Falling Touch

Level 1

As the Garou Gift. Normally taught by a spirit of the Dinosaur Kings or Bird Kings.
This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The Mokolé’s player rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + Athletics). Even one success send the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.

Fatal Flaw

Level 1

As the Shadow Lord Gift.
The Mokolé can discern a target’s weakness, granting an advantage in combat. A Stormcrow teaches this Gift.

System: The Mokolé must concentrate for one full turn. The player rolls Perception + Empathy (difficulty of the target’s Wits + Subterfuge). Success grants the Garou an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses (although no further damage bonus is gained). Five successes reveal all of the target’s flaws.

Find Land

Level 1

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.

Find Water

Level 1

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.

Inspiration

Level 1

As the Ahroun Gift.
Other Mokolé look to the them for leadership in battle, and this Gift helps them live up to that trust. The Mokolé employs this Gift to lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches it.

System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one Willpower point, which disappears if it is not used before the end of the scene.

Razor Claws

Level 1

As the Ahroun Gift; needless to say, this works only in Archid form.
By raking his claws over stone, steel, or another hard surface, the Mokolé hones their claws to razor sharpness. Either a cat- or bear-spirit teaches this Gift.

System: The player spends one Rage point, and the Mokolé takes a full turn sharpening her claws. All claw attacks do two additional dice of damage and are made at -1 difficulty for the rest of the scene.

Scent of Sweet Nectar

Level 1

As the Bone Gnawer Gift: Scent of Sweet Honey. It is taught by a Bee-spirit.
A target the Mokolé touched at some point during the last hour begins to exude a wonderfully sweet aroma, and becomes slightly sticky to the touch. All manner of vermin quickly appear and coat the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing.

System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 7). The target suffers a –1 penalty to all actions for one hour per success; the smell will not wash off during this time.

Sense Dissolver

Level 1

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.

Sense Moon

Level 1

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.

Sense Prey

Level 1

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.

Shed

Level 1

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.

Sight of the True Form

Level 1

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.”

Speed of Thought

Level 1

As the Silent Striders Gift, save that the Mokolé must spend two Gnosis rather than one to activate the land speed.
The Mokolé doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.

System: The player spends two Gnosis point. The Gift lasts until the end of the scene.

Tailbiter’s Mumble

Level 1

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.

Talk

Level 1

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.

Axis Mundi

Level 2

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.