• No se han encontrado resultados

ARTÍCULO 745.- (DEROGADO) ARTÍCULO 746.- (DEROGADO)

CAPÍTULO I Disposiciones generales

ARTÍCULO 745.- (DEROGADO) ARTÍCULO 746.- (DEROGADO)

•Call the Rain (Level One) — Raising his arms and reciting a spontaneous poem, the Mokolé calls down the rain. A sky-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Wits + Expression (difficulty 8). Success causes rain to fall across an area (Wisdom) miles in diameter around the Mokolé for ten minutes per success.

•Mother’s Touch (Level One) — As the Mokolé Setting Sun Gift.

•Sense Designer (Level One) — As the Genral Mokolé Gift: Sense Dissolver, save that it detects the presence of the Designer (weaver).

•Sense Magic (Level One) — The weresaurian can sense the pulse and flux of mystic energies, whether the righteous Gifts of the Mokolé, the arrogant wizardry of mages, the debased powers of vampires, or even the black arts of the Dissolver’s minions. A spirit-servant of Uktena teaches this Gift.

System: The player rolls Perception + Enigmas. The difficulty is based on the strength and subtlety of the magic. The Shrouded Sun cannot tell the exact nature of the magic, although clues such as “Gaian,” “dreamcraft,” or “blood magic” might be granted with three or more successes. The radius is 20 feet per success.

•Spirit Speech (Level One) — This Gift bestows understanding of the language of the spirit world, permitting the Mokolé to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the weresaurian in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.

System: This Gift’s effects are permanent. •Breaking the Tomorrow Wall (Level Two) — As the Mokolé Midnight Sun Gift.

•Command Spirit (Level Two) — The Shrouded Sun can give commands to spirits she meets and expect obedience. The Gift doesn’t grant the ability to summon spirits — only to compel them to obey. As always when dealing with spirits, clear wording is essential, as some clever spirits may attempt to twist the spirit of issued commands while obeying them to the letter. Any Incarna avatar can teach this Gift.

System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty is the spirit’s Gnosis). The character can issue successive commands once the spirit is under her control; each additional command requires that the player expend an additional Willpower point. The spirit cannot be ordered to leave a place or object (or, in the case of fomori, person…) to which it is bound.

•Send the Dream (Level Two) — As the Zhong Lung Gift.

•Walking Between Worlds (Level Two) — As the Mokolé general Gift. Shrouded, Decorated, and Eclipsed Suns alone may buy this as a Level Two Gift.

•Become Log (Level Two) — As the Mokolé Midnight Sun Gift.

•Dream the Matre’s Mind (Level Two) — 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.

•Deeper Lungs (Level Three) — The Mokolé may reserve air within herself, allowing her to live for a period of time without breathing. This Gift is taught by a turtle-spirit.

System: The Mokolé may hold her breath for (Stamina) hours. This Gift’s effects are permanent.

•Exorcism (Level Three) — This is the Gift of ejecting spirits from places, objects, or even people, whether they are bound or in voluntary possession. Any Incarna avatar can teach this Gift.

System: The mokolé must concentrate for three uninterrupted turns. If the spirit does not wish to leave, the player must roll Manipulation + Intimidation (difficulty of the spirit’s Willpower). If the spirit was bound to its lodging, the exorcist must gain more successes than the binder did when tying the spirit to its location. This Gift can be used to “cure” fomori, although doing so inflicts ten levels of aggravated damage at a rate of one level per turn as the Bane tears free of its fleshly home. This ensures the host’s swift demise unless a powerful healer manages to preserve his life during the exorcism.

•Shadow Wings (Level Three) — Few enemies would expect something like a Tyrannosaurus to attack from above — an excellent reason to do so, in the eyes of the Shrouded Suns. The Mokolé using this gift may hover, fly, or float. Any bird spirit can teach this Gift.

System: The player spends one Gnosis point, and with an audible rush of mighty-but-unseen wings, the character takes to the air. The Mokolé can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

•Call Water Spirit (Level Three) — The Mokolé is able to call a water elemental to her aid, 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. An elemental teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty is equal to the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the summoned elemental amenable to helping her. The elemental vanishes at the end of the scene.

•Open Sun Bridge (Level Three) — As the Mokolé Midnight Sun Gift.

•Umbral Shadow Wings (Level Three) — 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 (or be Gumagan) 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.

•Living Treasure (Level Four) — A Shrouded Sun can convince the spirit of a treasure in his possession to relate its history and lore. An ancestor-spirit imparts this Gift.

System: The Mokolé touches the object; the player rolls Manipulation + Etiquette (difficulty 7). Each success causes the spirit to reveal one fact about itself. Shrouded Sun may use this Gift on common items as well, making it a useful tool for investigations or problem solving. This Gift may only be used once per object.

•Recapitulate (Level Four) — The Mokolé can attack enemies with their own evolutionary heritage, forcing them to retreat back down the tree of life toward a clump of cells. The foe is transformed into a lower form of life. A lungfish-spirit teaches this Gift.

System: The Mokolé shouts the enemy’s name and certain Words out of time. The player spends two Gnosis points, then rolls Mnesis + Intimidation, difficulty 7. The player splits her successes between the effects of devolution and the duration. For each success spent on effect, the victim devolves through one stage of existence: for humans or Garou, one success makes him a primitive ratlike mammal, two make him a synapsid, and so on. The effect lasts for ten minutes per success spent on duration.

•Grasp the Beyond (Level Four) — As the General Mokolé Gift.

•Walk the Matre’s Mind (Level Four) — 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).

•Gorgon’s Gaze (Level Five) — The Mokolé’s eyes burn red, gold, and green as this hideous power of legend transforms living flesh into stone with but a gaze. Difficult to find and even more dangerous to approach, legendary Basilisk teaches this Gift.

System: After making eye contact, the player spends one Gnosis point and rolls Appearance + Occult (difficulty of the target’s Willpower). The victim is completely paralyzed for one turn per success; five successes permanently transform the target to stone.

•Malleable Spirit (Level Five) — The Mokolé can change a spirit’s form or purpose. A Chimerling teaches this Gift.

System: The player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Mokolé tries to accomplish, while the spirit’s difficulty is the Mokolé’s Gnosis.

Change Difficulty

Characteristics (Willpower, Rage, 6 Gnosis; one point changed per success)

Disposition (Friendly, 7

Neutral, Hostile)

Type (Naturae, Elemental, Bane, etc) 9

Decorated Sun (Grisma)

•Mercy (Level One) — Decorated Suns see no use for lethal force when not fighting minions of the Dissolver, but even they succumb to frenzy. This Gift allows the Mokolé to use her natural weaponry and Rage without fear of killing her opponent. A dove-spirit teaches this Gift.

System: The player spends one Gnosis point. For the rest of the scene, all damage that the Moolé inflicts with her own body is considered bashing. A creature “killed” by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage (see W20 Healing, p. 256).

•Pack Tactics (Level One) — While the Decorated Sun’s role as the overall leader of Mokolé is questionable, there’s no doubt at all who should take control of the clutch in battle. By taking the lead and coordinating pack actions, the Decorated Sun gifts all her clutchmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.

System: The player spends a Willpower point before initiating a Pack Tactics maneuver (see W20 p. 300) and divides a pool of extra dice equal to her Leadership score among everyone performing

the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Decorated Sun’s Leadership score granting fewer dice than the number of clutchmates involved).

•Persuasion (Level One) — As the Mokolé Noonday Sun Gift.

•Cooking (Level One) — The Decorated Sun takes up a small pot (an old coffee can will do) and a spoon, and fills it with whatever he can find — cigarette butts, beer cans, old newspapers, dead leaves, whatever — adds water (spit will do), and stirs. The result is a pasty and bland-tasting, but filling and nutritious mush. A vulture-spirit teaches this Gift.

System: The player rolls Wits + Survival (difficulty 6). The resulting meal feeds one person per success.

•Mother’s Touch (Level One) — As the Mokolé Setting Sun Gift.

•Pilot Snake (Level One) — 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.

•Wind Beneath my Wings (Level One) — 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.

•Call to Duty (Level Two) — Names hold great power in the spirit world, and the Decorated Sun may exploit this to summon and command any spirit she knows by name. Only one command may be given, and the spirit departs immediately after fulfilling it. Alternatively, all spirits in the area may be called in times of great need. An Incarna avatar teaches this Gift.

System: The Mokolé must know the name of the spirit she wishes to summon. The player rolls Charisma + Leadership (difficulty equal to the spirit’s Willpower). The second mode of this Gift simply requires the player to spend two Gnosis points to summon all Gaian spirits within a one-mile (1.6 km) radius. If the character has abused this Gift in the past (in the Storyteller’s estimation), the spirits might refuse the call — such a general summons is rooted more in appeal to duty than compulsion. The mightiest of spirits (Incarnae and above) are generally able to ignore this Gift if they choose.

•Command the Gathering (Level Two) — The Decorated Sun draws all eyes to herself with a great exclamation, a clap of her hands, the striking of spear to shield, or some other such gesture. Until she has had her say, none may depart or interrupt her. A lion-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Appearance + Leadership (difficulty equals the highest Willpower among those whose attention she seeks to gain). If the roll succeeds, all in attendance fall quiet and listen. Any individual who wishes to interrupt the Decorated Sun or walk out before she has finished speaking must spend two points of Willpower to do so.

•Dragon Drill (Level Two) — The Mokolé may organize her allies into a potent workforce, sharing any Ability known to a single member of the group with all members. This Gift can empower Mokolé, Kin, and any character with whom the Mokolé shares a totem. Ant-spirits teach this gift.

System: The player spends a Gnosis point and rolls Manipulation + the appropriate Skill or Knowledge (difficulty 7). The number of successes is the number of individuals who gain the targeted Ability at the rating of the highest-rated member of the group. This Gift’s effects last for one scene.

•Walking Between Worlds (Level Two) — As the Mokolé general Gift. Shrouded, Decorated, and Eclipsed Suns alone may buy this as a Level Two Gift.

•Long Running (Level Three) — The Mokolé can make long trips far more quickly than should be possible. An air-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Dexterity + (Athletics or Drive) against a difficulty of the local Gauntlet. Each success reduces the overall travel time to reach the Mokolé’s current destination by 5%.

•Reshape Object (Level Three) — The Mokolé can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift.

System: The player rolls Manipulation + Crafts against a difficulty defined by the scope and complexity of the transformation (a broken tree limb into a spear would be difficulty 5, while a fallen tree into a canoe would be 8) and spends a Gnosis point. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the remainder of the scene in which it is created.

•Infest (Level Four) — The Decorated Sun summons a horde of vermin to invade a structure no bigger than a large building. The Gift summons any kind of vermin common to the area — usually a lively variety of insects, slugs and rodents. The vermin behave according to their natural instincts, generally settling down for permanent infestation rather than attacking humans. Any vermin-spirit can teach this Gift.

System: The player spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). One success warrants an immediate call to an exterminator, five makes the building completely uninhabitable for quite some time.

•Shadows by the Firelight (Level Four) — As the Mokolé Midnight Sun Gift.

•Strength of the Dominator (Level Four) — As the Mokolé Noonday Sun Gift.

•Chaos Mechanics (Level Five) — Weresaurians pulse with the Wyld’s energy, but all creatures with form and nature have something of the Designer (Weaver) in them as well. Upon learning this Gift, the Decorated Sun reconciles

these aspects of his being, enabling him to summon primal energy and mystical form at the same time. Luna, who balances mercurial chaos into an orderly cycle of phases, sends the most powerful of her Lunes to teach this Gift.

System: A mokolé with this Gift may use Rage and Gnosis in the same turn with no penalty. This Gift’s effects are permanent.

•Obedience (Level Five) — The Decorated Sun becomes the ultimate clutch leader, compelling all others to follow her orders. A Stormcrow teaches this Gift.

System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Mokolés’s successes, or they succumb to the Gift’s effects. If the weresaurian wins by one success, targets follow any orders that don’t directly inconvenience them. Three successes cause the targets to treat the Decorated Sun as their clutch leader and fight for her. Five successes make the targets follow her into the Abyss or perform virtually suicidal actions. This Gift’s effects last for one full day.

•Calm the Flock (Level Five) — This potent Gift immunizes a human from the Delirium for a scene. However, the human will forget much of what he knows if exposed to the Delirium at a later date. An ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Empathy. Only one success is needed.

Eclipsed Sun (Sai Chau)

•Aura of Confidence (Level One) — The mokolé projects an aura of superiority, preventing attempts to find flaws or read auras (but not to read the mokolé’s thoughts). An ancestor-spirit teaches this Gift.

System: This Gift’s effects are permanent. •Heightened Senses (Level One) — This Gift sharpens the weresaurian’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid