light of the Penumbra illuminates the physical world, even when darkness surrounds the Mokolé. A Lune teaches this Gift.
System: The player spends one Willpower point, and suffers no penalties for lack of light for the rest of the scene.
•Brother’s Scent (Level One) — Drawing upon the universal brotherhood of all creatures of Gaia, the mokolé seems to fit in wherever he goes. Those given no reason to suspect the Midnight Sun presence simply overlook her. A servant of Unicorn teaches this Gift.
System: The player spends a Gnosis point and rolls Appearance + Empathy (difficulty 6). All individuals not specifically on guard against intruders overlook any incongruity in the Mokolé’s appearance — for example, a naked man covered in blood and carrying a grand entoban spear walking through a high-society ball would draw no particular notice, nor would a crocodile wandering through a residential neighborhood. The Mokolé isn’t invisible, he simply doesn’t stand out when he otherwise should, and his appearance is considered unremarkable even when he’s interacted with. If the weresaurian’s actions alone would draw attention to himself (shouting, starting a fight, attempting to kick down a locked door) the Gift’s illusion is immediately broken. Those specifically on the lookout for individuals who don’t belong (security guards at a private facility, for example) don’t succumb to this Gift unless their Willpower is lower than the Moolé’s successes on the activation roll.
•Spirits of Laughter (Level One) — The Midnight Sun invokes spirits of good humor, lightening everyone’s mood. A mockingbird-spirit teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene, all Rage rolls are made at +2 difficulty, and everyone finds it very difficult to become upset or out-of-sorts about anything.
•Lambent Flame (Level One) — The weresaurian causes her body to ignite with silver light. This is taught by a Fire-spirit or by a Sun-Spirit.
System: The player spends one Willpower point to activate the Gift. The light illuminates a 100-foot (30 m) area around the Mokolé for the rest of the scene. All attacks against the Mokolé suffer a +1 difficulty penalty while this Gift persists.
•Sense Sun (Level One) — This Gift enables the user to detect a child of the Sun such like 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.
•Breaking the Tomorrow Wall (Level Two) — The Mokolé swims upstream through the river of Mnesis, catching vague glimpses of the future. A crane-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Perception + Enigmas, difficulty 6. The Mokolé gains one vague insight of the Storyteller’s choice per success.
•Dreamspeak (Level Two) — The Midnight Sun can walk among another’s dreams and thereby affect their course. The werewolf doesn’t have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.
System: The player rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Galliard is still within the dream, the weresaurian is thrown out of the dream world and loses a Gnosis point.
•Glib Tongue (Level Two) — Listeners hear whatever the Mokolé wishes them to. The Midnight Sun can say anything, even total nonsense, but anyone listening will agree heartily. A rabbit-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Expression (difficulty equals the listener’s Wits + Alertness). The target agrees completely with the Mokolé for one turn per success, after which sanity reasserts itself
•Become Log (Level Three) — The Mokolé can become completely invisible to all senses, spirits or monitoring devices by remaining still; must be in a natural environment, or one comfortable to his varna (such as a golf course’s pond for an alligator varna). A chameleon-spirit teaches this Gift.
System: The player rolls Stamina + Stealth (difficulty 5). Each success subtracts one success from the Perception + Alertness rolls of those looking for the character. If no one is actively seeking the mokolé, one success provides perfect concealment.
•Invisibility (Level Three) — The Mokolé can vanish from sight, though she must concentrate to maintain her invisibility. She can’t move faster
than half normal walking speed, and can’t draw attention to herself. 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 the open, 9 in plain sight). Anyone looking for the Mokolé must score more successes on a Perception + Alertness roll (difficulty 8) than the player did on the initial roll. Anyone not actively seeking the Mokolé will not spot her at all.
•Open Sun Bridge (Level Three) — The weresaurian has the ability to open a sun bridge, with or without the permission of the totem of that wallow. This is taught by a Sun-Spirit.
System: The player spends one Gnosis point. See the Rite of the Opened Sun Bridge (p. 207 for more information on opening sun bridges). The maximum distance that can thereby be covered is 1,000 miles (1600 km).
•Fool’s Luck (Level Four) — This Gift grants temporary immunity to bad luck. A rabbit- spirit teaches it.
System: The player spends one Gnosis point. The character cannot botch any rolls until the sun next rises; treat any botches as normal failures.
•Shadows by the Firelight (Level Four) — As The Midnight Sun invokes shadows and dreams to set the stage for a play in which other mokolé play a part. The Midnight Sun narrates the tale, and the actors are swept along in the narrative, willing or no. The Gift is often used at moots, since it allows many to participate in the retelling of legends. It is also used as an object lesson for the wayward and stubborn. 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.
System: To press an unwilling actor into the shadowplay, the player spends one Gnosis point per target and rolls Manipulation + Performance (difficulty equal to the target’s Willpower). The effects last until the story ends (one scene), or until the actor is attacked. Willing participants require no roll or expenditure.
•Take the True Form (Level Five) — The Midnight Sun can force a being into its true form. A wolf-spirit teaches this Gift.
System: The player rolls Manipulation + Primal-Urge (difficulty 7). If successful, Changing Breeds (including Garou) are forced to revert to their breed form for one turn per success. Other shapeshifted creatures (such as vampires masquerading as wolves) targeted by this power are likewise forced to revert to their true forms.
•Thousand Forms (Level Five) — The weresaurian with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Mokolé gains all the special capabilities (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Dissolver-beasts (not that she would wish to!), but with some extra effort she may take the form of mystical beasts (such as a griffon or unicorn), provided the beast remains within the usual size limitations of the Gift. Wyld-spirits teach this Gift.
System: The player spends a point of Gnosis and rolls Intelligence + Animal Ken (difficulty 6). One success allows the character to assume the shape of any normal animal. For the duration of the scene, he may make additional transformation rolls without spending additional Gnosis, provided he only takes the shape of normal animals. To allow the character to take on a mythical form, the player must spend an additional point of Gnosis and succeed against a difficulty of 9.
•Sleep of the Dragon (Level Five) — As the Mokolé Noonday Sun Gift.
•Steal Shape (Level Five) — 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.