Classification: Union // Open

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4665 records

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Name ▲ Kind Line Source
A Corrupt CourtshipSystemWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryNPCWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Ahroun: The Full Moon, The WarriorAuspiceWerewolfW20
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoFlawWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
Amulet of MnemosyneRitualVampireRotB
An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
AnanasiFeraWerewolfCB, W20
Anansi the Spider, Keeper of TalesNPCMageGaM
Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptisteNPCWerewolfBotW
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Classification: Union // Open Ref werewolf/power/gift/paper-flesh

Paper Flesh

Gift · Werewolf · Level 5

Werewolf
Roll
Charisma + Expression (difficulty 6)

As the Gift: Paper Beast, save that it requires three Gnosis points, and the beast is fully flesh and blood (though it reverts to paper at the end of the scene or when slain).

Few Kitsune-created rites exist. The Foxes are more than happy to borrow rites from their fellow Changing Breeds and adapt them to their own needs.

Proprieties of Conduct

Level Two, Accord The Kitsune serve a central role within the Beast Cours, smoothing tensions between the different Breeds and ensur­ ing visitors to the Courts follow behavioral expectations. This simple rite helps the foxes smooth things over.

System: The rite-master addresses a gathering and announces the expected standards of behavior. Among a group of familiar acquaintances this can be as simple as declaring that everyone must observe ‘standard norms;’ she has to give more detail if guests are present. The rite

STEREOTYPES

Moonlight-Over-River has a few words:

• Stargazers: Our brothers and sisters outside of the Emerald Courts, striving so hard to master your Rage and learn so much. When you grow tired of the Western Garou, we will be there for you.

“They think nobody knows that they kill some leaders to promote their favorites. We will not be so easily swayed.” — Joseph Calms-in-the-Storm

• Nezumi: You do what must be done, and bear your burden with grace. Would that I could say that about your cousins, but something dangerous lurks beneath their surface.

“They think they’re so clever, working behind the scenes and playing at being heroes with the others. When the time comes, they’ll fall like the others.” — Kray Meren

• Same-Bito: You’re single-minded and incredibly powerful, but you also have your negative aspects. Like how the other weresharks hate and fear you. We should do something about that.

“They help the betweeners in the Beast Courts. Maybe they would help me.” — Bleeds-Night

does not have to be repeated if attendees arrive late; any latecomers remain bound by the rules as long as they remain among the gathering.

Anyone attempting to breach the agreed etiquette must make a Willpower roll (difficulty 6). At the point that she would make the roll, the transgressor well aware that she is about to break the rules, and she may choose not to break the accepted etiquette. The rules of polite society also sooth the tempers of everyone — all Rage rolls are made at +2 difficulty.

Rite of the Crossroads

Level Three, Renown The Rite of the Crossroads serves much the same pur­ pose for Kitsune as the Beast Courts’ Rite of the Opened Way. In it, the Foxes use the power of the four directions to celebrate a kit’s first — and only — choice of path.

The rite is always performed in a transitional place; crossroads are both traditional and particularly auspicious, but bridges and even doorways will also do. The ritemaster purifies the young kit, then brings her to the site of the rite. After proper obeisance is made to the Emerald Mother, the Silver Lady, Bai-Mianxi, and Prince Inari, the ritemaster asks all four to bless their newest child’s arrival into adult­ hood. The ritemaster then lays out four empty bowls before the kit, one at each direction. The kit, however, sees each bowl as filled with one of the four Paths’ elements — clay, lightning, lava, mist. The kit must then reach into the proper bowl, thus choosing her path. Rather than burning

young Eji or Doshi, the contents of the bowl fill them with a rush of power and confidence. Once the choice has been made, all can see the Kitsune’s paw drip with the symbol of her path. The ritemaster then ends the rite, and the new Yakan begins her training.

System: No rolls are necessary. The kit is offi­ cially Rank One at the rite’s end. It is a great honor to perform this rite, and successfully sponsoring a new Kitsune grants the ritemaster two points of temporary Toku Renown.

Plenipotentiary

Level One, Gnosis 5 Those who know the ways of the Beast Courts say the Kitsune work as their diplomats and spies, and should be treated with suspicion. For those not familiar with their ways the werefoxes are just another unwanted shapeshifter intruding upon territory. In any case the Kitsune know that they can defray suspicions if given the opportunity to speak. Plenipotentiaries look like discreet jewellery, often rings, bearing fox images stylized with icons representing the Kitsune’s Court.

System: The Kitsune activates the fetish and rolls Charisma + Expression (difficulty 6). Each success gives the werefox one turn during which she is safe from attack. The Kitsune cannot start a fight during the Plenipotentiary’s protection.

Modern descendants of the prehistoric Lizard Kings, Mokolé share a collective Dream of everything that has come before. They are the Earth Mother’s memory, blessed and burdened with ensuring the past is not forgotten.

Before Man walked, Things roamed the Earth. Slith­ ering, stalking, stomping Things. Lazy, slow Things, too massive to be bothered by anything smaller. Flickering, darting Things, fast enough to attack and be gone before the wound began to bleed. Sharp-toothed, tearing Things, and Things that soared overhead. Things in the depths of the blackest waters, and Things in the tops of the trees.

Things hunted. Things killed. And now… Things remember.

Man’s history. Wolves’ history. The history of all who walk in fur and fang. This time and place and all that exists here is but a flicker in the bonfire of what has come before. Before humanity, before science, before this mammal-led heartbeat.

In a past far older than any but They-Who-Remember can recall, life thrived. Countless creatures lived, evolved — and eventually died. All with no more fanfare or legacy than humanity will leave behind when it is gone.

Man is not the first. He is not the only. He is not even the best. Time passes, and in time this cacopho­ ny of human “civilization” will exist no more. There will be no record left behind of this self-important sour note in the symphony of time.

It will become — as have all the epochs before — a half-slumbering Dream in the memory of those who remain.

The Mokolé look forward to that time. Their numbers have dwindled for centuries, as they hid in the darkest corners of the wilderness, hunted by those who misunderstood their Dreaming. But now, in the Final Days, their numbers have increased, and their territories have been secured. As man’s world dies — as it was always destined to do — the Mokolé

are preparing for whatever comes next. Because they know, no matter how many times the cycle turns, they will be there to witness it.

To witness. And to remember.

The Age of Kings

When dinosaurs walked the Earth in great numbers, the greatest among the reptiles were the Lizard Kings. They were the emperors of lands that time forgot. The first great saurian kings. Shapeshifters blessed by the Earth Mother.

No one Mokolé remembers this era perfectly. Their collective memories of the Age of Kings are reflections of a thousand Things that thrived, Things that died, and Things that became something more. Dreaming as dragons do, Those-Who-Remember recall creatures that walked on two legs, or four, or six. Beings that fashioned objects with dexterous claws, feathered paws, prehen­ sile tails, and scaled appendages. Sun-worshipers who reverently raised towers of mud and stone — or meat and bone — to the golden sky. Monsters in the night, enacting strange, shamanistic rites round unlit menhirs, to appease an inconstant moon.

Like the Mokolé’s true forms, these memories are patchwork abominations, blending things that were, things that could not be, and things that never should have been. What truly was is uncertain, and each Mokolé believes differently about where the lines of Dream-memory and Dream-illusion lie. Still, some Dreams occur so often that they have become accepted more than others as possible — if not probable — truth. These Dreams make up the legendary tales of past Ages.

According to these legends, Gaia created each of the first Mokolé with Her own hands, fashioning them from the Dreams of her lover, Helios, and the soft, wet, earthy flesh of her own body. She gave them each three forms, mirroring those of the Triat: the Suchid Devisor shape, the Archid Dissolver shape, and the Drachid shape of the Designer.

They did not have a Homid form — humans did not yet exist. But in her infinite creativity, She created a thousand thousand different shapes: some with no legs, some with many, some with wings or tails or articulate talons. Great and small, lumbering and lightning-quick, as Gaia created them, so they grew until they covered the world with their diversity and their splendor.

For millennia, Gaia’s first and favored children ruled the earth, the seas, the air, and all of existence. Following in their Creator’s footsteps, the Mokolé took the clay of the earth and the heat of the sun, and from it they fashioned the first tools, the first weapons, the first villages, the first civilizations — and the first war. Kingdoms grew up and went to battle to prove their superiority. Each faction

struggled to destroy all of its evolutionary rivals, until the Lizard Kings arose from the wastelands of carrion that was all that was left of their enemies. They ruled the earth mercilessly, with wit and wrath, with spear and razor-sharp tooth. It was the time of the Mokolé, the Age of Kings, and none dared challenge their superiority.

But nothing lasts forever, and with the changing of ages, even the greatest empires can crumble.

The Age of Sleep

No one knows exactly why the Mokolé’s civilization fell. Perhaps the tyrannical Lizard Kings grew too proud, and were cut down for their hubris. Possibly, as is happen­ ing in current days, the Dissolver grew strong enough to strike low those who opposed it. Maybe Gaia’s attention (and protection) was drawn away by more warm-blooded worshipers. It’s even possible (albeit unlikely, in a reality full of near-omnipotent spirits and supernatural beings) that the end of this era was nothing more than a twist of fate — the unforeseen and unavoidable collision of a celestial body and a piece of space effluvia. But whether the why was ill fortune or the hand of fate, the how is clear. The end came in the form of a global-level disaster, and it struck down the Lizard Kings in all their terrible glory.

A few young Mokolé have dreamed Mnesis-visions of a time before the Wonder-Work. Late in the Lizard Kings’ reign, however, early man evolved from his ape-progenitors and gained enough sentience to serve and worship the Lizard Kings as his lords and masters. Early humans were used as slave labor, as servants — and as breeding stock.

By integrating human genetics with their own, Mo­ kolé eventually developed a human form to complement their three original ones. But, Homid was viewed as less useful (and attractive) than Drachid, and their human Kinfolk were never seen as equals. Half-breed offspring from both humans and reptiles did serve as their Kinfolk, however, and when the End came, these Kin preserved the legacy of the Mokolé — somehow escaping the destruc­ tion that befell the Lizard Kings themselves. The vast majority of Mokolé know that man appeared millions of years after the Wonder-Work. They wonder what force has tainted the Mnesis of their young — whether it is the Dissolver, or one too many fantasy novels.

Generations after the Wonder-Work destroyed their civilization, new Mokolé began to be born (and hatched). The Lizard Kings’ fall had cost the Breed, however. None of the new generation could take the Drachid form that had allowed their ancestors to build their empire and dominate the pre-Event earth. Limited to three forms (Homid, Suchid, and Archid) these new Mokolé had to forge a different path than their progenitors had used — and they faced a challenge the Lizard Kings never had to contend with.

THE END

The Cretaceous-Paleogene extinction event. The Cretaceous-Tertiary extinction event. K-T extinction event. K-Pg. Scientists call the event by many names. The Mokolé have but one. The Wonder Work.

65 million years in the past, an asteroid six miles wide struck the Yucatan Peninsula in Mexico, leaving a crater more than 100 miles across. The impact — 2 million times more powerful than the biggest bomb mankind has ever ignited — created a storm of hellish pro­ portions that blanketed the atmosphere with super-heated dust, ash, and steam. Bits of the asteroid and the impact crater ricocheted out into space, and were pulled back to earth in a rain of molten burning stone that baked the land and started wildfires across the globe. The sky filled with toxic fumes. Acid rain fell around the world. The dense particulate cover kept sunlight from reaching the earth’s surface.

In an instant, the entire face of the planet changed. Millions of species died out in the after­ math, including the vast majority of the reptile population… and Lizard Kings themselves.

The Age of Beasts

After her first children had been destroyed in the Wonder-Work, Gaia created the rest of the Changing Breeds from the mammals and birds who thrived in the same conditions that had destroyed her eldest children. In the Lizard King’s absence (while the Mokolé Kin were still attempting to repopulate the Breed), these new shifters rose to dominate the Earth.

The many Changing Breeds could have shared the Earth, but they warred for petty and primal reasons, contesting for territory, herds of breeding stock, or fool­ ish pride. The most territorial shapeshifters were the Garou, werewolves who waged war against all the other Breeds. The still-recovering Mokolé were among their favorite targets. Those weresaurians who took huge and monstrous forms were easy targets for wolf packs, as were those who moved slowly, or bore bright colors rather than camouflage. Many varna recovered from the Wonder-Work only to fall to the claws and mindless fury of their

wolven cousins. Those that took the form of lesser saurians and reptiles, however, fled to the shadowy places of the Earth, lurked beneath the surface of swamp and sea, and some — although not all — escaped the Garou’s wrath.

If the Fera had allied against the Garou, these “Wars of Rage” could have been averted, but they did not. Instead, the Garou’s War cleared the way for the rise of the werewolf tribes, and the further decline of the weresaurians. By the time mankind waged war against the Garou, the Mokolé had become relics of an older time, their greatest history left only as memories and dreams — Dragon’s Dreams.

The Age of Man

Man rules now where Beasts once did. For the saurians, however, man and Bête are little more than dangerous children playing at being sovereigns. For the descendants of the Lizard Kings, the only true civiliza­ tions died out millennia ago.

Most Changing Breeds fear the Apocalypse, and be­ lieve it represents the end of the world. But the Mokolé know an older truth: this time is but a poor reflection of a time when the Old Ones ruled, and when the cities of Men have been laid low, the Old Ones will rule again.

The weresaurians have no need to bring about the end of the human world; they have only to wait patiently for human civilization to fall to its inevitable demise. Until then, they breed new young in record numbers, preparing their population for its return to power. They endure the Wyrm’s depredations, the Weaver’s encroachment, and the Wyld’s madness, looking forward to the time they know must come. The Dragon’s Dream speaks of what was, and what will be again: the Lizard Kings’ return.

The Mokole’ Today

As the current End Times loom large, Mokolé young have felt an increased internal pressure to claim new breeding grounds, despite their elders’ protestations. The drive is two-fold: expanded territory (and new mates) to increase their numbers, and additional information about the progress of the final days.

Some cautiously venture into the human world in search of clues as to when the Dragon’s Dream will become real. Others slink around the campfires and caerns of other Shifters looking for word about how the War against the Wyrm is faring. While subterfuge and subtlety are key components in the Mokolé arsenal, with increased numbers comes increased risk of detection.

For millennia, Mokolé have survived by hiding from the Garou and other enemies. Many elders of the streams believe their race’s survival depends on continuing to hide and breed until their numbers are so great that no one can stand against them. Younger weresaurians defy

MOKOLÉ LEXICON

Age of Kings: The era when the Lizard Kings ruled

the earth. Apocalypse: A time when one civilization falls,

leaving room for another to rise and take its place. For instance, the Mokolé survived an Apocalypse when the dinosaurs became extinct (see Wonder-Work). Archid: The “battle-form” of a Mokolé. Unlike most

Changing Breeds, this form varies drastically from Mokolé to Mokolé. Bête: Non-Mokolé shapeshifters. Champsa: A varna associated with Nile crocodiles

(Crocodylus niloticus). Clutch: A social grouping of Mokolé, usually a fam­

ily. Most guard and defend breeding grounds. Designer: The shaper of Life (known to Garou as

the Weaver). Devisor: The source of all creative power (known

to Garou as the Wyld). Dissolver: The Unmaker of Life (known to Garou

as the Wyrm). Drachid: The “lost” toolmaker form of the Mokolé;

the shape of the Lizard Kings. Since the end of the Age of Kings, no Mokolé has been able to assume this form. Dragon’s Dream: A half-remembered Dream of the

Age of Kings. Also a future-Dream about a time when mankind’s civilization will fall and the lost races of the weresaurian will return to the world. Gharial: A varna associated with gavials (Gavialis

gangeticus). Grisma: Summer auspice of the Makara; judges and

law enforcers. Gumagan: The Stream of Forerunners. Traditionally

from Australia and Oceania. Halpatee: A varna associated with American alliga­

tors (Alligator mississippiensis). Hemanta: Winter auspice of the Makara; tricksters

and rogues. Innocents, the: The ghosts of the deformed and still­

born children created when two Mokolé mate. Karna: A varna associated with saltwater crocodiles

(Crocodylus porosus).

Lizard Kings: The Mokolé who ruled the earth

before their civilization was destroyed by the Wonder-Work. Makara: The Stream of the Folk. Traditionally from

the Indian sub-continent. Also a varna associated with mugger crocodiles (Crocodylus palustris). Mnesis: The ancestral memories of the Mokolé. Each

stream (see below) usually has related Dreams, but all of them include children who share the Dragon’s Dream (see above). Mokolé-mbembe: The Stream of Fighters. Tradition­

ally from Africa and the Americas. Old Ones: Mokolé, especially the pre-Wonder-Work

Lizard Kings. Ora: A varna associated with some of the more than

70 species of monitor lizards. Paisa: A varna associated with American crocodiles

(Crocodylus acutus). Stream: An interwoven group of related Mnesis

bloodlines native to a specific area. Not “tribes” as such; more relatives that have grown apart. Suchid: When capitalized, the reptilian form of a

Mokolé. When not capitalized, a Mokolé born from two reptilian parents. Syrta: A varna associated with caimans (Caimaninae sp.) Unktehi: A varna associated with Gila monsters

(Heloderma suspectum). Varna: The species of reptile into which an individual

Mokolé can transform. Vasanta: Spring auspice of the Makara; warriors. Wallow: A home for suchid breed Mokolé and other

crocodilians or reptiles. Wonder-Work (of the Wyrm): The Apocalypse that

ended the civilization of the Lizard Kings; known to human scientists as the “Cretaceous–Paleogene extinction event,” which occurred 65.5 million years ago. Mnesis dreams of the event vary greatly, and many of these dreams may be false or distorted, but most attribute the event to the work of the Dissolver. Zarad: Autumn auspice of the Makara; mystics and

spiritualists. Zhong Lung: The Stream of Philosophers. Tradition­

ally from Asia and a part of the Emerald Courts of the Hengeyokai.

such reason, forming “imperfect clutches” to venture away from their wallows and sway destiny in their Breed’s favor. The latest generation of Mokolé wants to do more than witness and remember history; they want to create it.

The Lizard King’s Kin still walk the earth. But don’t bother looking for some Lost World where thunder lizards and T-rexes have survived extinction. That’s a myth distorting the real truth. The Mokolé are lurking, just below the surface, in swamps, seas, and rivers all over the world.

Streams

Weresaurians have survived as alligators and crocodiles, monitor lizards and Gila monsters, gavials, caimans, perenties — and stranger things that furtively spawn in the shadowy murk. Too few to form tribes, the survivors of this evolutionary pageant have gathered in four major “streams” based around four of the primeval rivers of the world.

The Mokolé-mbembe, the Stream of the Fighters, traditionally have stalked the swamps and waterways of Africa and the Americas. They are by far the largest of the four streams, and as the current End Times approach, their numbers are steadily growing. Decades ago, the Mokolé-mbembe were rarely sighted outside the depths of the Amazon Rainforest. Now, a more diverse variety of humans have awakened to the Dragon’s Dream, and their human and reptilian Kin are growing ever more diverse. The stream’s most common varna are alligators and crocodilians (including the American crocodile and Nile crocodile), but a few take the shapes of caimans or Gila monsters.

Australia and Oceania are home to the Gumagan, a stream represented primarily by Aborigines and Mela­ nesians. Known as the Stream of the Forerunners, they are well-respected by other Mokolé for their insights into the spirit world, particularly the Dreamtime. Un­ like other streams, all Gumagan are capable of entering the Umbra. They are known for their extensive and primeval Mnesis: their memories of the earliest days of the Earth. Most Gumagan varna are saltwater crocodiles or perentie monitors.

The Indian subcontinent serves as the spawning grounds of the Makara, the Stream of the Folk. The human politics, religion, and mysticism of the Indian sub-continent have heavily influenced this stream. The Makara consider themselves diplomats to the other Changing Breeds. Their four auspices are determined by the seasons, and are further subdivided by the caste systems of their homelands, to such a great extent that outsiders rarely understand the finer distinctions between them.

Makara varna are typically gavials, mugger crocodiles, and saltwater crocodiles.

Working with the other Asian Changing Breeds, the Zhong Lung are known as the Stream of the Phi­ losophers. Although they have inherited the millennial Mnesis of countless scholars and teachers, because of their association with the Emerald Courts, they have the fewest memories of conflict with other shapechangers. Throughout the Middle Kingdoms of China, Korea, Ja­ pan, and Vietnam, they have endured as the stream least harmed by the Garou. Known for their epic patience, their aspects are measured by the season in which they are born. Their varna are most often Chinese alligators, saltwater crocodiles, and monitor lizards.

Wallows

Mokolé live much humbler lives than they did mil­ lennia ago. Their Dreams speak to them of past eons of saurian supremacy where their ancestors dwelled in herpetological luxury. But in the modern world, they maintain modest places where they can hide from those who would do them harm, spawning enough hatchlings to perpetuate their race. These breeding grounds are known as wallows, homes for the human and reptilian shapes they take.

Most wallows evolve in places where humans and reptiles can live side by side without raising overt suspicion: alligator farms in Florida, ruined temples to forgotten gods in India and along the Nile, riverside fishing communities in China, isolated hot springs in the Australian outback, and similar locales. Such places are few and far between; the human dislike of all things slithery and scaled is as deeply imprinted and ancient as the saurian’s own Dreams, and many humans look askance at those who interact with reptiles on a frequent and voluntary basis.

Clutches

Wherever intelligent living things gather, communi­ ties emerge. Weresaurians form small, moderately social clans called clutches. Two clutches may harbor grudges and petty rivalries for generations, sometimes warring over misperceived slights, but ultimately, survival is their chief concern. When two clutches fight, they do not kill each other, but act to injure and shame their enemies enough to temporarily delay further conflict. This preserves their numbers, but (unfortunately) does little to quell rivalries between clutches.

A healthy, functional clutch depends on the rela­ tionships between the different aspects (the weresaurian version of auspices) of Mokolé society. In the West, a grouping that contains representatives of all seven aspects is known as a “perfect clutch” — an extremely

rare occurrence. Some young weresaurians venture into the world specifically to form a perfect clutch, for there are legends and prophecies of what such groups can ac­ complish. A group that includes five auspices is known as an “imperfect clutch”. These are becoming increas­ ingly more common as more young heroes leave isolated wallows to seek their way in the world.

A Mokolé’s breed determines his Gnosis. Mokolé may not recover Gnosis if cut off from the sun. The less the Sun is visible, the more time Mokolé must spend meditating in his Light in order to regain Gnosis.

Mokolé regenerate wounds at the same rate as Garou, following the standard rules for healing and regeneration. However, Mokolé, as creatures of both Sun and Moon,

THE INNOCENTS

Metis Mokolé can be conceived but they die before birth, often immediately after conception. Those who de­ velop further are stillborn and manifest as either horribly deformed fetuses or a clutch of eggs within which lurks foul embryos too misshapen to live.

The strongest stillborn souls, called “the Innocents” by those who would appease them, linger on in the spirit world where they torment any Mokolé foolish enough to enter the Umbra. With motivations both reptilian and infantile, these Innocents are sufficient motivation for Mokolé to seek outside their own kind for breeding purposes.

Generally, the Innocents are treated as spirits, with statistics of the Storyteller’s discretion; some are little more than Gaffling-level, while others have transcended the upper limits of a Jaggling’s power. In addition to the usual Charms, the Innocents have dark powers of their own. These can include:

• Dark Whispers: The Innocent can speak to the living, even through the Gauntlet.

• Umbra Passage: The Innocent can leave the Dark Umbra and enter the Middle or Deep Umbra, in pursuit of prey.

• Mnesis Travel: The Innocent can enter the Dreams of other Mokolé to haunt them.

• Take Homid Form: The Innocent can take Homid shape, effectively passing as an ordinary ghost.

• Take Suchid Form: The Innocent can appear as the ghost of a crocodile, alligator, or other appropriate reptile.

• Give Power: The Innocent can give Gnosis to another spirit.

• Take Power: The Innocent can steal the power of another spirit. The difficulty is the target’s Willpower.

• Steal Mnesis: The Innocent can take Mnesis away from its owner. She comes into contact with the target’s mind and rolls Power vs. a difficult of the target’s Willpower. The effect depends on the number of successes.

One success: A memory within Mnesis becomes confused. Three successes: A minor memory is gone. Five successes: An ordinary memory is gone, or a great memory is blurred. Seven+ successes: A great memory is destroyed. • Corrupt Mnesis: The Innocent can change Mnesis into Bad Mnesis, warping the dreams of the Mokolé. The system is as above, save that instead of being gone, the memories are altered — a kind friend becomes an enemy, or a skill learned is guaranteed to backfire. The damage done can be healed by Gifts, by a Mnesis quest, or by pilgrimage to the Deep Umbra.

are harmed by gold and silver in the same way that Garou are harmed by silver.

All Mokolé instinctively share a common language, the Dragon’s Tongue spoken by all Lizard Kings in the time before time. Mnesis memories reveal the simplest parts of this language when a Mokolé undergoes its First Change.

Other than the Gumagan, Mokolé cannot enter the spirit worlds of the Umbra without specific Gifts that allow them to cross the Gauntlet. Once in the spirit world, a few saurian spirit-paths lead to the High Umbra, a realm of abstractions and high ideals. There, mystics may contemplate places that never were, but could have been — imaginary realms where the Tyrant Kings continued to evolve. In recent years, the Pangaea Realm and Legendary Realm have become gathering places for Mokolé seeking insight about the potential

ramifications of the coming End Times, and the future-Dream of a new Lizard Empire.

Renown

Mokolé come together in Gathers before wars, at the summer and winter solstices, when a Crowning takes office, and at other momentous times. These gatherings are solemn and slowly-paced affairs, full of somber ritual and storytelling, law-making and judgment, each in its own time. During these Gathers, tales of Renown are spoken, and new ranks distributed as appropriate.

Mokolé only have two breeds: homid and suchid (reptilian).

• Homid: A homid Mokolé’s ethnicity usually depends on its stream. Mokolé-mbembe walk among humans in the Americas and Africa, from the streets of the first world to the rainforests and jungles of the third world. The other streams of Mokolé — Indian Makara, Aboriginal Gumagan, and Asian Zhong Lung — contain many of the stereotypical populations associated with those regions. However, just as nations are culturally diverse, a stream is not limited to any one ethnic group. As the End Times approach, unexpected individuals are awakening to the Dragon’s Dream, rediscovering their reptilian heritage.

Beginning Gnosis: 2

• Suchid: A suchid Mokolé is hatched from a reptile egg. Civilized homids often consider the suchids’ views on the world to be blatant, brutal, and crudely laced with self-interest. In actuality, suchid are capable of subtler thoughts than “slaying and breeding” (or “fighting and fucking”). When in throes of reptilian Frenzy, however, immediate gratification of the id and ego are a suchid’s primary concerns, confirming the breed’s base reputation.

Beginning Gnosis: 4

Dragon-Dreams regarding the auspice factions of the original Lizard Kings are a source of great controversy among the Mokolé. Each stream’s Dreamers have Mnesis that supports their own group’s auspice patterning, lead­ ing some saurian sages to believe that the Lizard King kingdoms may have had diverse factions as well.

In modern times, two of the four Mokolé streams use solar auspices, while the other two use seasonal ones. Mokolé-mbembe and Gumagan recognize seven solar auspices, determined by position and/or condition of the sun when a Mokolé is born.

Solar Auspices

• Rising Sun, Striking: Between the reddening of the eastern sky and noon, sunlight strikes at the heavens.

Mokolé born at this time of day excel as soldiers, hunt­ ers, explorers, and seekers. They are fascinated by the present, especially in times of danger, when they must live for the moment. In Dreams of such times, the sky reddens with the blood of their foes, usually the same hue as the light of the rising sun.

Beginning Willpower: 3

Auspice Benefit: A Striking Mokolé has the option of rerolling his initiative once per scene. The character must use the second result, regardless of whether it’s higher or lower than the first result.

• Noonday Sun, Unshading: At high noon, the sun reigns supreme over the Earth, seeing all. Mokolé born within an hour of noon may inherit this aspect. (It is just as likely, however, that one born slightly before noon will be Striking, or one born slightly after will be Warding.) Most either become judges, enforcers of law (in its many forms), or guards who patrol the areas sur­ rounding wallows. They are also known as the Laws of the Sun, or the Will of the Crowned.

Beginning Willpower: 5

Auspice Benefit: Once per scene, the Unshading can subtract one die from the dice pool of one of the following “creatures of darkness”: vampires, fomori, demons, Black Spirals, Spectres, Nephandi, or Banes.

• Setting Sun, Warding: As the sun sets, the wise ward against evil hidden in the growing darkness. Mo­ kolé born between noon and sunset inherit this aspect, dreaming of dangers hidden in shadows. Many become guards, nurses, healers, or caretakers. They are usually better at taking defensive measures than the more ag­ gressive Rising and Noonday Suns. When on the attack, they usually support and heal their comrades.

Beginning Willpower: 3

Auspice Benefit: A Warding gains an extra die to one dice pool while defending others, retreating, or following specific orders. This benefit may be used once per scene.

• Shrouded Sun, Concealing: When the sun is ob­ scured, unseen forces scheme against those who live in the light. Shrouded Suns are born during the day, but only at times when the sun is hidden. Most become mystics, teach­ ers of spirit lore, or scholars of secret knowledge. They are usually the most skilled at magic and supernatural Gifts, relying on subtle methods of hunting and exploration. Their shamanistic powers allow them to channel spirits, and some interact with human shamans to learn powerful lore.

Beginning Willpower: 4

Auspice Benefit: The Concealing gain an extra die on Stealth rolls used to hide themselves, or other objects or persons. This extra die may be used once per scene.

• Midnight Sun, Shining: When creatures of the sun are born at night, strange and contradictory events

occur. Drawn to darkness, they still burn with Helios’ light. Midnight Suns are born between sunset and sunrise. They tend to love puzzles and paradoxes. Many act as poets, jokers, artists, mythmakers, or guides to the dead.

Without the sun to guide them, they follow other sources of light, and other philosophies. All share the same Benefit and begin play with the same beginning Willpower, but they are the most diverse of the seven “solar” aspects. In fact, they are so diverse that they have their own three “midnight” aspects.

• Night-Suns are born by moonlight, under Luna’s glow. They seek Gifts from the moon, calling her the “Sun of the Night.” At the Storyteller’s discretion, they may learn Garou Gifts taught by Lunes.

• Many-Suns are born under the stars (before the moon has risen or after it has set). They often claim that “every star is a sun,” and thus insist that they are a thousand times more blessed than their brethren. They follow as many paths to truths as the stars themselves, falling in love with wild ideas.

• No-Suns are born under the lightless sky, during night­ time storms or other dark celestial events. The most mysterious aspect of all, they draw wisdom from the empty spaces between stars, claiming that “light is sometimes darkness.”

Beginning Willpower: 4

Auspice Benefit: When all is hopeless, a Midnight Sun shines with courage. When a Shining Mokolé brings humor or courage in the midst of a hopeless situation,

the Storyteller may bestow an extra die to be used on any one dice pool. The Storyteller should not grant this benefit more than once per scene.

• Decorated Suns, Gathering: When light gathers, the sun is encircled by a halo. Decorated Suns are born when the sun is surrounded by rings, rays, or flares of light (sometimes called “sundogs”); thus, they are among the rarest of the Mokolé. Other aspects consider them list-makers or busybodies, but they see themselves as hardworking organizers, coordinators, or matchmakers.

Younger Decorated Suns love to either draw a clutch together or attach themselves to a successful clutch (which would no doubt benefit from the expertise of a Gathering Mokolé). The Crowning may reign, the Decorated Suns claim, but the Gathering actually get things done.

Beginning Willpower: 5

Auspice Benefit: A Gathering may gain an extra die to one dice pool when acting in a collective effort. The Storyteller may bestow this die once per scene.

• Solar Eclipse, Crowning: In moments of astro­ nomical wonder, fantastic events can occur. The rarest of all Mokolé are born during a solar eclipse. They are the ruler-priests of Mokolé society; all weresaurians defer to a Crowning Mokolé. This respect is not without a cost, however. Crowning Mokole are expected to aid those in need, and to put the greater good of their Breed, stream,

and clutch before their own personal desires. Those who do not quickly lose the respect normally afforded to their auspice. The Crowning solicit advice from the Concealing, while depending on the Gathering for their practical knowledge.

Beginning Willpower: 5

Auspice Benefits: A Crowning born during a total eclipse becomes Jewel-Crowned, a high priest leading ceremonies of worship to the sun. When the sun is shin­ ing, the character gains one extra die once per scene to apply to any one die roll.

A Mokolé born during a partial eclipse is Crescent-Crowned, a warrior king destined to lead loyal followers into battle. During a scene when a battle occurs, the character gains one extra die to apply to any one die roll.

If an annular eclipse occurs during a Mokolé’s birth, the child is considered Unity-Crowned, forging alliances between disparate clutches, inspiring great deeds, and amassing great wealth. Once per scene, the character gains one extra die to add to any one Social dice pool.

A child born during the night of a lunar eclipse is called Moon-Crowned. Such legendary and reckless heroes are known for ridiculous whims, deadly practical jokes, and highly inspired ideas that may “save the day.” Once per scene, the Storyteller may choose to award an extra die to a dice pool related to an act of inspired lunacy.

Seasonal Auspices

While the Mokolé-mbembe and the Gumagan both use solar auspices, their cousin streams to the east prefer a more seasonal system. Even between the Zhong Lung and the Makara, however, there is dispute about how exactly to accurately represent the seasons.

Zhong Lung

The Zhong Lung have four auspices each corre­ sponding to a season, a color, and a wind. Each also has a rough correspondence with a Solar Auspice, for the

purpose of learning Gifts. Zhong Lung who are a part of the Emerald Court may also choose from the general hengeyokai Gifts. All Zhong Lung begin game with 4 Willpower.

Makara

While closer to the Zhong Lung than to either of the other two streams, the Makara auspice system is unique unto itself and — in part because of the complexity of the related caste system — almost incomprehensible to outsiders.

The role of the Makara within Mokolé society is determined by this seasonal auspice, though all Makara are expected to try to aid Gaia’s other children in order to carry out their duties as the stream of diplomats.

The Hemanta, or winter auspice, are tricksters and rogues. They are expected to be crafty, but are often at­ tributed with frivolous behavior. The Hemanta have a beginning Willpower of 2 and the same auspice benefit as the Shining solar auspice.

The Zarad, or autumn auspice, are thought of as mys­ tics and spiritualists. Those of backgrounds that preclude priestly duties often become bhagats (“godly ones”), who try to blend their daily life with the rituals of religion. The Zarad have a beginning Willpower of 3 and share the auspice benefits of the Concealing solar auspice.

The Grisma, or summer auspice, are the judges and police of the Makara. They are expected to seek truth and justice. This can be a rigorous duty in a society born of strong beliefs in duty according to caste and karma. The Grisma have a beginning Willpower of 4 and share the auspice benefit of the Gathering solar auspice.

The Vasanta are the spring auspice and are the war­ riors of the Mokolé of India. They are also travelers and are the most ready to hear of new things. The Vasanta have a beginning Willpower of 5 and the same auspice benefit as the Striking solar auspice.

ZHONG LUNG AUSPICES

Name Solar Equivalent Season Wind Color

Tung Chun Warding Spring East Blue/Green

Nam Hsai Unshaded Summer South Yellow

Sai Chau Crowning Autumn West White

Pei Tung Shining Winter North Black

Mokolé have three forms: Homid (human), Archid (draconic), and Suchid (reptilian). Their legendary Dra­ chid form was lost in the Wonder-Work and no Mokolé since has been able to achieve it.

Shapechanging requires a Stamina + Primal-Urge roll, difficulty 6 (regardless of form). Changing from Homid to Suchid (or back) requires two successes. Changing to Archid (or back) requires one. As usual, the shapeshifter can assume any form instantly by spending one Rage.

• Homid: This form is indistinguishable from an ordinary human. The ethnicity in Homid form usually depends on the creature’s stream, although it is almost always from a warm climate. As the End Times advance, the streams are slowly becoming more culturally diverse.

• Archid: This draconic form is an amalgam of the Mokolé’s genetic legacy. It may (but does not always) resemble a monstrous version of their varna. Aspects of modern-day reptilian creatures blend with attributes from prehistoric behemoths that have been all-but forgotten, or draconic monsters that never were. The form first ap­ pears to a potential Mokolé in his nightmares, but during the First Change, it becomes real in the waking world.

During character creation, a player can choose “en­ hancements” to the creature’s Archid form. When the player knows his character’s final starting Gnosis Trait, he can purchase a number of Archid Characteristics (see below) equal to the character’s Gnosis. (Thus, a character with Gnosis 3 can choose 3 points of Archid Characteristics.) Some (where specifically listed) may be purchased multiple times.

If the character’s base Gnosis increases during play, he may add corresponding points of Archid Characteristics at the same time, essentially evolving the Archid Form as the Mokolé’s Gnosis grows. Approving the details of this form is left purely to the discretion of the Storyteller.

Each Mokolé’s Archid form has the following trait modifiers in addition to any bonuses given via Archid Characteristics: Strength +4, Dexterity –1, Stamina +4, Manipulation –3, Appearance 0; causes Delirium, may bite and claw for aggravated damage (both at Strength +2).

• Suchid: This is the reptilian form of the Mokolé. Each stream contains specific suchid forms, called “varna” which are most commonly associated with that stream. Because of vastly different sizes and body shapes, a Mo­ kolé’s Rage and statistics for its suchid form are both determined by its varna.

Champsa (Nile crocodile): Str +3, Dex –2, Sta +3,

Man –4, Rage 3 Gharial (Gavails): Str +1, Dex –1, Sta +3, Man –4,

Rage 4

Halpatee (American alligator): Str +2, Dex –1, Sta

+3, Man –2, Rage 4

Note: Running speed is halved; swimming speed equals Homid form’s land speed. Karna (Saltwater Crocodile): Str +3, Dex –2, Sta +3,

Man –4, Rage 3

Makara (Mugger crocodile, Chinese alligator): Str +1,

Dex +0, Sta +2, Man –3, Rage 3 Ora (Monitor lizards): Str +0, Dex +0, Sta +2, Man

–4, Rage 5

Note: Running speed same as Homid form; sprints are possible; limited swimming. Poison Sacs, per the Archid Characteristic above. Paisa (American crocodile): Str +2, Dex –1, Sta +3,

Man –2, Rage 4

Note: Running speed is halved; swimming speed equals Homid form’s land speed. Syrta (Caimans): Str +1, Dex –1, Sta +3, Man –4,

Rage 4 Unktehi (Gila monster): Str –1, Dex +0, Sta +1, Man

–3, Rage 5

Note: Half human running speed, cannot swim. Bite inflicts Strength –1 damage. Poison Sacs, per the Archid Characteristic above.

Archid Characteristics

The following characteristics are appropriate for a Mokolé’s Archid form. All bonuses and penalties are effective only while in Archid form. Starred character­ istics may be purchased more than once, the bonuses from each stack.

Armored Scales*: +2 Soak.

Behemoth*: Body mass doubles, height remains same.

Stamina +1, +2 damage to Body Slam or Tackle attempts. Binocular Vision: +2 on all visual-based Perception rolls.

–2 to opponents attempts to surprise. Bladed Tail: Gains a tail lash maneuver (Str +2 aggravated

damage, difficulty 7). Color Change: +1 difficulty to spot the Mokolé while

hiding. Constricting Coils: +3 dice to attempts to immobilize

target. Deep Lung: Can swim underwater for up to an hour or

hold breath up to 5 minutes in combat. Fiery Pearl: +3 to Intimidate versus vampires and wyrm

creatures.

Fins: Double swimming speed. Fire Breath*: Can breathe fire (or a corrosive aerosol)

once per day for each time this trait is taken. The cloud is a fire with soak difficulty 7, damage per turn 2, and extends out to (Rage) yards in front of the character. The attack lasts only one turn but may ignite flammable objects for continued damage. Gills: Fully amphibious. Grasping Hands: Normal manual dexterity in Archid

form. Hinged Jaw: May unhinge jaw to swallow (non-resisting)

objects up to equal its Size. Hollow Bones: Bones are hollow, but strong. +3 to

Dexterity for purposes of movement, and may soar effortlessly for hours if also has Wings Characteristic. Horn: Gains a gore maneuver (Str +2 aggravated dam­

age, difficulty 7). Long Neck: Can attack targets up to 10 feet away with

Bite attack. Long Teeth: Bite damage is increased to Strength +3. Long Tongue: Tongue is as long as Archid body, has

Strength 1 and Dexterity equal to Mokolé’s Dexterity in Archid form. Poison Sacs*: May inject poison once per day for each

time this trait is taken. On a successful bite attack, the victim must soak four additional dice of poison damage. Predator’s Roar: Gains roar attack usable once per scene.

All characters (including allies) within close combat range roll Willpower (difficulty equal to Mokolé’s Rage). Anyone who fails the roll must flee as though in a fox frenzy. Prehensile Tail: May use as if it was a hand, including

wielding a weapon. Normal attack limits apply. Resplendent Crest: +3 to Appearance and +1 to Charisma. Royal Crest: +2 to Social rolls involving Nagah or any

Mokolé stream. Sickening Slime: Any opponent that bites you loses their

next full turn retching. –2 to non-Mokolé Social interactions. Tall*: Body mass and height doubles, +1 Stamina. Can

reach/see over obstacles more easily. +2 to Perception when Storyteller deems appropriate due to height. Terrible Claws: Claw damage increases to Strength +3. Tongue Flick: +2 to tracking rolls involving scent Upright Walking: Frees up forelimbs when walking. Webbed Feet: May swim at 150% speed and walk without

trouble on soft surfaces. Wings: Can fly at 20mph for 1 hour per point of Stamina,

then must rest for 8 hours. Can be combined with Hollow Bones for longer flight.

Mokolé begin with one aspect Gift and one general Mokolé Gift.

General Mokole’ Gifts

See also 26

Abilities & Attributes

Auspice

  • Auspices werewolf/faction/auspice/auspices

Breed

  • Breeds werewolf/faction/breed/breeds
  • Homid werewolf/faction/breed/homid
  • Metis werewolf/faction/breed/metis

Gifts

Places

  • Legendary Realm werewolf/location/umbral_realm/legendary-realm
  • Pangaea werewolf/location/umbral_realm/pangaea
  • Spectres werewolf/location/umbral_realm/spectres
  • The Triat werewolf/location/umbral_realm/the-triat
  • The Wyld werewolf/location/umbral_realm/the-wyld

Spheres

  • Life mage/power/sphere/life
  • Time mage/power/sphere/time

Tribes & Fera

  • Kitsune werewolf/faction/fera/kitsune
  • Mokolé werewolf/faction/fera/mokole
  • Nagah werewolf/faction/fera/nagah
  • Stargazers werewolf/faction/tribe/stargazers
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