p87)
The Malleable Spirit - As the Garou Theurge Gift.
(PGttCB p119, Mokole BB p87)
Decorated Sun (Gathering)
PGttCB 119, Mokole 87-88
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Cooking - As the Garou Bone Gnawer Gift.
(Mokole BB p87)
Mother's Touch - As the Garou Theurge Gift.
(PGttCB p119, Mokole BB p87)
Persuasion - As the Garou Homid Gift. This Gift is taught by a Snake spirit.
(PGttCB p119, Mokole BB p87)
Pilot Snake - This Gift allows a Mokole to summon the helpful pilot snake, a creature who knows how to get places. He can help find safe havens, drinkable water, wallows, and so on. This Gift is taught by a Snake spirit.
System: The Mokole calls on Pilot Snake and rolls Gnosis. The Mokole must be in a place where there are pilot snakes (such as the American Southeast). The difficulty is 6 in wilderness, 7 in sight of human works, 8 in a park or suburb, and 9 in city areas. Near the Dissolver's works, it is 10. The number of successes measures the Gift's success; usually three is sufficient. Pilot Snake does not speak but will guide the group anywhere within reasin. He cannot provide guidance to thinks that he does not know about, such as Garou caerns. Once he is done, he departs.
(PGttCB p119, Mokole BB p87)
Talk - As the common Mokole Gift.
(Mokole BB p87)
Wind beneath My Wings This Gift, originated by a Pteranodon Mokole, helps Mokole travel more easily by marching or flying in formations. The strength of the whole group can serve to help each member. This Gift is taught by a Goose.
System: The Mokole assembles her fellow travelers in a line (for marching) or a V formation (for flying) and rolls Stamina + Gnosis, difficulty 7. The number of successes is the number of travelers who can share the Stamina of the strongest member of the group (who will usually take the lead). If the formation is broken, the extra Stamina dissapears. A botch reduces a group member to 1 Stamina.
(Mokole BB p87)
Rank 2
Call to Duty - As the Garou Philodox Gift.
(PGttCB p119, Mokole BB p87)
Dragon Drill - This Gift allows the Gathering to organize her clutch into a potent work force. She can take an ability known to one clutch member and share it with all. The Gift can empower Kin as well as Mokole. It is taught by Ant spirits.
System: The Mokole speaks of the Skill or Knowledge to her clutchmates in a sort of "pep talk". She then spends a Gnosis point and rolls Manipulation + the appropriate Skill or Knowledge. The base difficulty is 7, but the Storyteller can make it higher if the Ability is an unlikely one, such as teaching lockpicking to Suchids. The number of successes is the number of clutchmates who gain the Knowdge or Skill at the donor's level for one scene. This Gift cannot transfer spirit Gifts, Rites, or other such advantages.
(PGttCB p119, Mokole BB p88)
Walking Between Worlds - As the Rank Three common Mokole Gift.
(PGttCB p119, Mokole BB p88)
Rank 3
Long Running - This Gift allows the Mokole to reduce the travel time of a journey, whether on foot or in a vehicle. It is taught by a Sea-Turtle spirit. System: The player spends one Gnosis and rolls Dexterity + Athletics (or Drive) at the difficulty of the local Gauntlet. Each success decreases the travel time by 5%.
(PGttCB p119, Mokole BB p88)
Reshape Object - As the Garou Homid Gift.
(PGttCB p119, Mokole BB p88)
Rank 4
Infest - As the Garou Bone Gnawer Gift.
(Mokole BB p88)
Strength of the Dominator - As the Garou Shadow Lord Gift.
(PGttCB p119, Mokole BB p88)
Rank 5
Calm the Flock - As the Garou Glass Walker Gift.
(Mokole BB p88)
Obedience - As the Garou Shadow Lord Gift.
(PGttCB p119, Mokole BB p88)
Eclipsed Sun (Crowning)
PGttCB 119, Mokole 88-89
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Aura of Confidence - As the Garou Shadow Lord Gift. This Gift is taught by a Dinosaur King or some other royalty.
(PGttCB p119, Mokole BB p88)
Bellow - As the common Mokole Gift.
(Mokole BB p88)
Lambent Flame - As the Garou Silver Fang gift.
(PGttCB p119, Mokole BB p88)
Razor Claws - As the Garou Ahroun Gift.
(Mokole BB p88)
Rank 2
Awe - As the Garou Silver Fang Gift.
(PGttCB p119, Mokole BB p88)
Dazzle - As the Rank Three Garou Children of Gaia Gift; it is taught by a spirit servant of Dragon.
(Mokole BB p88)
Walking Between Worlds - As the Rank Three common Mokole Gift.
(Mokole BB p88)
Rank 3
Eye of the Cobra - As the Garou Galliard Gift.
(PGttCB p119, Mokole BB p88)
Hot Ichor - As the Mokole Rising Sun Gift.
(Mokole BB p88)
Wrath of Dragon - As the Garou Silver Fang Gift: Wrath of Gaia.
(PGttCB p119, Mokole BB p88)
Rank 4
Mastery - As the Garou Silver Fang Gift.
(PGttCB p119, Mokole BB p88)
Sun Enfleshed - This powerful Gift allows a Mokole to embody Sun's holy fire. As the Mokole prays to Sun, she appears to burst into silent, solar flames, lighting up the area as brightly as noon and burning her opponents with a touch. This Gift is taught by a Sun spirit.
System: The player spends three Gnosis to call on Sun's radiance. Any vampires within line of sight react as if they were looking on the sun, and the Mokole's claws, teeth and tail inflict one extra health level of damage. Finally, the Mokole's touch inflicts Damage as if it were gold.
(Mokole BB p88)
Rank 5
Army of Ancestors - This rare Gift allows a Mokole to materialize her Archid-form characteristics in an entirely different way. The Mokole can call on the ancestors who gave him the shape he wears, bringing them out of the mists of Memory to challenge his opponents. This Gift is taught by an Ancestor spirit.
System: The Mokole calls on his ancestor while indicating his bodily "gifts" that came from them. He then makes a Gnosis roll, difficulty 8. For each success, one ancestor appears. For example, a Mokole with wings could call Pteranodon, while one with Huge Size could summon Apatosaurus. The ancestors are as intelligent as the one who summons them, and usually cooperate (unless the summoner wants them to do something stupid or ridiculous). The ancestors stay for one scene, then depart back to the depts of Mnesis. Depending on the scene into which they were summoned, they may not wish ever to return.
(Mokole BB p89)
Dream Semblance - This Gift may be exercised once in a Mokole's lifetime. It allows the Mokole to become a True Dragon for the duration of one scene. Once the confrontation is over, the dream will depart. This Gift is taught by Dragon.
System: The Mokole prays to Dragon and makes a Wits + Mnesis roll with a difficulty of 7. The statistics of a True Dragon are up to the storyteller, but such a creature is extremely powerful. Its power is usually focused on the routing of Dragon's foes. The gift cannot be invoked a second time, and often Mokole who invoke it even once die after Dragon's foes are routed.
(Mokole BB p89)
Stop Continental Drift - This Gift invokes the spirits of the continents as they float across Gaia's Face and through the millennia. The Crowning can act as though continental drift did not exist, traveling as the Kings did. This gift is taught by a spirit of the land (such as Mountain or Stone).
System: The Crowning sets out on a journey and rolls Stamina + Rituals, difficulty 7. The Crowning and her clutchmates speak and sing in the Dragon's Tongue as they travel. The number of successes needed depends on how far they want to go. However, the journey will be condicted as if the continents were still joined; a trip from South America to Africa could be a short walk of a few days.
(PGttCB p119, Mokole BB p89)
Eastern auspices (Makara/Zhong Lung)
Wyrmfoe database of Garou gifts
- Vasanta/Tung Chun: Any of the Garou Galliard or Ahroun or Rising Sun or Setting Sun gifts
- Grisma/Nam Hsia: Any of the Garou Galliard or Philodox or Noonday Sun or Decorated Sun gifts
- Zarad/Sai Chau: Any of the Garou Galliard or Theurge or Shrouded Sun or Eclipsed Sun gifts
- Hemanta/Pei Tung: Any of the Garou Galliard or Ragabash or Midnight Sun gifts
Gumagan
Mokole 81-82
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Songlines - This Gift covers the landscape with songs. The Gumagan can navigate from one end of Bandaiyan to the other using legends. This Gift is taught by an Ancestor spirit.
System: The Gumagan sets out on a journey and begins the Song. He rolls Gnosis and adds to the number of successes the number of sacred songs he knows. The difficulty is 6 in his tribe's territory, 7 outside. In lands other than Bandaiyan, it is 10. The number of successes is the number of times by which the distance is divided when calculating the length of the trip.
(Mokole BB p81)
Rank 2
Dreamwalk - The Gumagan may use her connection to the Dreamtime to lower the Gauntlet. A Dreamtime spirit teaches this Gift.
System: The Gumagan must concentrate on the spirit for a full turn; for the duration of the very next turn, the local Gauntlet is lowered by 2.
(Mokole BB p81)
Rank 3
Bunyip's Boom - The Gumagan may reach into Mnesis and imitate the mournful cry of the Bunyip. This Gift is taught by servants of Mu-ru-bul Tu-ru-ban the Bunyip.
System: The Gumagan spends one Gnosis point and rolls Charisma + Performance, difficulty 7. Anyone who hears this roaring noise loses a number of Willpower points equal to the number of successes scored by the Gumagan. Many foes will flee on hearing the echos of the land's past.
(Mokole BB p81)
Landspeak - The Aboriginal folk of Bandaiyan know the land as a series of interconnected songlines, the Ways of the Law. By listening carefully, Gumagan can hear the songs of the earth. A servant of Ngalyod the Rainbow Serpent teaches this Gift.
System: The Gumagan puts his ear to the ground or into a waterhole. He then makes a Gnosis roll, difficulty 6. The number of successes is the number of miles within which he can hear the Song. He will know what the Earth things of events on its surface within this area. If he makes a Mnesis roll instead, he can hear echoes of the past. Note that this Gift is not considered eavesdropping, but rather overhearing the Earth's commentary.
(Mokole BB p81)
Rank 4
Nightmare Mnesis - The Gumagan can overcome any foe with Mnesis, forcing them to remember the atrocities committed on the Aboriginal peoples and the animals of the land. This Gift is taught by a Bunyip ghost.
System: The Gumagan looks into her foe's eyes and makes a Mnesis roll, difficulty of the opponent's Willpower. If she succeeds, the foe will remember lifetimes of slaughter, torture, rape and defilement. He must make a Willpower check, difficulty 7, or fall into depair (usually Harano). Many people who have been struct by this Gift have harmed themselves or sought to atone for the crimes they recall.
(Mokole BB p81)
Rank 5
Billabong Walk - The Gumagan goes into any body of water suitable for his varna (fresh or salt for salties, waterhles or streams for perenty) and emerges from another. He must have bathed in the water where he plans to emerge before using this Gift. This Gift is taught by servants of the Bunyip.
System: The Gumagan submerges himself entirely and spends two Gnosis. Then reappears in the target body of water.
(Mokole BB p81)
Bloody-Mindedness - The Gumagan can "point herself" at a chosen goal or foe, a "life-enemy". She will pursue this goal until death and beyond. A servant of Mu-ru-bul Tu-ru-dan the Bunyip teaches this Gift.
(Mokole BB p82)
Makara
Mokole 82
Level 1 |
Level 2 |
Level 3
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Level 4 |
Level 5
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Rank 3
The Thousand Arrows - This Gift allows a Makara marksman to greatly multiply his missiles in mid-flight; an archer can send a swarm of arrows, and a machine gun spits forth a cloud of bullets. This Gift is taught by a Wasp Spirit
System: The Makara spends one Gnosis and one Rage. Whatever firearm, bow, crossbow or hurled weapon he is using gains the benefits of firing full auto (Werewolf, pg 230), but the difficulty to hit is raised by two rather than 3.
(Mokole BB p82)
Rank 5
Great as a White Hill - As the Garou Fianna Gift: Gift of the Spriggan. It is taught by a Monkey spirit.
(Mokole BB p82)
Mokole-mbembe
Mokole 82-83
Level 1 |
Level 2 |
Level 3
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Level 4
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Level 5 |
Rank 3
Beak of the Finch - This Gift is taught by Finch, the master of adaptation. Finch helps Mokole adapt to new situations in order to survive. They do so by reshaping themselves into a form which can accomplish a goal.
System: The Mokole spends a Gnosis point and rolls Mnesis + Survival. She then exerts herself toward the desired change. To grow fins, she jumps into water and starts paddling. To grow a long nech she would stretch. This gift cannot create anything new, but can adapt existing body parts to new situations. Arms could grow into wings, but a new pair of limbs would not appear from nowhere. Likewise, lungs could become gills, but to breathe air again, the Mokole would have to change back. The effects last for one scene per Gnosis point spent.
(Mokole BB p82)
Heat Wave - The Mokole can bring the heat of Lord Sun to burn his enemies. Many can stand chill, but no living thing can stand endless heat. A Sun spirit teaches this Gift.
System: The Mokole dances the Steps of the Sun and spends 1 Gnosis. She then rolls Wits + Expression, diffiulty 5 if it is warm, 6 if it is cool, and 8 if it is cold. If below freezing, the difficulty is 9. The difficulty drops by 1 for each hour of dancing and increases by 1 if the Mokole cannot dance except with hand motions (due to injury or imprisonment). For each success, one mile of territory surrounding the Mokole is heated to heatwave temperatures (103 degrees Farenheit). Any creature vulnerable to heat will lose one die from their dice pools per hour. The effects last for one hour per point of Gnosis spent. They cannot last for more than one hour after sunset.
(Mokole BB p82)
Rank 4
Walk into My Eyes - This powerful Gift allows weakness to become strength. The Mokole have been endlessly persecuted: Under some circumstances, this can be an advantage. An Ancestor spirit teaches this Gift.
System: The Mokole stares into the eyes of a foe and rolls Mnesis. The difficulty is 5 for a relative (including Nagah, Corax, and Kin), 7 for a being who shares even one common ancestor (anyone born human, any saurian and any Changer), and 9 for something completely alien. For each success, the foe is overwhelmed for one turn by memory as he sees all of life from the Mokole's point of view. During this time he will not attack the Mokole (although he may defend himself if attacked) and will not be able to use any specific Gifts or powers of his own kind (such as Garou-only Gifts, shapeshifting, or vampiric Disciplines). After returning to himself, the target is often profoundly changed. Reactions vary: Garou have withdrawn into eternal Harano, while a Sabbat Priscus blessed by this Gift ended his unlife after seeing what he had lost centuries ago. The Storyteller should determine fairly what each target would do.
(Mokole BB p82)
Zhong Lung
PGttCB 200-201
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
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Rank 1
Chi'ih Ming - Chi'ih Ming is an old word meaning balloon, and using this Gift, a Mokole may walk on air at a normal walking pace. A Bird spirit teaches this Gift.
System: The character spends a Gnosis point and rolls Dexterity + Athletics. One success is enough to activate this Gift.
(Mokole BB p83)
Shou - As the Rank Three Garou Philodox Gift: Wisdom of the Ancient Ways.
(Mokole BB p83)
Rank 4
Serenity - As the Garou Children of Gaia gift.
(Mokole BB p83)