The Mokolé can shake the swamps with his powerful voice, terrifying all who hear him. A Crocodile-spirit 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 successful, 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.
A power that has been responsible for more than one crocodile cult, this Gift allows the Mokolé 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 Mokolé uses this Gift, it becomes a downpour. If a heavy rain is already falling, the result is a catastrophic flood.
Chi’ih Ming is an old word meaning balloon, and using this Gift, a Mokolé may walk on air at normal walking pace. A Bird-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Dexterity + Athletics. One success enough to activate this Gift.
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 Mokolé can see without penalty in all darkness save the complete absence of light, and even then he can discern a vague outline of his surroundings.
By calling on her feathered cousins’ talents, the Mokolé 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 Mokolé can see clearly, although he cannot see through obstacles.
By focusing his attention onto the balance of land and water, the Mokolé can locate the nearest fixed land amidst the waters 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 Mokolé to tell whether the land is dangerous or contaminated.
As the Gift: Find Land, save that the Mokolé can find any 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.
System: The player makes a Perception + Survival roll, difficulty 6. One success indicates the direction of the water. Three successes indicate the distance; five allow the Mokolé to tell whether the water is dangerous or contaminated.
As the Ahroun Gift: Silver Claws, save that the Mokolé’s claws become gold. This Gift is mainly used against fallen or undutiful Mokolé.
The Noonday Sun can establish her battlefield primacy against other werebeasts by transforming her own claws into gold. A Lune teaches this Gift.
System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Noonday Sun decides to end the Gift. Gold claws still do aggravated damage to all targets, and they are naturally unsoakable to the Mokolé and most other werebeasts. While the Noonday Sun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.
This Gift allows Mokolé 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. The Gift is taught by a Snake-spirit.
System: The Mokolé calls on Pilot Snake and rolls Gnosis. The Mokolé 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 reason. He cannot provide guidance to things that he does not know about, such as Garou caerns. Once he is done, he departs.
As the Theurge Gift: Sense Weaver, save that it detects Weaver manifestations.
The Mokolé may sense Weaver energies or spirits in the nearby area. This Gift is taught by any Gaian spirit.
System: The Mokolé rolls Perception + Science against a difficulty determined by the Storyteller, based on the strength of the presence.
As the metis Gift:
Sense Wyrm.
The Mokolé can sense manifestations of the Dissolver in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Mokolé using the Gift sometimes say things like, “This place stinks of the Dissolver” (with a few more colorful adjectives). Mokolé should remember that the Wyrm’s taint can cling to relatively blameless souls. Mokolé may sense an innocent person who happens to work in a Dissolver-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Dissolver’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Dissolver-tainted, save those with Humanity Traits of 7 or higher.
This Gift enables the user to detect a child of the Moon — usually a fellow shapechanger (save for Corax, Ananasi or Nuwisha). This Gift is taught by a Sun-spirit.
System: The player rolls Perception + Occult, difficulty 7. With three successes, he can tell what kind of moon creature is involved; five allows a rough estimate of rank and abilities.
The Mokolé 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, diffi culty 7. Each success leads the Mokolé to enough prey for one meal: enough successes can feed an entire clutch.
As the common Gift: Sense Moon, save that it allows the user to discern the presence of Sun creatures such as Mokolé and Corax. This Gift is taught by a Moon-spirit.
System: The player rolls Perception + Occult, difficulty 7. With three successes, he can tell what kind of moon creature is involved; five allows a rough estimate of rank and abilities.
By quickly shedding his outer skin, the Mokolé can escape an enemy’s hold or slip through a tight area. A Lizard-spirit or Snake-spirit teaches this Gift.
System: By making a successful Dexterity + Primal-Urge roll (difficulty 7), the Mokolé can either automatically escape any grappling attack, or lower the difficulty of escaping restraints or slipping through tight squeezes by 2.
As the Garou Gift: Scent of the True Form. This Gift is taught by
a spirit of the Predator Kings.
The Mokolé is able to see the truth of those she meets.
System: The Mokolé can see Kinfolk or a fellow Mokolé automatically; pre-Change Mokolé looks like Kin. 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 see a mage, ghoul, or fomor. The Imbued register as normal humans to this Gift. Unfamiliar scents aren’t automatically recognized: A Mokolé that has never encountered any Rokea might not immediately recognize the scent she detects as “wereshark.”
This Gift covers the land-scape 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.
This Gift allows the Midnight Sun to invoke Laughter-spirits which make everything seem funny. A Mockingbird-spirit teaches this Gift.
System: The Mokolé 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.
The Mokolé 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 Mokolé must be in Suchid or Archid, and spend a Willpower point; apart from that, the movement bonuses are automatic.
This Gift permits the Mokolé to speak 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 Mokolé becomes automatically capable of speech in all forms. With a successful Mnesis roll, difficulty 8, the Mokolé can also speak any of the other Bête’s languages for the duration of a scene.
This Gift, originated by a Pteranodon Mokolé, helps Mokolé 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 Goose.
System: The Mokolé assembles her fellow travelers in a line (for marching) or 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 disappears. A botch reduces a group member to 1 Stamina.
By attuning himself to the land, the Mokolé 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 Mokolé’s placement on the Earth, and the direction that he is facing.
This is a foretelling Gift, taught by a Crane-spirit. It enables the Mokolé to remember the future, however inaccurately.
System: The Mokolé burns a bird feather; the player spends one Gnosis point and rolls Perception + Enigmas, difficulty 6. The Mokolé can then peer beyond tomorrow and learn one vague insight per success rolled.
As the Level Three Children of Gaia Gift; it is taught by a spirit servant of Dragon.
The Mokolé can flood a target’s mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.
System: The player rolls Charisma + Empathy. The difficulty varies according to the target.
Normal human 4
Packmate 5
Gaian Garou (even frenzied) 6
Wyrm creature (including Black Spiral Dancers) 8
Alien or unemotional creatures (vampires) 9
Dazzle rarely works to pacify spirits that don’t feel emotion or that have specific emotional focus (like hate-spirits). Success indicates that the target sits down and stays there, contemplating Gaia’s love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can be used on a given target only once per scene.
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 Mokolé. It is taught by Ant-spirits.
System: The Mokolé 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 teaching lockpicking to suchids. The number of successes is the number of clutchmates who gain the Knowledge or Skill at the donor’s level for one scene. This Gift cannot transfer spirit Gifts, rites, or other such advantages.
This Gift, taught by human Ancestor-spirits or an animal spirit especially renowned for a long memory, such as Elephant, allows the Mokolé 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 Mokolé’s physical body unconscious while her spirit slips into the astral realm. Five successes indicates that the Mokolé 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 to a random destination or breaks the silver cord. For more information on Deep Umbral travel, see the Sunset chapter.
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 world for a full turn; for the duration of the very next turn, the local Gauntlet is lowered by 2.
As the Fianna Gift. This is taught by a Parrot-spirit.
This Gift makes listeners hear whatever they wish to hear. The Midnight Sun can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one’s way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Expression (difficulty of the listener’s Wits + Alertness). The effects last for one turn per success.
The Mokolé 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.
As the Ahroun Gift: Sense Silver, save that it detects the presence of gold.
Mokolé must be prepared for every eventuality — including golden weaponry. This Gift, taught by Lunes, allows the Mokolé to detect the presence of gold.
System: The Mokolé rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby gold. Three successes allow him to pinpoint the gold’s location.
The Warding may guard the nest with a spew of slippery ooze. He can drink a few gallons of water and spit it out as a slimy mess. This Gift is taught by Frog or Snail-spirits.
System: The Mokolé 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, diffi culty 7, as the Mokolé 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. Mokolé may also slime pathways with their vomit, urine or other bodily fluids, resulting in offensive odors as well as slippery surfaces.
The Mokolé can breathe out stinking gases that repel anything that breathes, making them flee. This Gift is taught by a Garbage-spirit or a Monitor-lizard spirit.
System: The Mokolé 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 Mokolé’s Gnosis.
Sun, whom the Mokolé 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 Mokolé 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 Effects
1 Illuminate any dark area with ambient light
2 Sun can pierce clouds or trees with enough brightness point out targets or injure vampires
3 The sun’s rays are as strong through water, glass, clouds or cover as from a clear sky.
4 Sun’s rays can light fires or bring heat when it is cold, or appear inside windowless building during
the daytime.
5+ Sun can shine at night.
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 Mokolé 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 same sex. The number of successes determines the number of hours that the person will be unnaturally lusty. Impotence, if any, disappears, the target becomes fertile if 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 Mokolé must still seduce the person through roleplaying, as this Gift does not implant obvious desire — it merely removes barriers.
Brought tolight recently by the Shining, this Gift lets a Mokolé takeadvantage of the fact that “dinosaurs are extinct” to hidein plain sight even in Archid form. Essentially, the Mokolé takes on the appearance of a model or dummy. A Tuatara-spirit teaches this Gift.
System: The Mokolé 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 Mokolé appears to be a life-size fibe rglass 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 Mokolé is hiding. Whole clutches have concealed themselves this way as roadside attractions and the like.
This Gift enables the Mokolé 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 Mokolé 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.
This Gift allows the Mokolé 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 Mudpuppy.
System: The bark does one health level of aggravated damage, but automatically strikes its target. There is no actual cost.
This Gift is taught by Finch, the master of adaptation. Finch helps Mokolé adapt to new situations in order to survive. They do so by reshaping themselves into a form which can accomplish a goal.
System: The Mokolé 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 neck 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 Mokolé would have to change back. The effects last for one scene per Gnosis point spent.
As the Ragabash Gift: Blissful Ignorance, save that the Mokolé must be on a forest floor, in a stream or lake, or in another environment familiar to his varna. This Gift is taught by an Alligator-spirit.
The Mokolé can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.
System: The Mokolé’s player rolls Dexterity + Stealth (difficulty 7). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment.
The Gumagan may reach into Mnesis and imitate the mournful cry of the Bunyip. This Gift is taught by servants of Muru-bul Tu-ru-dan the Bunyip.
System: The Gumagan spends one Gnosis 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 echoes of the land’s past.
This Gift makes the Mokolé able to bend the tides to his will. The Gift is taught by Tidekeeper.
System: The Mokolé 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:
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 tide or neap tide) can be brought in one scene
5+ Freakish tides (i.e. 30’ tides in Florida) can occur in one scene.
As the Uktena Gift: Call Fire Spirit, save that a Water-spirit is called. The
Mokolé must have a water source. The water spirit will move water, dampen a foe, or short out a power system at the Mokolé’s command.
The Mokolé may summon a spirit of fire to perform one task for her. She must have a fire source for this Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects or hurl itself at her foe, blasting it in a great explosion as it departs the material world. This Gift is taught by a fire elemental.
System: The Mokolé spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). The spirit's explosion inflicts three dice of aggravated fire damage. A botch on the summoning roll calls a hostile spirit...
This Gift allows fair judgment, no matter what the distractions. A Crow-spirit teaches this Gift.
System: The Mokolé may spend as many Willpower point 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.
The Mokolé 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 Mokolé 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 Mokolé must be able to breathe air for a full five minutes before invoking this Gift again.
This Gift allows the Mokolé 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 Mokolé could spend four Rage and do five health levels of aggravated damage.
This enables the Mokolé to call lightning down on a 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 Mokolé is inside, or other unfavorable conditions are present.
This Gift invokes an aura of menace so terrible that the Mokolé’s Archid form is capable of inducing the night-fear in any creatures, super- natural or otherwise. This Gift is taught by Dragon.
System: The Mokolé 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 on the Delirium Chart as usual. How- ever, creatures created to be immune to the Delirium, such as fomori, can still experience the effects of the Delirium when this Gift is used.
The Mokolé 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 Mokolé dances the Steps of the Sun and spends 1 Gnosis. She then rolls Wits + Expression, difficulty 5 if it is warm, 6 if cool and 8 if cold. If below freezing, the difficulty is 9. The difficulty drops by 1 for each hour of dancing, and increases by 1 if the Mokolé cannot dance except with hand motions (due to injury or imprisonment). For each success, one mile of territory surrounding the Mokolé is heated to heatwave temperatures (130 ̊F). 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.
This Gift makes the Mokolé 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 Mokolé 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 Mokolé’s Homid-form Stamina + 5.
As the Uktena Gift.
The Garou can vanish from sight. When this Gift is in use, the Mokolé must concentrate on staying invisible. He cannot move faster than half normal walking speed, and he cannot draw attention to himself. 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 open, 9 if in plain site). Anyone looking for the Mokolé must score more successes on a Perception + Alertness roll (difficulty 8) than the player did on the initial roll.
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 thinks 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.
This Gift allows the Mokolé 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%.
As the Ragabash Gift: Open Moon Bridge.
The Mokolé has the ability to open a sun bridge, with or without the premission of the totem of that caern. A Lune teaches this Gift.
System: The player spends on Gnosis point. See the Rite of the Opened Bridge for more information on opening sun bridges. The maximum distance that can thereby be covered is 1,000 miles.
This Gift allows a Mokolé 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 Mokolé must have the Gift: Walking Between Worlds to enter the Umbra, and must 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 Mokolé simply wills her wings to unfold.
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 three.
Mokolé with this Gift are finally able to breach the Gauntlet and enter the Umbra. Most typically, they 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 Mokolé may step sideways just as Garou do.
The Gumagan can overcome any foe with Mnesis, forcing them to remember the atrocities committed on the Aboriginal peoples and 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 despair (usually Harano). Many who have been struck by this Gift have harmed themselves or sought to atone for the crimes they recall.
The Mokolé can attack enemies with their own evolutionary heritage, forcing them to retreat back down the tree of life toward 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 Mokolé 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.
As the Galliard Gift, save that Mokolé 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 Mokolé who is telling the story can remember. A Shadow-spirit teaches this Gift.
By invoking the power of shadows and dreams, the Midnight Sun may create interactive stories in which other take part — willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Midnight Sun). This Gift is used commonly at moots, allowing many Mokolé to take part in the same legend recounted by the Midnight Sun. However, this Gift can also be used on unwilling, forcing them to participate in a story of the Mokolé’s choosing. An ancestor-spirit teaches this Gift.
System: When using this Gift on the unwilling, the player must spend a variable amount of Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one turn per Gnosis point spent.
This powerful Gift allows a Mokolé to embody Sun’s holy fire. As the Mokolé 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 Mokolé’s claws, teeth and tail inflict one extra health level of damage. Finally, the Mokolé’s touch inflicts damage as if it were gold.
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 the growth of several “seeds.” A Mokolé 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 Mokolé rolls Perception + Mnesis, difficulty 7. If the thing to be seen is outside the Mnesis of the Mokolé’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.).
This powerful Gift allows weakness to become strength. The Mokolé have been endlessly persecuted: under some circumstances, this can be an advantage. An Ancestor-spirit teaches this Gift.
System: The Mokolé 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 bymemory as he sees all of life from the Mokolé’s point of view. During this time he will not attack the Mokolé (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). Afterreturning 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.
Similar to the Gift Dream the Matre’s Mind, this Gift lets the Mokolé 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 Mokolé are versed in it, but it allows the Mokolé to enter the embodiment of Gaia’s memory without leaving a helpless body behind and without a silver cord. Some Mokolé 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 Mokolé 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 too greatly: her Stamina is the number of scenes that she will be able to voyage (at the Storyteller’s discretion).
This rare Gift allows a Mokolé to materialize her Archid-form characteristics in an entirely different way. The Mokolé can call on the ancestors who gave him the shape he wears, bringing them out of the mists of the Memory to challenge his opponents. This Gift is taught by an Ancestor-spirit.
System: The Mokolé calls on his ancestor while indicating his bodily “gifts” that came from them. He then makes a Gnosis roll, diffi culty 8. For each success, one ancestor appears. For example, a Mokolé 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 sum- moner wants them to do something stupid or ridiculous). The ancestors stay for one scene, then depart back to the depths of Mnesis. Depending on the scene into which they were summoned, they may not wish ever to return.
The Gumagan goes into any body of water suitable for his varna (fresh or salt for salties, waterholes 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. He then reappears in the target body of water.
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.
System: The Gumagan spends two points of Willpower. Afterwards, she neither eats nor sleeps unless she wishes to do so. She may add two to her dice pools for any task related to her goal. The sheer intensity of her search will usually frighten anyone into helping her: Bloody-Minded Gumagan are often on the edge of frenzy every minute. She may not be persuaded to abandon her quest by any supernatural means(treat as the Merit: Iron Will). In combat against her life-enemy, she will gain one extra attack per round, with the difficulty of attacks against her target reduced by one. She may not dodge attacks from any other combatant, but her dice pool to soak damage is doubled.
This Gift may be exercised once in a Mokolé’s lifetime. It allows the Mokolé 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 Mokolé prays to Dragon and makes a Wits + Mnesis roll with a diffi culty 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 Mokolé who invoke it even once die after Dragon’s foes are routed.
This Gift allows the Mokolé to consign an enemy to memory — by fossilizing him for the edification of further generations. Paleontologists, needless to say, would probably be baffled by the results. A Death-spirit teaches this Gift.
System: The Mokolé 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.
This Gift enables the Mokolé 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 Mokolé with this Gift can spend a Gnosis to avoid receiving any Battle Scars.
This Gift allows the Mokolé to enter a state of estivation. She sleeps for a time limited by duration (for instance, “three moons”) or condition (“when the lake fi lls with water”). In either case, she sets the waking condition herself. The Mokolé does not age as she sleeps, though she may dream. Usually the Mokolé buries herself in mud as she sleeps. The sleeping Mokolé is awakened by being moved or touched, but not by ordinary noises. A Dragon-spirit teaches this Gift.
System: The Mokolé may enter the sleep as an act of will. If she sleeps for longer than the duration of one story, then she regains all her spent Gnosis.
As the 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.
To use this Gift, the Mokolé must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are terrible and ancient creatures that walked the Earth in ages past. Examples include the Willawau (giant owl), the Yeti, the Sabertooth Tiger, the great Megladon sharks that swam in the seas eons ago and the mighty Mammoth who arrives in herds. Who knows what else a Mokolé might call? Rumors say that dinosaurs survive in the deep Congo…. The surviving Great Beasts posses abilities in the physical world that rival those of mighty spirits in the Umbra. Even the wisest of Mokolé are not certain of their natures. Once the ancient one arrives, the Mokolé may make a request, although she should do so with great caution. If the Great Beast agrees to aid the Mokolé, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It’s said that those that do dwell in the Realm of Pangaea.
System: The player spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 8) to sing the Song of the Great Beast. More successes improve the Great Beast’s disposition. Traits are left to the Storyteller’s discretion, but they should be appropriately impressive.
This Gift is rare: only two lineages possessing it are known to have survived the Wars of Rage. It enables a Mokolé to study the shape of another being for a span of time, and then to take that shape as her new breed form. In this way, the Mokolé have survived millennia of evolution on Gaia’s Face. This Gift is taught by a Lungfish-spirit.
System: The Mokolé 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 Mokolé will then pass this shape on to her offspring, and they will replace one of her forms with the new. Only a few Mokolé have managed to make this work, but it 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 Nagah. Some loremasters say that all the Changing Breeds originated this way. However, this is unlikely.
This Gift invokes the spirits of the continents as they fl oat 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 conducted as if the continents were still joined; a trip from South America to Africa could be a short walk of a few days.
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 times 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 each 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.
As the Stargazer Gift: Wisdom of the Seer, save that the Mokolé must gaze directly on Lord Sun’s face.
By gazing into the Lord Sun’s face for an hour, the Noonday Sun can find the answer to almost any question among the stars. A Chimerling teaches this Gift.
System: The Mokolé’s 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 honest answer. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.