Mokole - Werelizard

These rules are for the Minds Eye Theater, but it will give you some idea of what they're capable of.

  • Aggravated damage from gold and silver.
  • Cannot sidestep without Gift.
  • Strikes must have half their renown in Glory
  • Concealed must have half their renown in Wisdom
  • Followed must have half their renown in Honor
  • Aspects that have a basic gift as a specialty gain that gift upon the first change.
A special animosity exists between the Garou and the Mokolé. The Garou believe the Mokolé are the very image of the Wyrm, and almost totally destroyed the giant lizards during the war of rage.

Please note that the middle form have an extra level added to the Mokolé health. This is a reflection of the ability to withstand more damage in this form before showing the effects. When shifting forms, normal damage is taken off of the new levels first. Aggravated damage doesn’t disappear when Mokolé shifts forms. The total health level of aggravated damage remains unchanged.

Mokolé can take the appearance of either a dinosaur or a dragon while in Archid form, and that appearance is determined at the first change. The Mokolé get to buy certain attribute depending on gnosis. As the gnosis increases, the Archid form will become more like the ancestors. bullet
  • Armor - +1 Resilient trait
  • Bipedal walking
  • Constricting coils - +2 physical traits while grappling
  • Feathers - +1 Beguiling trait
  • Fins - doubles swimming speed
  • Fur - Resilient to cold weather and attacks
  • Horn - +2 traits for head butt attack
  • Huge Size - extra health level -1 tireless trait
  • Long neck
  • Long teeth - +2 traits to bite attack
  • Poison sacs - bite causes aggravated damage
  • Spikes on tail - +2 traits on tail attacks
  • Terrible claws - +2 traits on claw attacks
  • Throat sacs - +1 Commanding trait
  • Upright walking
  • Water snorkel
  • Wings (2 gnosis) - gliding flight only
  • Wings and Feathers combined reduce the Archid form by one tough and one brawny trait, but permit full flight.
Archid Suchid (Alligator) Suchid (Monitor Lizard) Suchid (Saltwater Crocodile)
Str: +4
Dex: -1
Sta: +4
App: 0
Man: -3
Diff: 6

Str +2 Claw
Str +1 Bite
Str: +2
Dex: -1
Sta: +3
App: 0
Man: -2
Diff: 6

Str +2 Claw
Str +1 Bite

Running speed halved
Str: +0
Dex: +0
Sta: +2
App: 1
Man: -2
Diff: 6

Str +2 Claw
Str +1 Bite
Str: +3
Dex: -2
Sta: +3
App: 0
Man: -4
Diff: 6

Str +2 Claw
Str +1 Bite

Running speed halved

Character Creation

Totem: Dragon

Breeds: Homid

Initial Willpower: See Aspects

Initial Gnosis: two

Initial Rage: two for Homid, four for Suchid

Backgrounds: Fetish, Totem and Mnesis

Mnesis - This differs from the past life background in that past life grants you the wisdom of you ancestors. Mnesis is memory contained in the genes.

1. One hundred years ago

2. One thousand years ago

3. Twelve thousand years ago, when the Garou still practiced the Impergium

4. Ancient time when mammals first appeared

5. The Dawn of Time, when the first dinosaurs walked

Aspects

The Rising Sun

Strike - two will power. For the first challenge in a scene, Strikes can add two energetic or Alert traits to their total. Strikes specialty is the Hot Icor gift

The Noonday Sun

Shadowless - one will power. Any creature related to, living in or associated with the dark must bid an extra trait in attacks against the Shadowless. This includes vampiric disciplines and any minion of the Wyrm. Shadowless specialty is the Clear Mind gift

The Setting Sun

Ward - one will power. Wards get a free resilient, dignified, or determined when defending against a challenge, retreating, or following.Wards specialty is the Armor of the Tortoise gift

The Shrouded Sun

Concealed - two will power. The Concealed gain an extra nimble or clever trait when hiding themselves or anything else. Those born in the early evening have Become Log and Walking Between Worlds as their gifts

The Midnight Sun

The Shining - three will power. Those that shine gain up to three extra will power traits when in a hopeless, damned or doomed situation (storytellers discretion). Shiners get the Sleep of the Dragon as a specialty

The Decorated Sun

Followed - one will power. The Followed get one free Diplomatic trait for every other level of rank they achieve. They never lose these traits. The Followed have the gift Talk as their specialty

Solar Eclipse

Crowned - three will power. During the day, the Crowned get an imaginary trait added to their total during challenges. Crowned get Tame Sunbeam and Rule as specialty gifts

Gifts

Basic Gifts

Bellow

The Mokolé use this to let out a deafening roar that terrifies all who hear it. All in hearing distance must make a social test. Upon losing, they must flee as if affected by the delirium. If they tie and have less traits than the Mokolé, they flee. If they lose, they must make a fox frenzy check and flee. This gift costs one rage OR gnosis to enact, and the Mokolé can spend rage or will power traits to add to his social trait total.

Talk

This gift allows a Mokolé in Archid form to communicate with other Mokolé. This also allows any one in Archid form to communicate in a human language. There is no cost to this gift.

Razor Claws
Resist Pain
Clap of Thunder

These are identical to the Garou gifts.

Become Log

This is identical to the Ragabash gift Blissful Ignorance, but the Mokolé must be in water at the time.

Armor of the Tortoise

This gift adds two resilient traits to the Archid and Suchid forms .

Intermediate Gifts

Tame Sunbeam

The Mokolé can summon sunshine for one scene by using this gift. It costs a variable amount of mental traits to use. If five extra mental traits are risked, the gift may be used at night. The Mokolé must risk the mental traits and then perform a mental test.

1 trait - Illuminate a dark area with sunlight

2 traits - Rays of sunshine can pierce clouds and shine on a person or place (kindred hate this)

3 traits - Clouds, water, and glass do not affect sunlight in the area. It is treated as if there were a clear sky

4 traits - Concentrates sunshine to light fires or bring heat in the cold

Dragons Breath

The Mokolé can call down the wrath of the Dragon King with this gift. A burst of flame issues from the mouth three feet wide if in Homid or suchid form, or five feet wide if in Archid. The flame is three feet long, but can be made one foot longer per extra rage spent. All those in the affected area must make a physical challenge versus a mental (similar to firearms). The fire causes two wound levels.

Clear Mind

The Mokolé can spend a will power trait to double his mental traits for one scene.

Eyes of the Cobra

Same as the Garou Gift.

Advanced Gifts

Hot Icor

The Mokolé can now spend rage points to add physical traits to their total for one scene

Infest

Same as the Bone Gnawer gift .

Rule

Same as the Shadow Lord Gift, Obedience.

Walk Between Worlds

This gift brings forth the memory of how to step into the umbra. Once learned, the Mokolé can enter and exit the umbra the same as the Garou do.

Sleep of the Dragons

This is used to enter a state of hibernation until a set period of time or a specific event takes place. No aging take place while in this state.

Rites

Mokolé can learn most Garou rites, at the Storytellers discretion.