THE REVISED MOKOLE

By Dennis Payne (payned@rpi.edu) (14 Oct 1993)

Much of the material presented here is taken directly from the Werewolf Player's Guide.

Character Creation for the Mokole remains the same except for chosing gifts. The Aspects have allow been expanded upon.

Gifts are chosen for the Breed of the Character and the Aspect. One Level one gift is chosen for the Breed and one gift is chosen from the list given for each Aspect. Freebie points may be spent to gain more level one gifts from either the Breed or Aspect.

Children of the Sun: Aspects

The Mokole are sun creatures. They revere the sun as the giver of life and source of heat for their bodies.

The attitudes of the Sun determine the identity of a Mokole much as the moon auspices do for the Garou. The Mokole recognize seven attitudes the Sun can take.

The Rising Sun - "Strike"

The Rising Sun have much in common with the Garou of the Full Moon. They prefer to act rather than wait. In battle they are the front line.

The Strike are more physical than other Mokole except for those of the Setting Sun. Their bravery during combat is legendary but they lack patience needed for planning.

Sun Dice: Throughout their lives such creatures gain a +1 dice when taking initiative.

Beginning Gifts: Bellow, Razor Claws, Resist Pain

Initial Willpower: 3

The Noonday Sun - "Shadowless"

The Noonday Sun are the police and the judges. They mediate disputes and dispence justice to those who disregard the litany. They enforce the power of the Crowned.

The Shadowless are held in great respect. To go against the Shadowless would result in excution or being exiled. They represent the pure qualities of the Sun and are commited to their duty.

Sun Dice: These Mokole may subtract one die from the dice pool of attacking Wyrm or Kindred, or by any foe attacking from living in, or related to the dark. This may be used against vampiric disciplines, lessening the effect of Domination or Obfuscate.

Beginning Gifts: Bellow, Scent of True Form, Resist Pain

Initial Willpower: 2

The Setting Sun - "Ward"

The Setting Sun protect the Mokole family from outside threats. During times of trouble they have been known to work with the Noonday Sun.

Wards are similar to the Strike, but defend the tribe rather than wage war. They will do everything in their power to protect the Mokole, including sacrificing themselves. Legends tell of how one Ward defeated 10 enemies of the tribe by himself.

Sun Dice: Wards add an extra die to their dice pools when they defend or retreat.

Beginning Gifts: Bellow, Razor Claws, Resist Pain

Initial Willpower: 1

The Shrouded Sun - "Concealed"

The Shrouded Sun are the mystics of the Mokole. They preside over rituals. Thaumaturgy is commonly studied by them.

Unlike most Mokole, the Concealed are occasionly encountered in the Umbra. Because of their ability to travel the Umbra they convey information amoung the Mokole.

Sun Dice: The Concealed gain an extra die on their Stealth and when they camouflage anything anytime, for any reason.

Beginning Gifts: Walking Between Worlds

Initial Willpower: 3

The Midnight Sun - "Shining"

The Mokole born at night are called the Shining. They are the makers of myth and arbiters of the afterlife. The Shining perform burial rituals. At the coming of night they tell stories of great heroes of days past. After the death of a Mokole, he is lead to the realm of the Dead by the spirits of dead Shining. Those who disgrace the Mignight Sun are doomed to eternally wander the Umbra.

Sun Dice: They can draw on three extra Willpower points when they are damned, doomed, or up against hopeless odds.

Beginning Gifts: Darksight, Mindspeak, Cloak of Shadows

Initial Willpower: 4

The Decorated Sun - "Followed"

The Decorated Sun are the workers of the Mokole. The Crowned may reign, but the Followed get things done as Mokole say. They can do anything except lead.

The Followed are known for following orders but lack initiative to give orders.

Sun Dice: The Followed receive an extra die when following orders or working with a group.

Beginning Gifts: Talk, Cooking, Mother's Touch

Initial Willpower: 2

Solar Eclipse - "Crowned"

The Crowned are the rarest of all the Mokole. All other Mokole defer to them. Their rule is supreme and finale outweighing all other Mokole.

The Solar Eclipse are rare normally and the War of Rage reduced their number even greater.

Sun Dice: The Crowned get one extra die to apply anywhere they want when the sun shines.

Beginning Gifts: Bellow, Lambent Flame, Razor Claws

Initial Willpower: 5

Breed

Gifts

Name of GiftLevelName of GiftLevel
Homid
Persuasion1Tongues3
Smell of Man1Coccoon4
Jam Technology2Spirit Ward4
Staredown2Assimilate5
Disquiet3Reduce Delirium5
Reshape Object3
Suchid
Heightened Senses1Tail of the Monkey3
Leap of the Kangarou1Beast Life4
Scent of Sight2Gnaw4
Sense the Unnatural2Elemental Gift5
Catfeet3Song of the Great Beast5
Detect Spirit3

Aspect

Gifts

Name of GiftLevelName of GiftLevel
"Strike"
Bellow1Might of Thor3
Razor Claws1Hot Ichor4
Resist Pain1Scream of Gaia4
Armor of Tortoise2Sleep of the Dragon5
Clap of Thunder2Wall of Granite5
Combat Healing3
"Shadowless"
Bellow1Eyes of the Cobra3
Resist Pain1Balor's Gaze4
Scent of True Form1Strength of Dominator4
Strength of Purpose2Return to True Form5
Tame Sunbeam2Sleep of the Dragon5
Clear Mind3
"Ward"-- Same as "Strike"
"Concealed"
Mother's Touch1Exorcism3
Sense Wyrm1Grasp the Beyond4
Spirit Speech1Strange Rain4
Talk1Sleep of the Dragon5
Become Log2Spirit Vessel5
Command Spirit2Walking Between Worlds5
Clear Mind3
"Shining"
Cloak of Shadows1Song of Rage3
Darksight1Invisibility4
Talk1Shadows by the Fire Light4
Become Log2Shadow Pack5
Dreamspeak2Sleep of the Dragon5
Hear the Corpse Whisper3
"Followed"
Cooking1Tail of the Monkey3
Mother's Touch1Body Shift4
Talk1Infest4
Become Log2Calm the Flock5
Grovel2Sleep of the Dragon5
Long Running3
"Crowned"
Bellow1Silvery Claws3
Lambent Flame1Hot Ichor4
Razor Claws1Mastery4
Awe2Rule5
Tame Sunbeam2Sleep of the Dragon5
Eye of the Cobra3Walking Between Worlds5

Gifts

All gifts may be found in either Werewolf or the Player's Guide, except for Return to True Form.

Return to True Form (Level Five): This Gift acts similar to Take the True Form but lasts for the entire scene. This power also works on shapechanged Kindred but the difficulty is nine.