The Mokolé (Were-lizards)
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.
For more information, you are invited to read The Werewolf Players Guide by White Wolf Game Studios, pages 165-171.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 MnesisMnesis - 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.
- One hundred years ago
- One thousand years ago
- Twelve thousand years ago, when the garou still practiced the Impergium
- Ancient time when mammals first appeared
- 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
Basic Gifts Intermediate Gifts Advanced Gifts Bellow
Talk
Razor Claws
Resist Pain
Clap of Thunder
Become Log
Armor of the TortoiseTame Sunbeam
Dragons Breath
Clear Mind
Eyes of the Cobra
Hot Icor
Infest
Rule
Walk Between Worlds
Sleep of the DragonsBasic 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 giftsBecome 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 formsIntermediate 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 coldDragons 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 GiftAdvanced Gifts
Hot Icor
The Mokolé can now spend rage points to add physical traits to their total for one sceneInfest
Same as the Bone Gnawer giftRule
Same as the Shadow Lord Gift, ObedienceWalk 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.Rules for different forms
The following traits are added to Mokolé in different forms:
Archid Suchid Physical Tough x3 Tough x2 Brawny x2 Brawny Resilient Tireless Tireless Social Beast ial x2 Beast ial x2 Heath levels Healthy x2 Healthy 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.
- 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.Mokolé do not take aggravated damage from silver.
Renown Gifts Rank 1 3 Basic Rank 2 8 Basic-Intermediate specialty Rank 3 14 Intermediate Rank 4 20 Intermediate-Advanced specialty Rank 5 27 Advanced Strikes must have half their renown in Glory
Concealed must have half their renown in Wisdom
Followed must have half their renown in HonorAspects that have a basic gift as a specialty gain that gift upon the first change.