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PARA PERSONAS DE 14 AÑOS Y MÁS DE EDAD

In document Encuesta Nacional de Hogares 2013 (página 197-200)

Instrucciones Específicas para el Ingreso de la Información del Capítulo 300: Educación

PARA PERSONAS DE 14 AÑOS Y MÁS DE EDAD

General Mokolé Gifts

•Falling Touch (Level One) — This Gift allows the Mokolé to send her foe sprawling with but a touch. Normally taught by a spirit of the Dinosaur Kings or Bird Kings.

System: The player rolls Willpower (difficulty of the opponent’s Stamina + Athletics). Even one success sends the victim to the ground. This Gift may be employed through even the lightest,

brushing contact at no cost, or may be delivered through an attack by paying one point of Willpower or Rage. Such attacks inflict full damage in addition to knocking the target prone.

•Fatal Flaw (Level One) —The Mokolé can spy a target’s weakness, gaining an advantage in combat. A Stormcrow teaches this Gift.

System: The Mokolé concentrates for one full turn, then the player rolls Perception + Empathy (difficulty equals the target’s Wits + Subterfuge). Success grants the Mokolé an extra die of damage during combat with that target. Additional successes grant knowledge of further weaknesses, but not more dice.

•Inspiration (Level One) — Other weresaurians look to the Mokolé for leadership in battle, and this Gift helps them to 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 One) —By raking his claws over stone, steel, or some other hard surface, the Mokolé hones them to razor sharpness. A monitor lizard- or eagle-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. Only usable in Archid.

•Sense Dissolver (Level One) —The Mokolé can sense nearby manifestations of the Dissolver (Wyrm to garou). This Gift involves a mystical sense, not a visual or olfactory image, although Mokolé often describe the Dissolver’s spiritual emanations as a stench. This Gift doesn’t necessarily sense dedication to the Dissolver, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Dissolver requires active concentration; the spiritual sense it provides doesn’t function passively. The Gift may be taught by any Gaian spirit.

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 7. Vampires register as Dissolver-tainted, save those with Humanity ratings of 7 or higher.

•Shed (Level One) — The Mokolé can shed a layer of skin and/or feathers, slipping from an opponent’s grasp or escaping from bonds with ease. A lizard-spirit or snake-spirit teaches this Gift. System: The player rolls Dexterity + Primal- Urge (difficulty 7). If the roll succeeds, the character loses a tuft of feathers or skin (revealing healthy new hide), allowing her to slip free of grapples or bonds such as ropes or chains.

•Sight of the True Form (Level One) — The Mokolé is able to scent the truth of those she meets, literally sniffing out an individual’s true form. This Gift is taught by a spirit of the Predator Kings or a vulture-spirit.

System: The Mokolé can smell Kinfolk or a fellow Mokolé automatically. 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 sniff out 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 One) — The Mokolé doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.

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

•Find Land (Level One) — 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 One) — 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.

•Scent of Sweet Nectar (Level One) — 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. Insect-spirits teach this Gift.

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 Moon (Level One) — 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 One) — This Gift lets a weresaurian locate enough prey to feed her clutch. In the urban environment, this tends to guide suchid to prey in parks, sewers, animal shelters or even zoos, drawing her unfailingly to the presence of prey animals. A wolf-spirit teaches this Gift.

System: The player rolls Perception + Primal-Urge. The difficulty is 5 in wilderness environments and 7 in urban environments. Success indicates the location of enough prey to feed a large clutch for a day.

•Tailbiter’s Mumble (Level One) — 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 One) — 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 Bete’s (other fera) languages for the duration of a scene.

•Blessings of the Nest (Level Two) — Hissing a blessing in the Dragon Tongue, the Mokolé bestows a gift of fertility. In addition to ensuring conception on most recipients, the Gift also removes impotence from those who suffer from it and grants fertility to the normally barren. A rooster-spirit teaches it.

System: The player spends one Gnosis point. This Gift’s power is insufficient to make metis fertile.

•Reptoid Form (Level Two) — Through careful refinement of her shapeshifting capabilities, the Mokolé learns to assume a form between

Homid and Archid. This “near-man” form,roughly equivalent to the Garou Glabro form, lacks hair, has tough, lightly scaled skin, and sports small but sharp claws. It can only pass for human at a distance, under heavy clothing, or in poor light, but still avoids the size and subtlety issues associated with Archid. This Gift is taught by memory-spirits.

System: The character assumes her new form in the same manner as a Garou assuming Glabro. Its traits are: Strength +2, Stamina +2, Appearance –2, and it can make claw attacks for lethal damage.

•Sense Gold (Level Two) — To those truly born Mokolé, Helios has granted the ability to sense a Mokolé’s greatest weakness. This Gift, taught by Suns, allows the Mokolé to detect the presence of Gold.

System: The player rolls Perception + Primal- Urge (difficulty 7). If successful, she can detect the presence of any gold within 100 yards. Three successes allow her to pinpoint the gold’s location.

•Silver Claws (Level Two) — Luna sends her children to teach this powerful but painful Gift to those warriors who gain her favor. When invoked, it transforms the Mokolé’s claws into silver.

System: The player rolls Gnosis (difficulty 7) to activate this Gift. Silver claws inflict aggravated damage to all targets, and are naturally unsoakable to Garou and most other Fera. The Mokolé suffers searing agony while manifesting these silver claws. Each turn, she gains an automatic Rage point, and all non-combat difficulties increase by one because of the distraction. On each turn that her Rage points exceed her Willpower, she must check for frenzy. The Gift lasts for one scene, unless the Mokolé takes a turn to voluntarily end it sooner.

•Stinking Breath (Level Two) — The Mokolé can amplify his natural musk until it incapacitates his foes. This Gift is taught by a Garbage-spirit or a Monitor-lizard spirit.

System: The player spends one point of Gnosis. For the duration of the scene, all beings other than the Mokolé and her clutchmates that can smell and are within 20 feet (6 m) of the Mokolé subtract two from all dice pools as they fight to breathe.

•Axis Mundi (Level Two) — The Mokolé reaches out with her spirit to feel the presence of Gaia, centering herself with relation to her Mother. She always knows what direction she is traveling or facing in, so long as she travels within the Gaia Realm. The spirits of migratory birds teach this Gift. System: This Gift’s effects are permanent.

•Tides of Lust (Level Two) — 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.

•Waxwork Monster (Level Two) — Brought to light recently by the Shining, this Gift lets a Mokolé take advantage of the fact that “dinosaurs are extinct” to hide in 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 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 Mokolé is hiding. Whole clutches have concealed themselves this way as roadside attractions and the like.

•Dragonfear (Level Three) — The Mokolé displays his full, terrifying might — baring teeth or claws, roaring, or simply looming ominously over a foe. Terror strikes one foe into quiescence. Dragon or spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty equal to the target’s Willpower). Each success cows the enemy for one turn; the victim cannot attack during this time, but may defend himself and otherwise act normally (although his actions are likely guided by overwhelming terror).

•Dragon’s Breath (Level Three) — The Mokolé can spit fire. This Gift is taught by Dragon himself.

System: The player spends one Rage point and rolls Dexterity + Brawl (difficulty 8) to aim the attack (range 30 feet). It inflicts two automatic levels of aggravated damage, plus two additional levels per extra point of Rage spent after the attack is rolled.

•Walking Between Worlds (Level Three) — The Mokolé can breach the Gauntlet and enter the Umbra in the same manner as Garou. Lunes teach this Gift.

System: This Gift’s effects are permanent. •Bark of the Mudpuppy (Level Three) — 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.

•Attunement (Level Four) — The Mokolé may commune with the spirits of a city or town and gain information about the area from them, including a rough population estimate, enclaves of Mokolé or other beings, and any secret tunnels. A rat-spirit teaches this Gift.

System: The player spends one point of Gnosis and rolls Perception + Streetwise (difficulty 6). The amount and accuracy of the information depend on the number of successes rolled.

•Cocoon (Level Four) — The Mokolé wraps himself in a thick, opaque, chitinous sarcophagus, immobilizing himself but also becoming nearly impervious to harm. The cocoon provides immunity to fire, starvation, gas, high pressure, cold, and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift. Mokolé adepts often use the cocoon to protect themselves when they do the Sleep of the Dragon.

System: The Mokolé spends one Gnosis point. While the weresaurian remains in the cocoon, any attack that strikes him must do damage at least equal to his Stamina + Rituals; the cocoon keeps him safe from any lesser amount of damage, but is destroyed if it’s pierced. The cocoon lasts for one day, but its duration may be extended by spending more Gnosis to renew it. The Mokolé may emerge from it at any time he chooses.

•Serenity (Level Four) — The Mokolé can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift. System: The player spends one Gnosis point and rolls Charisma + Expression (difficulty equal to the target’s Willpower). For one turn per success, the target automatically fails all Rage rolls, cannot frenzy, and cannot spend Rage.

•View the Seed (Level Four) — 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 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.).

•Grasp the Beyond (Level Five) —The Mokolé may carry things in and out of the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication, W20 p. 211). This Gift affects objects, people and animals, both willing and unwilling. An opossum- or kangaroo-spirit teaches this Gift.

System: The character must grasp the object or person he wishes to take to (or from) the spirit world, and spend a number of Willpower points: one for small items (a knife or cell phone), two for larger items (a backpack or shotgun), and three for man- sized items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling subject may resist with a Willpower roll; each success subtracts one from the Mokolé’s successes.

•Song of the Great Beast (Level Five) — The Mokolé travels to the deep wilderness and lets out a long, mournful roar. One of the Great Beasts of antiquity answers the call, appearing in the Realm near the weresaurian — a mighty and savage being that walked the Earth in ages past. Such creatures include the Willawau (giant owl), Terror Birds from the Cenozoic, the great Megalodon sharks that swam the seas eons ago and the mighty Dinosaurs, who arrives in herds. Who knows what else the Song might call up? The Great Beasts possess power in the physical world to rival that of mighty spirits in the Umbra. Once the ancient creature arrives,

the Mokolé may make a request of it, but the Great Beast will fulfill it in its own way, according to its nature. Using this Gift is risky, but the results can be truly spectacular. Usually the Dinosaur Kings will teach this Gift only to suchids. 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.

System: The player spends two Gnosis points and rolls Charisma + Primal-Urge (difficulty 8). More successes improve the Great Beast’s disposition. Traits are left to the Storyteller’s discretion, but should always be impressive.

Stream Gifts

In document Encuesta Nacional de Hogares 2013 (página 197-200)