Classification: Union // Open
Classification: Union // Open Ref werewolf/faction/fera/mokole

Mokolé

Fera · Werewolf

Werewolf

The Mokolé are Gaia’s memory, the monsters of the primordial past. Their animal forms are alligators, croco­ diles, Komodo dragons, and gila monsters, but their war forms are saurian monsters — amalgams of creatures that died out millions of years ago. The Mokolé remember the dinosaurs, and carry the stories and lore of the Lizard Kings into the Final Days.

Once human civilization falls — and it will, for it is merely a brief aberration as the Mokolé reckon time — then the great kings will arise from the wastelands and rule once more. The werelizards don’t want the Apocalypse to happen, necessarily, but they are more than prepared for what will follow the Final Battle.

The Mokolé band together in clutches, and gather in wallows, usually in areas where humans and reptiles can co-exist. They don’t seek out the company of other Fera (which they call Bête), but some of the younger weresaurids are willing to speak with them on peaceful terms. Not the older Mokolé, though — they re­ member the War of Rage, and to them, it might as

well have been yesterday.

Breeds: Mokolé have only two breeds, homid and suchid. Homid Mololé might come from Africa, Asia, Australia, or any other land that boasts large reptiles. They begin with Gnosis 2. Suchid Mokolé are born as one of a number of different species of reptile. A Mokolé’s reptile form is called its varna, and this varna determines Rage (see Traits, below). A suchid Mokolé begins with Gnosis 4.

Auspices: Mokolé are tied to the sun rather than the moon, and recognize seven solar auspices. Rising Sun (Striking) are soldiers, hunters and explorers (beginning Willpower 3). Noonday Sun (Unshading) are enforcers of the law, judges or sentinels (beginning Willpower 5). Setting Sun (Warding) are guards, nurses, healers and caretakers (beginning Willpower 3). Shrouded Sun (Concealing) Mokolé are mystics, seekers and shamans

ARCHID CHARACTERISTICS

The following characteristics are appropriate for a Mokolé’s Archid form:

• Armor: +2 Soak.

• Bladed Tail: Gains a tail lash maneuver (Str +2 aggravated damage, difficulty 7).

• Color Change: +1 difficulty to spot a Mokolé in hiding.

• Constricting Coils: +3 dice to attempts to immobilize target.

• Fins: Double swimming speed.

• Gills: Fully amphibious.

• Grasping Hands: Normal manual dexterity in Archid form.

• Horn: Gains a gore maneuver (Str +2 aggravated damage, difficulty 7).

• Huge Size: Stamina +1, +2 damage to Body Slam or Overbear attempts.

• Long Teeth: Bite damage is increased to Strength +3.

• Poison Sacs: May inject poison once per day on a successful bite attack; the victim must soak four additional dice of poison damage.

• Royal Crest: +2 to Social rolls involving Nagah or Mokolé.

• Terrible Claws: Claw damage increases to Strength +3.

• Upright Walking: Frees up forelimbs when walking.

• Webbed Feet: May swim at 150% speed and walk without trouble on soft mud. Other Dexterity rolls on dry land are at +1 difficulty due to webbing.

(beginning Willpower 4). Midnight Sun (Shining) are poets, artists, jokers and masters of puzzles (beginning Willpower 4). Decorated Sun (Gathering) are matchmak­ ers, coordinators and organizers (beginning Willpower 5). Eclipsed Sun (Crowning) are the rarest of all Mokolé and are the ruler-priests of the breed (beginning Willpower 5).

Traits:

• Mokolé regenerate in the same way as Garou. • Mokolé suffer the same effects from gold and silver than werewolves suffer from silver.

• Mokolé cannot step sideways without special Gifts. • Mokolé use Rage and Gnosis in the same ways that Garou do.

Forms: Mokolé assume three forms. Homid form is that of a normal human. The other two forms are a bit more complex than many of the other Fera.

Archid: The Mokolé “war form” is unique to each character. In the nightmares leading to the First Change, the Mokolé dreams his Archid form from the memories of the ancient past. The player chooses a number of Archid form traits equal to the character’s Gnosis (after spending any desired freebie points on Gnosis). These traits are listed in the sidebar. The modifiers for this form are the “base” modifiers, before any of these traits are applied. This form incites full Delirium and can make bite and claw attacks for aggravated damage. Modifiers: Str +4, Dex –1, Sta +4, Man –3, App 0

Suchid: A Mokolé character’s suchid form varies based on the varna (the reptile species).

American alligator/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.

Monitor lizard: Str +0, Dex +0, Sta +2, Man –4, Rage 5 Note: Running speed same as Homid form; sprints are possible; limited swimming.

Gila Monster: Str –1, Dex +0, Sta +1, Man –3, Rage 5 Note: Half human running speed, cannot swim. Bite inflicts Strength –1 damage.

Saltwater/Nile Crocodile: Str +3, Dex –2, Sta +3, Man –4, Rage 2

Gavial/Caiman: Str +1, Dex –1, Sta +3, Man –4, Rage 4 Mugger Crocodile: Str +1, Dex +0, Sta +2, Man –3, Rage 3

Sample Gifts: Mokolé Gifts deal with sunlight, sight, memory, and making best use of their reptilian forms. Auspice Gifts can be drawn from the following lists: Rising Sun — Ahroun, Get of Fenris; Noonday Sun — Children of Gaia, Philodox; Setting Sun — Ahroun, Shadow Lords; Midnight Sun — Ragabash, Galliard; Shrouded Sun — Theurge, metis; Decorated Sun — homid, Silent Strider; Eclipsed Sun — Silver Fang, Galliard.

STEREOTYPES

Silver Fangs: King, your reign has been brief indeed, and you have wrought so much damage.

Children of Gaia: Your talk of peace seems…late.

Ratkin: We remember when you crawled out from under the corpses of the Lizard Kings. We try, every day, to forgive you.

Ananasi: You tricked us. The others have forgot­ ten, but we do not. Remember this: We would have helped you if you had asked.

See also 15

Abilities & Attributes

  • Dexterity shared/trait/attribute/dexterity
  • Stamina shared/trait/attribute/stamina
  • Strength shared/trait/attribute/strength

Gifts

Merits & Flaws

Places

Tribes & Fera

Referenced by 55

Bestiary

Gifts

Places

Rules

Tribes & Fera

  • Ajaba werewolf/faction/fera/ajaba
  • Bastet werewolf/faction/fera/bastet
  • Bunyip werewolf/faction/lost_tribe/bunyip
  • Gurahl werewolf/faction/fera/gurahl
  • Rokea werewolf/faction/fera/rokea
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