Main | Characters | Cities | Fiction | Music | Photos | Quotes | Links | Gaming | What's New | ||||||||||||||||
Mokole - Werelizard |
||||||||||||||||
Misc Gaming Mechanics Index | Comparisons and Conversions Index | ||||||||||||||||
These rules are for the Minds Eye Theater, but it will give you some idea of what they're capable of.
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
| ||||||||||||||||
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 | ||||||||||||||||
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. | ||||||||||||||||
Main | Characters | Cities | Fiction | Music | Photos | Quotes | Links | Gaming | What's New |