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About this Book

This is a compilation around the Mokolé in Werewolf Drive ThruRPG, or at your local Onyx Path distributor.
20th Anniversary publications. However, much of After all they need our support to keep releasing games.
the old material didn’t make it to those editions. Some players would like to take only the new
Maybe because they wanted to save some space or W20 as canon, while others would love to add the
perhaps because some of the old material where old material to enrich their camping. In both cases
outdated or just silly (im looking at you Boat of the this book assign a color for each of this sources.
Sun). See this book as a enriched version of the Dark Green Text its for all the material taken
information already given about the Mokolé in W20 from Changing Breed Book 6: Mokolé.
Changing Breeds. Black Text if for all the material taken from
I’ve taken the liberty of copying and adapting any 20th Anniversary source.
the Gifts that needed be checked in the W20th To play a Mokolé chronicle to its full potential
Book, and W20th Changing Breeds. Hoping save try to buy and read most of the following books:
search time to players opening other documents or Mokolé: Changing Breed Book 6
searching for the Gift in the physical book Werewolf: The Apocalypse
I strongly encourage, to all the readers this project 20thAnniversary Edition
could have, to buy and support Onyx Path products. W20th Changing Breeds
Be it in a Kickstarter project, buying some books from W20th Book of the Wyrm
Contents
Sunrise: Dragons in our Midst 13
Introduction and Lexicon

Morning: Was 17
Mokolé History, Lore and Duties

Noonday: Us 23
Breeds, Auspices and Streams

Afternoon: Dragon Making 35


Rules and Game Mechanics

Evening: Dragon’s Eye 49


Gifts, Rites, Fetishes, Talens and Totems

Sunset: Dragon Lore 91


Mnesis Details, Umbra, Antagonists and Storytelling Notes

Night: Lizardskin 101


Merits and Flaws, Final Notes and Suggestions
Sunrise: Dragons
in Our Midst
Everyone knows that there are dragons. And, if you pageant have gathered in four major “streams” based
think about it, you always knew. Remember? Lurking in around four of the primeval rivers of the world.
the corners of folklore and fairy tales; every creature in Once human civilization falls — and it will,
your dinosaur books. Under your bed, under the pond, for it is merely a brief aberration as the Mokolé
under the surface of your mind? They were there. reckon time — then the great kings will arise from
You started to ask questions and the grownups the wastelands and rule once more. The werelizards
told you there weren’t any such things. You didn’t believe don’t want the Apocalypse to happen, necessarily,
them and looked for yourself. Looked into yourself for the but they are more than prepared for what will follow
coils and scales. The dragons were real. the Final Battle.
You were a dragon. The Mokolé band together in clutches, and
gather in wallows, usually in areas where humans
Modern descendants of the prehistoric Lizard Kings, and reptiles can co-exist. They don’t seek out the
Mokolé are beings with three forms who can change company of other Fera (which they call Bête), but
between them at will. One form is human, one is some of the younger weresaurids are willing to speak
reptilian, and the one in between is a beast out of with them on peaceful terms. Not the older Mokolé,
time dinosaur, dragon, sea-serpent, or some other though — they remember the War of Rage, and to
living fossil, an amalgam of dreamed-of power. But them, it might as well have been yesterday.
the Mokolé are more than just shapeshifters, they are There are no “tribes” to command the
the Earth Mother’s memory, blessed and burdened loyalty of Mokolé. Mokolé are neither pack creatures
with ensuring the past is not forgotten. like the Garou, nor solitary like the Bastet. Instead,
The Lizard King’s Kin still walk the earth. they are united into clutches, family-like groups of
But don’t bother looking for some Lost World where Mokolé and Kin. The clutches are localized and
thunder lizards and T-rexes have survived extinction. preserve the Memory of a certain area. Wanderers
That’s a myth distorting the real truth. The Mokolé pass between them to unite what remains of Gaia’s
are lurking, just below the surface, in swamps, seas, Memory. Clutches ally into streams, the four great
and rivers all over the world. “rivers out of Eden” which are the Mokolé. The four
Weresaurians have survived as alligators streams are:
and crocodiles, monitor lizards and Gila monsters, The Gumagan, the Stream of the Forerunners,
gavials, caimans, perenties — and stranger things The Makara, the Stream of the Folk, The Mokolé-
that furtively spawn in the shadowy murk. Too few mbembe, the Stream of the Fighters, and The Zhong
to form tribes, the survivors of this evolutionary Lung, the Stream of the Philosophers.

SUNRISE: DRAGONS IN OUR MIDST 13


The Dragon Society are clowns, poets and doers of the impossible. The
Shrouded Suns perform the mysteries, while Mokolé
Mokolé are anything but tribal. Their concerns are born beneath a haloed or Decorated Sun organize.
at once more global and more local. Their society, Finally, the rare Mokolé born under an eclipse are
embracing both Changers and Kin, is one of strict rulers and priests.
roles and close community. Mokolé are born either human or reptile,
Mokolé live among humans when they and live as such, having no special powers, until
must, but prefer the company of Kin and other adolescence. At maturity, the ancestral memories
weresaurians. They realize this by grouping into of the Mokolé emerge, and the young Mokolé falls
wallows — homes for the human and reptile shapes into a trance. At that time, a new shape is born:
that they take. A wallow can be a traditional village, the battle-form, the dinosaur or dragon forms of
an apartment building (hopefully with a pool!), a the kings. When the trance ends, a true Mokolé
remote jungle mudhole, or a high-tech alligator awakens. This experience binds all Mokolé together
refuge with tourist shows. Visitors can be admitted and teaches them the course of life upon Gaia’s Face.
(or eaten), but the wallow belongs to the clutch. New Mokolé emerging from a “ripple” in the stream
Clutches can be rivals to one another, competing for and often identify with each other (like a human
lands, mates and treasures through courtship, games, generation).
ridicule and even dueling. Memory is all-important. A clutch defines
A Mokolé’s role in his society is determined itself by the memories it holds and passes down,
by his sun sign. The Rising Suns are hunters, generation after generation. Each ripple knows them
explorers and soldiers. The Noonday Suns are again for the first time. Communion with the past is
judges, lawmakers and executioners. The Setting more than a religious belief for the Dragon Breed. It
Suns protect and defend, while the Midnight Suns is the air that they breathe.
Mokolé Lexicon
Age of Kings: The era when the Lizard Kings ruled the earth. Mokolé-mbembe: The Stream of Fighters. Traditionally
Apocalypse: A time when one civilization falls, leaving from Africa and the Americas.
room for another to rise and take its place. For instance, Old Ones: Mokolé, especially the pre-Wonder-Work
the Mokolé survived an Apocalypse when the dinosaurs Lizard Kings.
became extinct (see Wonder-Work). Ora: A varna associated with some of the more than 70
Archid: The “battle-form” of a Mokolé. Unlike most species of monitor lizards.
Changing Breeds, this form varies drastically from Mokolé Paisa: A varna associated with American crocodiles
to Mokolé. (Crocodylus acutus).
Bête: Non-Mokolé shapeshifters. Stream: An interwoven group of related Mnesis
Champsa: A varna associated with Nile crocodiles bloodlines native to a specific area. Not “tribes” as such;
(Crocodylus niloticus). more relatives that have grown apart.
Clutch: A social grouping of Mokolé, usually a family. Suchid: When capitalized, the reptilian form of aMokolé.
Most guard and defend breeding grounds. When not capitalized, a Mokolé born from two reptilian
Designer: The shaper of Life (known to Garou as the parents.
Weaver). Syrta: A varna associated with caimans (Caimaninae sp.)
Devisor: The source of all creative power (known to Unktehi: A varna associated with Gila monsters
Garou as the Wyld). (Heloderma suspectum).
Dissolver: The Unmaker of Life (known to Garou as the Varna: The species of reptile into which an individual
Wyrm). Mokolé can transform.
Drachid: The “lost” toolmaker form of the Mokolé; the Vasanta: Spring auspice of the Makara; warriors.
shape of the Lizard Kings. Since the end of the Age of Wallow: A home for suchid breed Mokolé and other
Kings, no Mokolé has been able to assume this form. crocodilians or reptiles. Known as Caern to Garou.
Dragon’s Dream: A half-remembered Dream of the Wonder-Work (of the Wyrm): The Apocalypse that ended
Age of Kings. Also a future-Dream about a time when the civilization of the Lizard Kings; known to human scientists
mankind’s civilization will fall and the lost races of the as the “Cretaceous–Paleogene extinction event,” which
weresaurian will return to the world. occurred 65.5 million years ago. Mnesis dreams of the event
Dreamtime: Australian Umbra. vary greatly, and many of these dreams may be false or distorted,
Gharial: A varna associated with gavials (Gavialis but most attribute the event to the work of the Dissolver.
gangeticus). Zarad: Autumn auspice of the Makara; mystics and
Grisma: Summer auspice of the Makara; judges and law spiritualists.
enforcers. Zhong Lung: The Stream of Philosophers. Traditionally
Gumagan: The Stream of Forerunners. Traditionally from Asia and a part of the Emerald Courts of the
from Australia and Oceania. Hengeyokai.
Halpatee: A varna associated with American alligators Age of Sleep: The time between the Wonder Work and
(Alligator mississippiensis). the beginning of mankind.
Hemanta: Winter auspice of the Makara; tricksters and Bandaiyan: The Land of Fire; Australia.
rogues. Bata’a: African mages, often Kin to Mokole.
Innocents, the: The ghosts of the deformed and stillborn Blood-devil: A vampire, also called Leeches.
children created when two Mokolé mate. Dragon Kings: Legendary progenitors, found in the Umbra
Karna: A varna associated with saltwater crocodiles Dream Hunter: A monster inhabiting the depths of
(Crocodylus porosus). Mnesis, a dream of terror come alive.
Lizard Kings: The Mokolé who ruled the earth before Egg-smasher: A deadly insult, or description of the Garou.
their civilization was destroyed by the Wonder-Work. Eshu: African fae, rarely Mokolé Kinfolk.
Makara: The Stream of the Folk. Traditionally from Matre: Mystic power gained through parentage.
the Indian sub-continent. Also a varna associated with Proudest Monkey: Human.
mugger crocodiles (Crocodylus palustris). Wanderer: An office given to some Mokolé; indicates
Mnesis: The ancestral memories of the Mokolé. Each those who travel from wallow to wallow bearing tales and
stream (see below) usually has related Dreams, but all new mnesis.
of them include children who share the Dragon’s Dream Wani: Dragon Kings and Princes of the East; mighty spirits
(see above). who give their shapes to the Makara and Zhong Lung.
SUNRISE: DRAGONS IN OUR MIDST 15
Morning: Was
History
Before Man walked, Things roamed the Earth. in the Final Days, their numbers have increased, and
Slithering, stalking, stomping Things. Lazy, slow their territories have been secured. As man’s world
Things, too massive to be bothered by anything dies — as it was always destined to do — the Mokolé
smaller. Flickering, darting Things, fast enough are preparing for whatever comes next. Because they
to attack and be gone before the wound began to know, no matter how many times the cycle turns,
bleed. Sharp-toothed, tearing Things, and Things they will be there to witness it.
that soared overhead. Things in the depths of the To witness. And to remember.
blackest waters, and Things in the tops of the trees.
Things hunted. Things killed. And now…
Things remember.
The Age of Kings
Man’s history. Wolves’ history. The history of When dinosaurs walked the Earth in great
all who walk in fur and fang. This time and place and numbers, the greatest among the reptiles were the
all that exists here is but a flicker in the bonfire of what Lizard Kings. They were the emperors of lands
has come before. Before humanity, before science, that time forgot. The first great saurian kings.
before this mammal-led heartbeat. In a past far older Shapeshifters blessed by the Earth Mother.
than any but They-Who-Remember can recall, life No one Mokolé remembers this era perfectly.
thrived. Countless creatures lived, evolved — and Their collective memories of the Age of Kings are
eventually died. All with no more fanfare or legacy reflections of a thousand Things that thrived, Things
than humanity will leave behind when it is gone. that died, and Things that became something more.
Man is not the first. He is not the only. He Dreaming as dragons do, Those-Who-Remember recall
is not even the best. Time passes, and in time this creatures that walked on two legs, or four, or six. Beings
cacophony of human “civilization” will exist no that fashioned objects with dexterous claws, feathered
more. There will be no record left behind of this self- paws, prehensile tails, and scaled appendages. Sun-
important sour note in the symphony of time. worshipers who reverently raised towers of mud and
It will become — as have all the epochs stone — or meat and bone — to the golden sky. Monsters
before — a half-slumbering Dream in the memory of in the night, enacting strange, shamanistic rites round
those who remain. unlit menhirs, to appease an inconstant moon.
The Mokolé look forward to that time. Like the Mokolé’s true forms, these memories
Their numbers have dwindled for centuries, as they are patchwork abominations, blending things that
hid in the darkest corners of the wilderness, hunted by were, things that could not be, and things that never
those who misunderstood their Dreaming. But now, should have been. What truly was is uncertain,

MORNING: WAS 17
and each Mokolé believes differently about where They did not have a Homid form — humans did
the lines of Dreammemory and Dream-illusion lie. not yet exist. But in her infinite creativity, She created
Still, some Dreams occur so often that they have a thousand of different shapes: some with no legs, some
become accepted more than others as possible — if with many, some with wings or tails or articulate talons.
not probable — truth. These Dreams make up the Great and small, lumbering and lightning-quick, as
legendary tales of past Ages. Gaia created them, so they grew until they covered the
According to these legends, Gaia created world with their diversity and their splendor.
each of the first Mokolé with Her own hands, For millennia, Gaia’s first and favored children
fashioning them from the Dreams of her lover, ruled the earth, the seas, the air, and all of existence.
Helios, and the soft, wet, earthy flesh of her own Following in their Creator’s footsteps, the Mokolé
body. She gave them each three forms, mirroring took the clay of the earth and the heat of the sun, and
those of the Triat: the Suchid Devisor shape, the from it they fashioned the first tools, the first weapons,
Archid Dissolver shape, and the Drachid shape of the first villages, the first civilizations — and the first
the Designer. 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
THE END left of their enemies. They ruled the earth mercilessly,
The Cretaceous-Paleogene extinction with wit and wrath, with spear and razor-sharp tooth.
event. The Cretaceous-Tertiary extinction It was the time of the Mokolé, the Age of Kings, and
event. K-T extinction event. K-Pg. Scientists none dared challenge their superiority.
call the event by many names. The Mokolé But nothing lasts forever, and with the changing
have but one. The Wonder Work. of ages, even the greatest empires can crumble.

65 million years in the past, an asteroid


six miles wide struck the Yucatan Peninsula in
The Age of Sleep
Mexico, leaving a crater more than 100 miles No one knows exactly why the Mokolé’s civilization
across. The impact — 2 million times more fell. Perhaps the tyrannical Lizard Kings grew too
powerful than the biggest bomb mankind proud, and were cut down for their hubris. Possibly, as
has ever ignited — created a storm of hellish is happening in current days, the Dissolver grew strong
proportions that blanketed the atmosphere enough to strike low those who opposed it. Maybe
with super-heated dust, ash, and steam. Bits of Gaia’s attention (and protection) was drawn away
the asteroid and the impact crater ricocheted by more warm-blooded worshipers. It’s even possible
out into space, and were pulled back to earth (albeit unlikely, in a reality full of near-omnipotent
in a rain of molten burning stone that baked spirits and supernatural beings) that the end of this era
the land and started wildfires across the globe. was nothing more than a twist of fate — the unforeseen
The sky filled with toxic fumes. Acid rain and unavoidable collision of a celestial body and a piece
fell around the world. The dense particulate of space effluvia. But whether the why was ill fortune or
cover kept sunlight from reaching the earth’s the hand of fate, the how is clear. The end came in the
surface. form of a global-level disaster, and it struck down the
Lizard Kings in all their terrible glory.
In an instant, the entire face of the A few young Mokolé have dreamed Mnesis-
planet changed. Millions of species died out visions of a time before the Wonder-Work. Late in the
in the aftermath, including the vast majority Lizard Kings’ reign, however, early man evolved from
of the reptile population… and Lizard Kings his ape-progenitors and gained enough sentience to
themselves. serve and worship the Lizard Kings as his lords and
masters. Early humans were used as slave labor, as
servants — and as breeding stock.

18 MOKOLÉ
By integrating human genetics with their
own, Mokolé eventually developed a human form to
The Age of Beasts
complement their three original ones. But, Homid After her first children had been destroyed in the
was viewed as less useful (and attractive) than Wonder-Work, Gaia created the rest of the Changing
Drachid, and their human Kinfolk were never seen as Breeds from the mammals and birds who thrived in
equals. Half-breed offspring from both humans and the same conditions that had destroyed her eldest
reptiles did serve as their Kinfolk, however, and when children. In the Lizard King’s absence (while the
the End came, these Kin preserved the legacy of the Mokolé Kin were still attempting to repopulate the
Mokolé — somehow escaping the destruction that Breed), these new shifters rose to dominate the Earth.
befell the Lizard Kings themselves. The vast majority The many Changing Breeds could have
of Mokolé know that man appeared millions of years shared the Earth, but they warred for petty and
after the Wonder-Work. They wonder what force has primal reasons, contesting for territory, herds of
tainted the Mnesis of their young — whether it is breeding stock, or foolish pride. The most territorial
the Dissolver, or one too many fantasy novels. shapeshifters were the Garou, werewolves who
Generations after the Wonder-Work destroyed waged war against all the other Breeds. The still-
their civilization, new Mokolé began to be born (and recovering Mokolé were among their favorite targets.
hatched). The Lizard Kings’ fall had cost the Breed, Those weresaurians who took huge and monstrous
however. None of the new generation could take the forms were easy targets for wolf packs, as were those
Drachid form that had allowed their ancestors to build who moved slowly, or bore bright colors rather
their empire and dominate the pre-Event earth. Limited than camouflage. Many varna recovered from the
to three forms (Homid, Suchid, and Archid) these Wonder-Work only to fall to the claws and mindless
new Mokolé had to forge a different path than their fury of their wolven cousins. Those that took the
progenitors had used — and they faced a challenge the form of lesser saurians and reptiles, however, fled to
Lizard Kings never had to contend with. the shadowy places of the Earth, lurked beneath the

MORNING: WAS 19
surface of swamp and sea, and some — although not word about how the War against the Wyrm is faring.
all — escaped the Garou’s wrath. While subterfuge and subtlety are key components in
If the Fera had allied against the Garou, these the Mokolé arsenal, with increased numbers comes
“Wars of Rage” could have been averted, but they did increased risk of detection.
not. Instead, the Garou’s War cleared the way for the For millennia, Mokolé have survived by
rise of the werewolf tribes, and the further decline of hiding from the Garou and other enemies. Many
the weresaurians. By the time mankind waged war elders of the streams believe their race’s survival
against the Garou, the Mokolé had become relics depends on continuing to hide and breed until their
of an older time, their greatest history left only as numbers are so great that no one can stand against
memories and dreams — Dragon’s Dreams. them. Younger weresaurians defy such reason,
forming “imperfect clutches” to venture away from
The Age of Man their wallows and sway destiny in their Breed’s favor.
The latest generation of Mokolé wants to do more
Man rules now where Beasts once did. For the than witness and remember history; they want to
saurians, however, man and Bête are little more than create it.
dangerous children playing at being sovereigns. For
the descendants of the Lizard Kings, the only true
civilizations died out millennia ago.
The Duties
Most Changing Breeds fear the Apocalypse, The Sun has given his Children a series of moral
and believe it represents the end of the world. But and personal imperatives by which to live their lives.
the Mokolé know an older truth: this time is but a Called the Duties, these are the Mokolé precursor to
poor reflection of a time when the Old Ones ruled, the Garou Litany.
and when the cities of Men have been laid low, the Each Duty is connected to one solar auspice,
Old Ones will rule again. although all Mokolé are bound by them. Violations
The weresaurians have no need to bring of the Duties merit reprimands, loss of status, and
about the end of the human world; they have only other punishments. The Unshading enforce the
to wait patiently for human civilization to fall to laws, although even Midnight Suns will chastise an
its inevitable demise. Until then, they breed new undutiful Mokolé.
young in record numbers, preparing their population The Rising Sun says Cull the Fallen. The
for its return to power. They endure the Wyrm’s creatures of the dissolver, Mokolé who have fallen
depredations, the Weaver’s encroachment, and the or broken the Duties and Gaia-wrecking humans
Wyld’s madness, looking forward to the time they are fair game. The Corollary of this Duty is the
know must come. The Dragon’s Dream speaks of obligation to avoid unlawful prey. Likewise,: Mokolé
what was, and what will be again: the Lizard Kings’ do not hunt Garou or other shapeshifters wantonly.
return. Reality: Mokolé can’t keep killing humans,
or so many reptile Kim will be killed in return that
The Mokolé Today more Mokolé can’t be born. Garou, thinking that the
Mokolé themselves are Dissolver-spawn, have slain
As the current End Times loom large, Mokolé young so many of the Dragon Breed that missions against
have felt an increased internal pressure to claim new the Dissolver are rare. The Mokolé have enough
breeding grounds, despite their elders’ protestations. problems of their own.
The drive is two-fold: expanded territory (and new The Noonday Sun says Let No Shade
mates) to increase their numbers, and additional Accuse You. At all costs, avoid breeding with other
information about the progress of the final days. Mokolé. When judging, judge fairly. When making
Some cautiously venture into the human war, remember the death that it brings. Accept a
world in search of clues as to when the Dragon’s surrender when you can. There are nor enough
Dream will become real. Others slink around the Mokolé left to waste. Moderation is the way to bring
campfires and caerns of other Shifters looking for justice to Mokolé society.

20 MOKOLÉ
Reality: Mokolé seldom breed with other by being it themselves. Many tales mention the
Mokolé, and regret it when they do because of the elaborate practical jokes and teaching pranks of the
Innocents, who harry any Mokolé in the Umbra. No-Suns. There are tales, dances and shapeshifting
Mating rites ensure that Mokolé have suitable Kin plays that convey the wisdom of the Midnight Suns
partners. Mokolé often deal leniently with violations of in a way that everyone can understand and enjoy.
the Duties, as so few Mokolé remain that the harsher Reality: The Shining perform their function
punishments would only weaken Sun’s children further. gladly, to the chagrin of their clutchmates.
Duels are almost unknown anymore save in Mnesis. The Decorated Sun says All Are Of Gaia.
The Setting Sun says Guard the Wallow. Know that Kinfolk, humans, reptiles, and other
Children. Kin, and old or sick Mokolé as well as the Awakened are here for a reason. You have a place,
sacred sites and objects of the Dragon Breed need and so do they. Respect the Crowning, listen to the
protection. The laws of sanctuary mandate refuge Concealing, follow the Gathering. Leaders may be
for the needy. Likewise, respect another wallow’s questioned, but authority does not come from winning
territory and Memory, including the wallows of a fight. Honor the Eighth Sun, who enable the Mokolé
Nagah and Corax. As for the wolves, stay away. to survive. Make sure that all resources, including
Setting Suns never ask how many foes there are. food, are distributed fairly and in proportion. Heal the
Only where they are. sick, help the wounded, allow the dying spirit to pass
Long ago, rivalry between Mokolé and on into Gaia’s Memory.
between clutches ended in violence. Nowadays, the Reality: The Mokolé do not understand why
rarity of Mokolé means that the lives of the Dragon many Garou treat their Kinfolk so brutally. Mokolé
Breed are too precious. To kill a clutchmate is the are much more concerned with having children than
ultimate horror. Warding Mokolé have recently asked the Garou, but their attitude is that mating is there
whether, as Gaia dies, non- Mokolé shapeshifters to be enjoyed.
could also be clutchmates. Mnesis helps a great deal in making this Duty
Reality: The Setting Suns are still readv to real, however. Mokolé know the pain of childbirth,
die on a heap of the slain to save the clutch. Merely the bite of hunger, and the lash of slavery. Almost all
lighting isn’t enough, though. Mokolé now have to Mokolé have Mnesis from members of the opposite
manage things like acquiring legal title to land and sex, from humans and reptiles. This makes them
protected status for their reptile Kin. Strangers are unusually understanding.
more and more commonly accepted as it becomes The Eclipsed Sun says Remember. Sun made
painfully obvious that the Mokolé need help just you Mokolé for a reason. You are part of the Memory
to survive. Killing a clutchmate is still punished of Gaia. Don’t forget this.
by death. Unlike the Garou, the Mokolé enforce Reality: Many Mokolé are too busy fighting
tending a relative’s sickness, rather than forbidding it. for their lives to worry about Gaia’s great plan.
The Shrouded Sun says The Veil Must Not However, their mere existence and the perpetuation
Be Lifted. The Veil ensures the Mokolé’s survival, of the Dragon Breed are enough to assure that Gaia
and their exis-tence must be kept secret. Likewise, has a Memory.
the lore of Mnesis is for those who can use it, and is
to be kept for its rightful owners.
Reality: The Delirium helps out a lot here. The Mokolé of the East, the Makara and Zhong
As the Mokolé drop in number, even the other Lung, adhere to the Mandates of the Emerald
shapeshifters begin to believe that they are extinct. Mother, the Hengeyokai law. These rules are
In most chronicles, a non- Mokolé character will somewhat different from the Duties, but are
need Mokolé Lore even to know that the Dragon based on the same principles.
Breed-exist at all. (More about the Hengeyokai, the Beast Courts
The Midniight Sun says Test the Clutch. and their Laws in W20CB, p. 37 & 270)
The tricksters see what other Mokolé don’t. They
prepare their clutchmates for the unexpected

MORNING: WAS 21
Noonday: Us
Breeds Drive, Etiquette, Firearms, Computer, Law, Linguistics,
Medicine, Politics or Science with initial points, only
Mokolé only have two breeds: homid and suchid with freebie points or experience. Furthermore, they
(reptilian). Their Metis die before they are born. may not buy Resources, Allies, or Contacts at character
•Homid: The human- born, are at a creation, save with freebie points (although they’re free
distinct disadvantage in Mokolé society because to make friends and accumulate wealth during the
their awareness of their reptile side is mostly learned course of play). Their only Kinfolk are reptiles. In the
rather than instinctual. Suchids make fun of them for First Times, most Mokolé were suchid, but as reptile
their ineptitude at hunting and swimming. A homid species become endangered, homids have become as
Mokolé’s ethnicity usually depends on its stream. numerous as suchids.
Mokolé-mbembe walk among humans in the Americas Beginning Gnosis: 4
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 The Innocents
Gumagan, and Asian Zhong Lung — contain many Mokolé have no metis and never will. While a
of the stereotypical populations associated with those Garou wears a war form that has been the same
regions. However, just as nations are culturally diverse, since the Last Times, every Mokolé’s battle form is
a stream is not limited to any one ethnic group. As different and must be dreamt into being. A Mokolé
the End Times approach, unexpected individuals are with two Mokolé parents would have to dream
awakening to the Dragon’s Dream, rediscovering their her Archid form in the shell, which is impossible.
reptilian heritage. The result of Mokolé-Mokolé mating is a deformed
Beginning Gnosis: 2 fetus (or a clutch of horror-eggs with monstrous
•Suchid: A suchid Mokolé is hatched from embryos inside) constantly shifting shape. The
a reptile egg. Civilized homids often consider the Mokole mother usually has to shapeshift to Archid
suchids’ views on the world to be blatant, brutal, form to avoid being ripped apart by her freakish
and crudely laced with self-interest. In actuality, offspring, who sometimes claw their way to Sun’s
suchid are capable of subtler thoughts than “slaying light through her body. The child dies, unable to
and breeding” (or “fighting and fucking”). When maintain a stable shape, and becomes an Innocent.
in throes of reptilian Frenzy, however, immediate These hungry ghosts prowl from the
gratification of the id and ego are a suchid’s primary Shadowlands to the Near Umbra and back, without
concerns, confirming the breed’s base reputation. memory of who and what they realy are.
They are as limited as lupus Garou when it (More info about Innocents on page 97)
comes to purchasing Abilities. They cannot purchase

NOONDAY: US 23
Organization their numbers, but (unfortunately) does little to
quell rivalries between clutches.
Wallows A healthy, functional clutch depends on
Mokolé live much humbler lives than they did the relationships between the different aspects (the
millennia ago. Their Dreams speak to them of past weresaurian version of auspices) of Mokolé society. In
eons of saurian supremacy where their ancestors the West, a grouping that contains representatives of
dwelled in herpetological luxury. But in the modern all seven aspects is known as a “perfect clutch” — an
world, they maintain modest places where they can extremely rare occurrence. Some young weresaurians
hide from those who would do them harm, spawning venture into the world specifically to form a perfect
enough hatchlings to perpetuate their race. These clutch, for there are legends and prophecies of what
breeding grounds are known as wallows, homes for such groups can accomplish. A group that includes
the human and reptilian shapes they take. five auspices is known as an “imperfect clutch”.
Most wallows evolve in places where humans These are becoming increasingly more common as
and reptiles can live side by side without raising overt more young heroes leave isolated wallows to seek
suspicion: alligator farms in Florida, ruined temples to their way in the world.
forgotten gods in India and along the Nile, riverside
fishing communities in China, isolated hot springs Gathers
in the Australian outback, and similar locales. Such The gathers of the Dragon Breed are quite different
places are few and far between; the human dislike of from the moots of the Garou. Since the decimation
all things slithery and scaled is as deeply imprinted of the Mokolé in the Wars of Rage, and their
and ancient as the saurian’s own Dreams, and many subsequent difficulty in regaining their numbers,
humans look askance at those who interact with gathers are also less frequent: though the Mokolé
reptiles on a frequent and voluntary basis. are gregarious, they are few in number. However,
Mokolé all over the world learn of gathers through
Clutches Mnesis, and more or less know what to do in one.
Wherever intelligent living things gather, They hold gathers before wars, at the summer and
communities emerge. Weresaurians form small, winter solstices, when a Crowning takes office and
moderately social clans called clutches. Two for some other occasions. While a gather ideally
clutches may harbor grudges and petty rivalries for includes all seven sun auspices, sometimes requiring
generations, sometimes warring over misperceived that several clutches meet, necessity demands that a
slights, but ultimately, survival is their chief concern. Mokole act in substitute of any sun auspice which is
When two clutches fight, they do not kill each other, not represented. In particular, when no Eclipsed Suns
but act to injure and shame their enemies enough are present, an elder takes the role of supervising the
to temporarily delay further conflict. This preserves gather instead.
born slightly after will be Warding.) Most either
Auspices become judges, enforcers of law (in its many forms),
or guards who patrol the areas surrounding wallows.
Dragon-Dreams regarding the auspice factions of the They are also known as the Laws of the Sun, or the
original Lizard Kings are a source of great controversy Will of the Crowned.
among the Mokolé. Each stream’s Dreamers have Beginning Willpower: 5
Mnesis that supports their own group’s auspice Auspice Benefit: Once per scene, the
patterning, leading some saurian sages to believe Unshading can subtract one die from the dice pool
that the Lizard King kingdoms may have had diverse of one of the following “creatures of darkness”:
factions as well. vampires, fomori, demons, Black Spirals, Spectres,
In modern times, two of the four Mokolé Nephandi, or Banes.
streams use solar auspices, while the other two Quote: You think that the darkness will hide
use seasonal ones. Mokolé-mbembe and Gumagan your actions, but I have eyes of the Sun ans can see
recognize seven solar auspices, determined by you wherever you cower.
position and/or condition of the sun when a Mokolé •Setting Sun, Warding: As the sun sets, the
is born. wise ward against evil hidden in the growing darkness.
A Mokolé’s role in his society is determined Mokolé born between noon and sunset inherit this
by his sun sign. The Rising Suns are hunters, aspect, dreaming of dangers hidden in shadows.
explorers and soldiers. The Noonday Suns are Many become guards, nurses, healers, or caretakers.
judges, lawmakers and executioners. The Setting They are usually better at taking defensive measures
Suns protect and defend, while the Midnight Suns than the more aggressive Rising and Noonday Suns.
are clowns, poets and doers of the impossible. The When on the attack, they usually support and heal
Shrouded Suns perform the mysteries, while Mokolé their comrades.
born beneath a haloed or Decorated Sun organize. Beginning Willpower: 3
Finally, the rare Mokolé born under an eclipse are Auspice Benefit: A Warding gains an
rulers and priests. extra die to one dice pool while defending others,
retreating, or following specific orders. This benefit
Solar Auspices may be used once per scene.
•Rising Sun, Striking: Between the reddening Quote: Lord Sun dies in blood, and so shall
of the eastern sky and noon, sunlight strikes at the I. But you shall die first.
heavens. Mokolé born at this time of day excel as •Shrouded Sun, Concealing: When the
soldiers, hunters, explorers, and seekers. They are sun is obscured, unseen forces scheme against those
fascinated by the present, especially in times of danger, who live in the light. Shrouded Suns are born during
when they must live for the moment. In Dreams of the day, but only at times when the sun is hidden.
such times, the sky reddens with the blood of their foes, Most become mystics, teachers of spirit lore, or
usually the same hue as the light of the rising sun. scholars of secret knowledge. They are usually the
Beginning Willpower: 3 most skilled at magic and supernatural Gifts, relying
Auspice Benefit: A Striking Mokolé has the on subtle methods of hunting and exploration. Their
option of rerolling his initiative once per scene. The shamanistic powers allow them to channel spirits,
character must use the second result, regardless of and some interact with human shamans to learn
whether it’s higher or lower than the first result. powerful lore.
Quote: Oh, do not fear, little one. There Beginning Willpower: 4
shall be companions for our deaths. Auspice Benefit: The Concealing gain an
•Noonday Sun, Unshading: At high noon, extra die on Stealth rolls used to hide themselves, or
the sun reigns supreme over the Earth, seeing all. other objects or persons. This extra die may be used
Mokolé born within an hour of noon may inherit once per scene.
this aspect. (It is just as likely, however, that one Quote: You who look into darkness, know
born slightly before noon will be Striking, or one that there are also mysteries in light.

NOONDAY: US 25
•Midnight Sun, Shining: When creatures of •No-Suns are born under the lightless sky,
the sun are born at night, strange and contradictory during nighttime storms or other dark celestial events.
events occur. Drawn to darkness, they still burn with The most mysterious aspect of all, they draw wisdom
Helios’ light. Midnight Suns are born between sunset from the empty spaces between stars, claiming that “light
and sunrise. They tend to love puzzles and paradoxes. is sometimes darkness.”
Many act as poets, jokers, artists, mythmakers, or Beginning Willpower: 4
guides to the dead. Auspice Benefit: When all is hopeless, a
Without the sun to guide them, they follow Midnight Sun shines with courage. When a Shining
other sources of light, and other philosophies. All Mokolé brings humor or courage in the midst of
share the same Benefit and begin play with the same a hopeless situation, the Storyteller may bestow
beginning Willpower, but they are the most diverse of an extra die to be used on any one dice pool. The
the seven “solar” aspects. In fact, they are so diverse Storyteller should not grant this benefit more than
that they have their own three “midnight” aspects. once per scene.
•Night-Suns are born by moonlight, under Quote: Maggots from meat, weevils from
Luna’s glow. They seek Gifts from the moon, calling her rye, Dragons from stars in a empty sky...
the “Sun of the Night.” At the Storyteller’s discretion, •Decorated Suns, Gathering: When light
they may learn Garou Gifts taught by Lunes. gathers, the sun is encircled by a halo. Decorated
•Many-Suns are born under the stars (before Suns are born when the sun is surrounded by rings,
the moon has risen or after it has set). They often claim rays, or flares of light (sometimes called “sundogs”);
that “every star is a sun,” and thus insist that they are a thus, they are among the rarest of the Mokolé. Other
thousand times more blessed than their brethren. They aspects consider them list-makers or busybodies,
follow as many paths to truths as the stars themselves, but they see themselves as hardworking organizers,
falling in love with wild ideas. coordinators, or matchmakers.
26 MOKOLÉ
Younger Decorated Suns love to either may choose to award an extra die to a dice pool
draw a clutch together or attach themselves to related to an act of inspired lunacy.
a successful clutch (which would no doubt benefit Quote: Sun be with you, and with us all.
from the expertise of a Gathering Mokolé). The
Crowning may reign, the Decorated Suns claim, but Seasonal Auspices
the Gathering actually get things done. While the Mokolé-mbembe and the Gumagan both
Beginning Willpower: 5 use solar auspices, their cousin streams to the east
Auspice Benefit: A Gathering may gain prefer a more seasonal system. Even between the
an extra die to one dice pool when acting in a Zhong Lung and the Makara, however, there is
collective effort. The Storyteller may bestow this dispute about how exactly to accurately represent
die once per scene. the seasons.
Quote: Even a dragon cannot do everything Zhong Lung
alone. The Zhong Lung have four auspices each
•Solar Eclipse, Crowning: In moments of corresponding to a season, a color, and a wind.
astronomical wonder, fantastic events can occur. Each also has a rough correspondence with a Solar
The rarest of all Mokolé are born during a solar Auspice, for the purpose of learning Gifts. Zhong
eclipse. They are the ruler-priests of Mokolé society; Lung who are a part of the Emerald Court may also
all weresaurians defer to a Crowning Mokolé. This choose from the general hengeyokai Gifts. All Zhong
respect is not without a cost, however. Crowning Lung begin game with 4 Willpower.
Mokole are expected to aid those in need, and to The Tung Chun are the warriors and lovers,
put the greater good of their Breed, stream, and born in spring. Their color is blue and green, and the
clutch before their own personal desires. Those who east wind blows on them. They resemble the Rising
do not quickly lose the respect normally afforded to and Setting Suns in demeanor. They begin with
their auspice. The Crowning solicit advice from the a Rage of 4 and receive the same sun dice as the
Concealing, while depending on the Gathering for Rising Suns.
their practical knowledge. The Nam Hsia, born in summer, are the
Beginning Willpower: 5 judges and lawgivers. They are favored by the
Auspice Benefits: A Crowning born during South wind and its warmth. They are most like the
a total eclipse becomes Jewel-Crowned, a high priest Noonday Suns or even the Eclipsed Suns. Their
leading ceremonies of worship to the sun. When the color is the emperor’s yellow, the color of summer,
sun is shining, the character gains one extra die once and they begin with a Rage of 3. Nam Hsia have the
per scene to apply to any one die roll. same sun dice benefits as the Decorated Suns.
A Mokolé born during a partial eclipse is The Sai Chau, whose color is deathly white,
Crescent-Crowned, a warrior king destined to lead are born in autumn. They are the seers and scholars
loyal followers into battle. During a scene when a among their scholarly people. The are the Shrouded
battle occurs, the character gains one extra die to Suns of their people, and somewhat like the
apply to any one die roll. Decorated Suns as well. They are also the keepers
If an annular eclipse occurs during a Mokolé’s of the wallows of the east, called “dragon nests,” and
birth, the child is considered Unity-Crowned, forging often reside in them all the time. The West Wind
alliances between disparate clutches, inspiring great from the Queen Mother blows on them, and their
deeds, and amassing great wealth. Once per scene, beginning Rage is 2. Sai Chau receive the same sun
the character gains one extra die to add to any one dice as the Shrouded Suns.
Social dice pool. The Pei Tung, whose beginning Rage is 1,are
A child born during the night of a lunar the jokers and tricksters. Born in winter, they are
eclipse is called Moon-Crowned. Such legendary warmed by the North wind, and like the Midnight
and reckless heroes are known for ridiculous whims, Suns, are contrary and love paradox. Their color is
deadly practical jokes, and highly inspired ideas that black, the “black of the daylight’” as they say. They
may “save the day.” Once per scene, the Storyteller share the same sun dice benefits as the Midnight Suns.

NOONDAY: US 27
Makara
While closer to the Zhong Lung than to
Streams
either of the other two streams, the Makara auspice The Mokolé do not have tribes, as do several of their
system is unique unto itself and — in part because of younger siblings among the Changing Breeds. Their
the complexity of the related caste system — almost Mnesis has preserved a degree of unity among the
incomprehensible to outsiders. isolated clutches that has led some outsiders to assume
The role of the Makara within Mokolé society is that the Mokolé are so rigidly traditional as to be unable
determined by this seasonal auspice, though all Makara to change. This isn’t completely true: environment and
are expected to try to aid Gaia’s other children in order time have shaped the Mokolé on Gaias face into four
to carry out their duties as the stream of diplomats. branches, called “streams” by the Wanderers.
The Hemanta, or winter auspice, are The four streams aren’t enemies, but they do
tricksters and rogues. They are expected to be crafty, have different interests; they aren’t allies, but have
but are often attributed with frivolous behavior. The much in common. Each is a collection of Mnesis
Hemanta have a beginning Willpower of 2 and the lineages organized in a geographic area with its local
same auspice benefit as the Shining solar auspice. Gifts and rites; each has a different approach to the
The Zarad, or autumn auspice, are thought problems that the Mokolé face.
of as mystics and spiritualists. Those of backgrounds The streams are all shaped by the nature
that preclude priestly duties often become bhagats of their chosen lands and the reptile Kin found
(“godly ones”), who try to blend their daily life with there. In this, they’re more like Bastet tribes, split
the rituals of religion. The Zarad have a beginning by feline and human Kin, than they are like Garou
Willpower of 3 and share the auspice benefits of the tribes, divided by territory and philosophy. Even
Concealing solar auspice. so, the word “tribe” just isn’t appropriate. However
The Grisma, or summer auspice, are the judges different a high-caste Bombay Makara and a
and police of the Makara. They are expected to seek truth Louisiana Mokolé-mbembe might be, they consider
and justice. This can be a rigorous duty in a society born themselves of one family — even if each looks on
of strong beliefs in duty according to caste and karma. the other as one of those “crazy second cousins.
The Grisma have a beginning Willpower of 4 and share The Mokolé are fairly widespread, although
the auspice benefit of the Gathering solar auspice. there are far more of them in the Southern
The Vasanta are the spring auspice and are Hemisphere than in the Northern. There are no
the warriors of the Mokolé of India. They are also Mokolé in Antarctica, although it’s said that once
travelers and are the most ready to hear of new things. there were. With Mnesis 4 or 5, a true adept can
The Vasanta have a beginning Willpower of 5 and see the southern continent as the green and pleasant
the same auspice benefit as the Striking solar auspice. land it was before the coming of the ice.

ZHONG LUNG AUSPICES


Name Solar Equivalent Season Wind Color
Tung Chun Setting Sun, Warding Spring East Blue/Green
Nam Nsai Noonday Sun, Unshading Summer South Yellow
Sai Chau Solar Eclipse, Crowning Autumn West White
Pei Tung Midnight Sun, Shining Winter North Black
MAKARA AUSPICES
Name Solar Equivalent Season
Vasanta Rising Sun, Striking Spring
Grisma Decorated sun, Gathering Summer
Zarad Shrouded Sun, Concealing Autumn
Hemanta Midnight Sun, Shining Winter

28 MOKOLÉ
Mokolé-mbembe Gumagan
The Stream of the Fighters, traditionally have A stream represented primarily by Aborigines and
stalked the swamps and waterways of Africa and the Melanesians, are the Mokolé of Bandaiyan called
Americas. They are renowned among other saurians Australia by whites. They also occupy Tsalats (New
for their rage and their prowess in battle. Of the four Guinea) and assorted islands of Oceania. They are
streams, they suffered more than any other in the the Mokolé most commonly found away from water,
Wars of Rage. First they saw the Grondr, Apis and and indeed some spend their whole lives in deep
Kamazots die, then they themselves were driven deserts. Once found all over the continent, they are
nearly to extinction. A few clutches swam to the today only a remnant of their previous numbers.
Americas, and eventually so many Mokolé had fled, At first, they never experienced the Wars of
died or gone to sleep that the Garou gave up the war Rage until Europeans came, bringing vampires with
against them. them. After that, furious Garou slaughtered the
Named fot the progenitor of their kind, the Bunyip and their allies left and right. The Gumagan
Mokolé-mbembe are the furthest-flowing stream held out as best they could, but against technomagic
and the boodiest, they are “the Mokolé” to the and silver bullets, they could not prevail. All they
Garou, and by far the largest of the four streams, and could manage was to hide the last desperate remnant
as the current End Times approach, their numbers of the Bunyip’s Kinfolk, but eventually everyone
are steadily growing. Decades ago, the Mokolé- was murdered or disappeared into the Dreamtime
mbembe were rarely sighted outside the depths of to never been seen again. This slaughter would be
the Amazon Rainforest. Now, a more diverse variety known later as the War of Tears.
of humans have awakened to the Dragon’s Dream, Known as the Stream of the Forerunners, they
and their human and reptilian Kin are growing ever are well-respected by other Mokolé for their insights
more diverse. into the spirit world, particularly the Dreamtime.
The stream’s most common varna are Unlike other streams, all Gumagan are capable of
alligators and crocodilians (including the American entering the Umbra. In ancient times the Gumagan
crocodile and Nile crocodile), but a few take the could simply wander in and out of the Dreamtime at
shapes of caimans or Gila monsters. will, but the coming of the Gauntlet changed all that.
Initial Willpower: by Auspice They are known for their extensive and primeval
Auspices: Solar Mnesis: their memories of the earliest days of the
Rage: By Suchid Varna Earth. Most Gumagan varna are saltwater crocodiles
or perentie monitors.
Initial Willpower: by Auspice
Auspices: Solar
Rage: By Suchid Varna
STEREOTYPES
•Gumagan: Lost in time, lost in space, or
just plain lost? The Sandwalkers need to wake up STEREOTYPES
and smell the coffee, if any are left at all. •Makara: They all want to be humans. Don’t
•Makara: They like humans too much. How they remember our duty?
can they cull them properly? It could be nice to have •Mokolé-mbembe: Colors are the deeds and
two-legs at your beck and call like that, though. sufferings of light. They have suffered much. Let us
•Zhong Lung: What we’d be if it weren’t hope that they can remember something more cheerful.
for the wars. I’d like to see if their fancy courts and •Zhong Lung: Snooty dragons. There is
philosophy schools could survive Garou attacks. more honor in following your own dreams than the
They are very wise, though. words of a hundred sages.

NOONDAY: US 29
Makara Zhong Lung
The Indian subcontinent serves as the spawning Working with the other Asian Changing Breeds,
grounds of the Makara, the Stream of the Folk. Their the Zhong Lung are known as the Stream of the
homeland is swept each year by monsoons that bring Philosophers. Although they have inherited the
death and destruction but also water the land to make millennial Mnesis of countless scholars and teachers,
it fertile. More than any other Mokolé, the Makara see because of their association with the Emerald Courts,
themselves as preservers of Gaia’s living thinkers, not they have the fewest memories of conflict with other
just memories of the long-dead. The human politics, shapechangers. Throughout the Middle Kingdoms
religion, and mysticism of the Indian sub-continent of China, Korea, Japan, and Vietnam, they have
have heavily influenced this stream. The Makara endured as the stream least harmed by the Garou,
consider themselves diplomats to the other Changing and so the Zhong Lung do not hate and fear the
Breeds. Also of great importance is Dragon, the Hakken as the Mokolé-mbembe do the Garou.
Father of the Wani, or Dragon Kings. Hindu Mokolé They are often noble and wise before the First
in particular usually interact with spirits through the Change. Their ability to look deep within other’s
sacrifice of fire, and revere Dragon as Agni, the God souls (and their own) is legendary. Alas, there are
of Fire, the Conveyor of Oblations, the Speaker of not many Zhong Lung left. Wars, the destruction
the Wani. Of course, their images of Agni are more of reptile species, and their own slow breeding have
reminiscent of the Wani than of humans. They also taken their toll.
acknowledge Chandra the moon. Above all, the Zhong Lung revere the Emerald Mother, and
Makara place Rta, Jya (or Gaia) and the Trimurti. the Wani, the dragon ancestors. Like the Makara,
Beneath Jya the Makara place the Trimurti, the Zhong Lung believe in the Balance, a supreme
composed of the Creator, Preserver and Destroyer. principle governing the entire universe. The Balance
An interesting difference between most Makara of yin and yang, light and dark, of the Devisor, Designer
and many of the other Changing Breeds is that they and Dissolver, is more important than the inherent
believe in Rta, or the cosmic order. goodness or badness of one of the Three. Zhong Lung
Their four auspices are determined by the recognize four solar auspices which determine their
seasons, and are further subdivided by the caste systems role in the dragon society and the beast courts.
of their homelands, to such a great extent that outsiders Their varna are most often Chinese alligators,
rarely understand the finer distinctions between them. saltwater crocodiles, and monitor lizards.
Makara varna are typically gavials, mugger Initial Willpower: 4
crocodiles, and saltwater crocodiles. Auspices: Seasonal
Initial Willpower: by Auspice Rage: By Auspice
Auspices: Seasonal
Rage: By Suchid Varna
STEREOTYPES
•Gumagan: We have watched their decline for
STEREOTYPES centuries: are there any left? Had the Middle Kingdom
•Gumagan: Savages, but masters of arts yet ruled the seas this would never have happened.
long lost to us. •Makara: Enmeshed in human coils, the
•Mokolé-mbembe: So scarred from Water Monsters forger what came first. I only hope
en¬dless war that they hardly know peace when that they don’t lose sight of the Emerald Mother’s
they see it. Their karma must be deeply tainted, but purpose for them.
all of us are bound to the Wheel. •Mokolé-mbembe: Brutal warriors savaged
•Zhong Lung: Prideful creatures! They give by the barbarians’ way of life. Harmony between
themselves too much credit for their status — we Heaven and Earth is the way, and soldiers are less
didn’t start the Wars. than peasants, for they only destroy.

NOONDAY: US 31
STEREOTYPES
Radiant Tsanga remembers the Bête: aloof, hiding their own mysteries from the other
•Garou: Some of you talk of forgiveness, of shapechangers of the world.
sorrow. I remember you showing neither when you •Nagah: They act in secret; some say they
slaughtered my people. pass judgment, or carry secrets Gaia did not entrust to
“I do not care if the dragons forgive us or hate our memory. In the time before time, they worshiped
us to their graves. I care that they realise that we are not dragons as their gods. In the age before the War of
their greatest enemies.” — Caspar Van Lutyens Rage, they kept the balance between the many Fera.
•Ajaba: We remember every atrocity, every Now the world is out of balance, and who they serve,
feud. We will remember the Ajaba as choosers of the or how, or where, remains a mystery.
slain, not as refugees from their own homeland. •Ratkin: We remember when you crawled
“You will remember our story and it will teach out from under the corpses of the Lizard Kings. We
future generations: do not trust the Simba.” try, every day, to forgive you.
— Musonda Crushing-Jaws
•Ananasi: We remember what happened. The Outsiders:
The others do not. For now, I will remain quiet. But •Blood Devils (Vampires): Stalkers of the
remember this: you will aid us now, or the world will night! Easy enough to step on them. You think you
know of your treachery. hate those things? Imagine how we feel. The blood-
“They did what we needed of them once. They devils are destroyed when they see Sun’s face. I hear
will do it again. The lizards make excellent pawns, so that there are a lot of different kinds of them. Those
easy to goad.” — Genevieve Monfort who serve Set are the worst. They took Egypt away
•Corax: Our cousins. You learn so much, from us and destroyed it.
but you gave up the Memory to do so. If you talk, we •Mages: There are different kinds of witches
will listen, but do not expect much in return. and spook-men too. The Bata’a are friends to
“They hang out in lots of places that don’t suit Mokolé-mbembe in Africa and America. The mob
our temperament– ever seen a goth in a rainforest? knows another kind called Dreamspeakers. They
Yeah. But if you can catch one in a talkative mood, it’s have some honor; many are Kin. In Khem there were
so worth it.” — Raina Fader some cunning men called Hem-ka Sobk a long time
•Gurahl: Oh, the bear-men. They could heal ago. They worshipped Sobek, Crocodile spirit of the
anything, even death. We thought that they lived Nile, and were good to us. Of the rest we know little.
only in our memories. I’m glad that I was wrong. Don’t they destroy Garou wallows? Then they’re not
“We each fought our wars against the Garou. all bad.
If we had stood together, we might have saved the •Mummies: Yeah. Mummies and such.
others. But they divided us, and we each stood Made ‘em by magic, so they’d never die. We know
alone.” — Orphea Lightwalker it worked. The Memory sees ‘em. When I see them
•Rokea: They live for so long, in a world in the Memory, they’re right sad. Can’t die, and their
where so many of us will never see. But they are so world is gone. Fight each other, I’d think. It’s all they
very insular and single-minded. have left.
“You remember us. You think you know us. •Wraiths: Real as your hand, mate. Buggers
We do not remember how we were. We change. We what die bad don’t stay in the ground, that’s all.
survive.” — Bleeds-Night •Changeling: There’s other odds an’
•Bastet: When it suits them, the catskins sods out there too. Some calling themselves eshu.
are willing to work with others. There have been Blackfellas from Africa. Good enough blokes. Like
times when we our races have had to help each to visit Gathers for the party. They have lots of good
other, particularly in the Amazon. When we stories, all full of knights, princes and castles. Maybe
have no common cause, however, they remain it’s all true, somewhere. I wouldn’t know.

NOONDAY: US 33
Afternoon:
Dragon Making
New Abilities •••• If you’d been present in Verona,
Romeo and Juliet would have
lived happily ever after.
Skills •••••Even the fiercest Crowning bows his
head to you and calls you “auntie.”
Brood Kenning
Brood Kenning is the ability to match mates so as to
maximize the chance of a desired offspring, a happy
Knowledges
union, or some similar goal. If trying to maximize Miaieusis
the chances of a Mokolé babe, the matchmaker Originated by Greek and Egyptian philosophers, the
observes her charges carefully, anywhere from a rare skill of Maieusis enables a practitioner to bring
day to a month or more, and finally makes a Brood out memories lost in the recesses of another’s soul.
Kenning roll (usually paired with Intelligence, Called “the midwife’s art,” it involves questions,
Perception or Wits at the Storyteller’s discretion). ritual dialogue and the pronunciation of syllables
The difficulty is typically 9, but can be reduced with whose meaning is obscure. The player must specify
extra observation. The number of successes is added how many levels of Mnesis he wishes to evoke in
to the chance for a Mokole offspring; a particularly the subject, or how many memories he wishes the
insightful and ridiculously lucky matchmaker could subject to recall, and the two participants must
thus increase the odds of breeding true up to 20%. speak the same language (usually the Dragon’s
This skill can only be used once for any given Tongue). The subject must have the Mnesis to
couple, at least when enhancing the odds of breeding do this, or the potential to remember the subjects
true. It can also be used to make matches that will involved. The practitioner must spend a number of
wind up happy, or to recognize the signs of hidden hours equal to the level of Mnesis desired to call out
trysting (such as if two Mokolé are secretly mating the memory, then make a Manipulation + Maieusis
and might produce an innocent). Brood kenners roll. The difficulty is 6 for ordinary memories, 7 for
are compensated and esteemed, whether they are Mnesis, and 8 for difficult or obscure subjects. For
Mokolé or Kin. It is a common choice for Gathering. each success, one memory is recalled.
• You can arrange blind dates that aren’t Maieusis is a daring art. Memories long
total disasters. forgotten can emerge, and a soul be made anew. The
•• Your clutchmates sneak off to you Unshading sometimes send lawbreakers to receive
for romantic advice. the midwife’s art rather than die, hoping that their
••• You patch up stormy, confused teenage memories will contain enough righteousness to return
relationships on a regular basis. them to good. It is said that the Fallen have been

AFTERNOON: DRAGON MAKING 35


overcome with grief when subjected to Maieusis, a Perception + Saurimancy rating roll, difficulty
realizing the horrors that they have become, and 7. For each success, she may gain one “insight” of
have died voluntarily in their remorse. the Storyteller’s choice. The omen may be vague or
• You can remind your partner of that night quite clear, as the Storyteller thinks appropriate.
in Rio. • You heard a lizard once.
•• You can bring new insight to people. •• You knew when Father had died.
••• You are known as a lover of wisdom. ••• You know tomorrow’s weather.
•••• You are revered as a teacher/counselor. •••• You are a famous fortuneteller.
••••• Watch out for the hemlock... ••••• The alligators tell all.

Mnesis Emulation
This strange knowledge may be learned only by Backgrounds
Mokolé. It enables a Mokolé to “learn” almost any Mokolé do not possess the Ancestors Background,
skill or knowledge that could have been known to replacing it with Mnesis instead.
an ancestor.
The Mokolé must meditate on the ability Mnesis
desired and enter a Mnesis trance. The trance is Any Mokolé (even one without this Background)
usually not long perhaps one night. Finally, she may place himself into a Mnesis quest — a sort of
makes a Mnesis + Mnesis Emulation roll, difficulty autohypnosis in which the character journeys deep
7. For every two successes, the seeker gains a dot into the halls of ancestral memory, much like the
in the given Ability for one day (rounding up); she Umbral vision-quests of the Garou. Because a Mnesis
may spend dots to increase the duration, however. quest can easily last for hours and renders the seeker
For instance, five successes could give her a skill of oblivious to the outside world for its duration, most
3 for one day or a skill of 1 for three days. Mnesis Mokolé will only enter Mnesis while in the safety
Emulation cannot grant any supernatural abilities of their wallows. The rating of the Background
(such as Gifts, rites or powers of other Awakened determines how far back the Mokolé may remember.
creatures). For example, a Mokolé may use Mnesis 0 Roughly a century.
Emulation to learn the language of the Bastet, but • Three to five hundred years.
would not be able to turn into a cat even if she had •• Roughly a millennium.
a Bastet ancestor. ••• The Impergium and the beginning
• You can call up a hint of memory. of human civilization.
•• You can usually see the right place and time. •••• The awakening of the mammalian
••• You have something to say to everyone. shapeshifters.
•••• You are at home everywhere. •••••The time of the Dinosaur Kings.
••••• You can imitate anyone who has ever lived.
Wallow
Saurimancy The Wallow Background means that you have ties
The giant reptiles of the world, because of their to a Mokolé wallow, one with some history and other
profoundly different thought processes, have always Mokolé residents. If you are a homid, this may be a
fascinated humans. The slither of alligators and village, rural homestead, or isolated island such as
the chirping of lizards have for ages been thought Komodo. If you are a suchid, it may be an ancient
to hold mystic insights. This skill, the art of saurian temple, jungle swamp, zoo, or gator farm. Any
divination, allows Kin and Mokolé to divine the Allies, Contacts, or Kinfolk you may have likely live
future or the will of Sun from saurian omens. It is at the wallow. The wallow is a place where you can
most common among Kin in India. The diviner meditate to regain Gnosis in Sun’s light, hold gathers
must listen to lizards chirping at dusk, meditate on and perform rites. You may live there all the time;
the tracks of crocodiles, or use a similar method. For of course, if you don’t have Resources, your home
each day that she spends in such study, she may make might not be very luxurious.

36 MOKOLÉ
• A poor wallow. One Mokolé lives there a ritual space decorated with items pleasing to the
or perhaps only Kin. spirit they hope to attract while singing of Gaia’s
•• No palace. A few Mokolé and Kin live there. need for renewal. Some Mokolé with powerful
••• The wallow has lots of land (maybe a national Mnesis remember this rite from the times before the
park) or places to live. War of Rage, and a few African packs have recently
•••• A nice place: a village, isolated creek, independently re-discovered or re-created the rite.
or lake. More about Totem Background in W20 p. 140 & 371.
•••••A temple, alligator farm, or large village. Check also p. 87 of this book to see Mokolé Totems.

Totem
The Rite of the Totem (see W20, p. 213) is particularly
calibrated to the sensibilities and capabilities of
Forms
Mokolé have three forms: Homid (human), Archid
the Garou — those Fera who cannot innately step (draconic), and Suchid (reptilian). Their legendary
sideways would have particular difficulty with it. The Drachid form was lost in the Wonder-Work and no
equivalent rites used by the other Changing Breeds Mokolé since has been able to achieve it.
are similarly specialized. Shapechanging requires a Stamina + Primal-
A rare and particular rite exists, however Urge roll, difficulty 6 (regardless of form). Changing
— the Rite of the Joined Circle — which may be from Homid to Suchid (or back) requires two
used to attract a spirit to act as a totem for a diverse successes. Changing to Archid (or back) requires
pack of Fera. Mechanically identical to the Rite one. As usual, the shapeshifter can assume any form
of the Totem, it requires the ritemaster to prepare instantly by spending one Rage.

AFTERNOON: DRAGON MAKING


• Homid: This form is indistinguishable from an Karna (Saltwater Crocodile): Str +3, Dex –2,
ordinary human. The ethnicity in Homid form usually Sta +3, Man –4, Rage 3
depends on the creature’s stream, although it is almost Makara (Mugger crocodile, Chinese alligator):
always from a warm climate. As the End Times advance, Str +1, Dex +0, Sta +2, Man –3, Rage 3
the streams are slowly becoming more culturally diverse. Ora (Monitor lizards): Str +0, Dex +0, Sta +2,
• Archid: This draconic form is an amalgam of Man –4, Rage 5
the Mokolé’s genetic legacy. It may (but does not always) Note: Running speed same as Homid form; sprints are
resemble a monstrous version of their varna. Aspects of possible; limited swimming. Poison Sacs, per the Archid
modern-day reptilian creatures blend with attributes from Characteristic above.
prehistoric behemoths that have been all-but forgotten, or Piasa (American crocodile): Str +2, Dex –1,
draconic monsters that never were. The form first appears Sta +3, Man –2, Rage 4
to a potential Mokolé in his nightmares, but during the Note: Running speed is halved; swimming speed equals
First Change, it becomes real in the waking world. Homid form’s land speed.
During character creation, a player can Syrta (Caimans): Str +1, Dex –1, Sta +3, Man –4,
choose “enhancements” to the creature’s Archid Rage 4
form. When the player knows his character’s final Unktehi (Gila monster): Str –1, Dex +0, Sta +1,
starting Gnosis Trait, he can purchase a number Man –3, Rage 5
of Archid Characteristics equal to the character’s Note: Half human running speed, cannot swim. Bite
Gnosis. (Thus, a character with Gnosis 3 can choose inflicts Strength –1 damage. Poison Sacs, per the Archid
3 points of Archid Characteristics.) Some (where Characteristic above.
specifically listed) may be purchased multiple times.
All Gumagan start with the Gills characteristic.
If the character’s base Gnosis increases Archid Characteristics
The Archid form is the size of a Crinos Werewolf
during play, he may add corresponding points of
Archid Characteristics at the same time, essentially unless the Mokolé dreams of a size increase
evolving the Archid Form as the Mokolé’s Gnosis characteristic, or belongs to the Unktehi (Gila
grows. Approving the details of this form is left monster) varna wich tends to be smaller. In the case
purely to the discretion of the Storyteller. of Mokolé with beaks, flippers, or the like, bite or
Each Mokolé’s Archid form has the following claw attacks may be impossible. Of course, a Mokolé
trait modifiers in addition to any bonuses given via may have body parts that in nature didn’t occur on
Archid Characteristics: Strength +4, Dexterity –1, the same animal, such as armour on a carnosaur -
Stamina +4, Manipulation –3, Appearance 0; causes their forms are dreamed, not strictly remembered.
Delirium, may bite and claw for aggravated damage The following characteristics are appropriate
(both at Strength +2). for a Mokolé’s Archid form. All bonuses and
• Suchid: This is the reptilian form of the penalties are effective only while in Archid form.
Mokolé. Each stream contains specific suchid forms, Starred characteristics may be purchased more than
called “varna” which are most commonly associated once, the bonuses from each stack.
with that stream. Because of vastly different sizes Armored Scales*: +2 Soak.
and body shapes, a Mokolé’s Rage and statistics for Behemoth*: Body mass doubles, height remains
its suchid form are both determined by its varna. same. Stamina +1, +2 damage to Body Slam or
Champsa (Nile crocodile): Str +3, Dex –2, Tackle attempts.
Sta +3, Man –4, Rage 3 Binocular Vision: +2 on all visual-based Perception
Gharial (Gavails): Str +1, Dex –1, Sta +3, rolls. –2 to opponents attempts to surprise.
Man –4, Rage 4 Bladed Tail: Gains a tail lash maneuver (Str +2
Halpatee (American alligator): Str +2, Dex –1, aggravated damage, difficulty 7).
Sta +3, Man –2, Rage 4 Color Change: +1 difficulty to spot the Mokolé
Note: Running speed is halved; swimming speed equals while hiding. *This characteristic can be taken more
Homid form’s land speed. than once, although the dificulty to spot the Archid-
form Mokolé can never go over 9.
38 MOKOLÉ
Constricting Coils: +3 dice to attempts to Poison Sacs*: May inject poison once per day for
immobilize target; a captured foe may be crushed in each time this trait is taken. On a successful bite
the Mokolé’s coils for 1 unsoakable health level of attack, the victim must soak four additional dice of
damage per turn. poison damage. It is claimed that Nagah are immune
Deep Lung: Can swim underwater for up to an hour to this venom, and that some vampires actually
or hold breath up to 5 minutes in combat. benefit from it. The truth is unknown. The Mokole
Fiery Pearl: +3 to Intimidate versus vampires and may choose to specify that sacs are located elsewhere
wyrm creatures. This pearl often appears in the than his mouth, and may dip his claws into them
Mokole’s forehead or beneath his chin. instead of biting to inject the venom.
Fins: Double swimming speed. Predator’s Roar: Gains roar attack usable once per
Fire Breath*: Can breathe fire (or a corrosive scene. All characters (including allies) within close
aerosol) once per day for each time this trait is combat range roll Willpower (difficulty equal to
taken. The cloud is a fire with soak difficulty 7, Mokolé’s Rage). Anyone who fails the roll must flee
damage per turn 2, and extends out to (Rage) as though in a fox frenzy.
yards in front of the character. The attack lasts Prehensile Tail: May use as if it was a hand, including
only one turn but may ignite flammable objects for wielding a weapon. Normal attack limits apply.
continued damage. The tail has as much Strength and Dexterity as the
Gills: Fully amphibious. Mokole’s other limbs. If bought with the Sacral Plexus
Grasping Hands: Normal manual dexterity in characteristic, the character may add the sacral plexus
Archid form. dice to the tail’s Attributes instead of other skills.
Hinged Jaw: May extend jaw to swallow (non- Resplendent Crest: +3 to Appearance and +1 to
resisting) objects up to Archid form’s Size. The Charisma.
Mokole’s jaw can dislocate, allowing her to swallow Royal Crest: +2 to Social rolls involving Nagah or
anything that can fit into her stomach. She never any Mokolé stream.
has to chew. A creature swallowed alive has a Sickening Slime: Any opponent that bites you loses
number of turns equal to her Stamina before she their next full turn retching. –2 to non-Mokolé
begins to suffocate. She may, of course, try to Social interactions.
escape, and if she is able to somehow slash open Tall*: Body mass and height doubles, +1 Stamina. Can
the Mokole’s gullet (3 or more health levels of reach/see over obstacles more easily. +2 to Perception
aggravated damage), she can get loose. This form when Storyteller deems appropriate due to height.
of eating is unnerving to watch. Some Mokole are up to 100 feet long in Archid form.
Hollow Bones: Bones are hollow, but strong. +3 to Terrible Claws: Claw damage increases to Strength +3.
Dexterity for purposes of movement, and may soar Tongue Flick: +2 to tracking rolls involving scent
effortlessly for hours if also has Wings Characteristic. Upright Walking: Frees up forelimbs when walking.
However, this bones may break more easily (GM’s Webbed Feet: May swim at 150% speed and walk
discretion as to rule effects). without trouble on soft surfaces. They impose an
Horn: Gains a gore maneuver (Str +2 aggravated additional -1 penalty to Dexterity when on dry land.
damage, difficulty 7). Wings: Can fly at 20mph for 1 hour per point of
Long Neck: Can attack targets up to 10 feet away Stamina, then must rest for 8 hours. Can be combined
with Bite attack. with Hollow Bones for longer flight. Cannot be taken
Long Teeth: Bite damage is increased to Strength +3. with more than one weight increase like Behemoth,
Long Tongue: Tongue is as long as Archid body, has Tall, Armored Scales or Hugue Size. Mokole who are
Strength 1 and Dexterity equal to Mokolé’s Dexterity too large and heavy simply cannot fly (although they
in Archid form. *Although for each extra point of may have wings anyway). In addition, certain body
Gnosis spent on this trait, the tongue’s Strength is shapes, such as a Velociraptor or Tyrannosaurus, cannot
increased by 1. The tongue is covered with sticky fly at all. These wings take the place of forelegs. To have
goo and can be used for feeding, picking things up, both forelegs and wings (i.e. to be a dragon instead of a
or for grabbing objects or people. wyvern) Extra Limbs must also be purchased.

AFTERNOON: DRAGON MAKING 39


Air Sacs: The Mokolé can “swell up” with air until he is a few minutes of exposure to open air (even so,
huge, frightening any creature who does not know what the Mokolé can always secrete more). Undead
is going on. All opponents who do not have specific (mummies, vampires, corporeal wraiths) are not
Mokolé knowledge react as if their Willpower were paralyzed by this venom, but lose one die to their
one point lower for purposes of the Delirium Chart. dice pools for each “health level” they suffer.
In addition, the Mokolé can wedge himself into tight Crop: The Mokolé has a sac for food storage and can feed
places and swell up, making it impossible for others to the ill, aged, or hatchlings with “crop milk” regurgitated
pass. He is also unsinkable, even if he can’t swim. from the crop. As much food as the Mokolé cares to eat
Back Sail: One extra die to soak attacks from the can be stored in the crop and brought back as crop milk.
rear; the character also gains the Merit: Temperature Dragon Maske: The Mokole has an awe-inspiring
Control at no extra cost, as the sail can be used as a face in his Archid form, similar to Dragon Himself.
radiator fin or solar panel. The Mokole gains an extra die when using Bellow,
Contact Venom: When enraged, the Mokolé Dragonfear, or any terror-inducing Gift or rite, if
exudes poisonous ooze. This venom causes the targets can see his face. His opponents react to
paralysis to anyone who touches or ingests it. The the Delirium Chart as if they were at -1 Willpower.
damage dice pool is equal to the Mokolés Stamina, When seeking the favor of Dragon, the Wani or of
and is soaked as if it were aggravated damage. any ancient reptile totem, the Mokole gains a -1 to
Count each health level of damage as 5 minutes of Social difficulties.
complete paralysis. If reduced below Incapacitated, Duck Bill: Two extra dice of Expression but
the poisoned character will die unless somehow excludes the Mokole from having sharp teeth of
resuscitated. This venom has the same effect any kind; the Mokole’s bite does bashing damage
when injected, although it loses potency after instead of aggravated.

40 MOKOLÉ
Extra Limbs*: Must be purchased with Sacral Attributes. Any characteristics such as Long
Plexus. The Mokolé has one extra limb per Gnosis Teeth or Horn must be purchased anew for each
point spent. If she wants them to have claws, be head. This allows use of the Wishbone maneuver,
useable as hands, etc., she must buy these as separate and grants one extra die per head for the purpose
characteristics. This may be taken more than once, of splitting dice pools for multiple bite attacks.
but Mokolé with too many legs are looked at strangely In unusual circumstances, the different heads
by their peers: even clutchmates may wonder about of the Mokolé may demonstrate slightly-variant
their devotion to Sun. personalities — nobody knows why this is.
Eye Cones: The Mokolé’s eyes are mounted on Neck Frill: Two extra soak dice against frontal attacks.
movable cones; the Mokolé has a 360° field of vision Nictating Membrane: The Mokolé may see normally
and can look in any direction without moving her head. underwater.
It is very difficult to sneak up on her. Gains the Merit: Regeneration: The Mokolé may spend a point
Danger Sense at no extra cost (See W20 p. 483). of permanent Gnosis to regrow a lost body
Feathers: Effective Appearance 3. part over a long period of time (at least several
Food Storage: The Mokolé can live for one season months, possibly longer). The process is extremely
per point of Stamina without eating anything. The painful, so much so that living as a cripple is often
storage may be fat sacs beneath the tail, a hump (like preferable. The Storyteller will have the final say
a camel’s), or an obese belly. The Mokolé must gorge on whether a body part can regrow, how long it
in order to refill her fat storage. will take, and any special care required (such as
Fur: The Mokolé can withstand cold weather, healing baths, food, rest, etc.).
including arctic regions. Sacral Plexus*: The Mokolé may tap into a
Gecko Pads: Allows the Mokolé to climb any secondary brain located in the spinal cord. For
surface within reason; the surface must, of course, be each Gnosis point spent on the sacral plexus, the
able to bear the Mokolé’s weight. The Mokolé must Mokolé can add one point to an Ability involving
have feet which can grip a smooth surface. Cannot the lower body, such as Dodge, Brawl or Expression
be taken with Huge Size or Tall. (dance).The sacral plexus can perform actions
Hard Skull: Three extra dice to soak damage to the without involving the brain, and therefore the
head, and three extra dice of damage on head butt Mokolé can take extra actions without spending
attacks (not cumulative with Horns). Rage if they involve the skills of the sacral plexus
Huge Size: One extra dot of Stamina, and two extra — however, these extra actions are limited to
damage dice to Body Slam or Overbear maneuvers. three dice total, plus an extra die for every time
The Mokole is up to 20 feet longer per Gnosis point this characteristic is bought.
spent on Huge Size, and gains weight in proportion Snorkel: The Mokolé may remain underwater or
to added size. This can be taken more than once, under earth and breathe comfortably with only her
and some Mokole are up to 100 feet long in Archid nostrils exposed. The snorkel is usually on top of the
form. This also grants one additional Health Level head. Difficulty to spot her is usually 10.
each time it is taken. It is not clear exactly how large Spitter: Must be purchased with Poison Sacs, but
a Mokole can be, but extremely large Mokole cannot the Mokolé can spit his venom 1 yard for every point
use Stealth, sneak up on someone, hide, or walk on of Rage he has.
ordinary floors. Taking this characteristic more than Tail Club: May attack with a tail lash for Strength
four or five times, then, is asking for trouble. +3 damage (bashing).
Jacobson’s Organ: May sense infrared radiation, Thorns: The Mokolé is covered with spines, dealing
using a Perception roll to “see” in the dark. The out two health levels of aggravated damage to
organ is located in the roof of the mouth. anyone who strikes her bare-handed.
Multiple Heads: The Mokolé has an extra head Throat Sac and Wattles: +1 Expression, and two
in her Archid form for each point of Gnosis extra dice when using the Gift: Bellow. This can also
she spends. This head does not add to Mental be a hollow crest with resonators inside.

AFTERNOON: DRAGON MAKING 41


Dragon’s Blessings The Dragon’s Tongue
All Mokolé instinctively share a common language,
Frenzy the Dragon’s Tongue spoken by all Lizard Kings in the
Mokolé frenzy as Garou. Rage rolls are always time before time. Mnesis memories reveal the simplest
difficulty 6, save for Shining Mokolé, who set their parts of this language when a Mokolé undergoes its
difficulties the same as Garou (see W20, p. 262). First Change. Many old-fashioned Mokolé refer to it
as “the Speech” and will refuse to admit that “rat’s
Vulnerabilities chitter” is capable of fluent expression.
Mokolé, as creatures of both Sun and Moon, take Mnesis brings knowledge of the Speech
unsoakable aggravated damage from gold and silver. when a new Mokolé dreams her shape. If the newly
Gold affects the Mokolé and their kin the Corax Changed one has never heard the Dragon’s Tongue,
because these two Breeds are children of Helios. she will understand it but be hesitant to speak until
Garou can hunt them with gold weapons while she has heard more. Expression is idiomatic in the
themselves unhurt by the gold. Dragon’s Tongue, and figures of speech are common.
Of course, this isn’t exactly an open secret. “She has dug her nest” means that someone has
Most non-Mokolé and non-Corax have no idea of made up her mind, while “to lash my tail” means
this vulnerability whatsoever. What’s more, gold to move towards a goal. The Speech can be written
doesn’t have to be 24k to harm the Dragon Breed, phonetically but is more often written using the
but gold-plated items don’t do any good. What strikes original claw-print script. In classic tales, hand and
the Mokolé must be gold; and gold plate, leaf, foil or body motions accompany the speech. The Dragon’s
“wash” doesn’t do any more than make them itch a Tongue is also the language of Mokolé in Archid,
little (more info about silver and game mechanics and even Suchid form allows some halting, primitive
also applicable to gold in W20, p. 258 & 261). converse in the Speech. Shrouded Sun adepts tell
their students that the original form of the language
Stepping Sideways was as a dance. The hand and body movements are
Other than the Gumagan, Mokolé cannot enter called the Language of Claws and must be learned
the spirit worlds of the Umbra without specific separately. Someone who knows this language can
Gifts that allow them to cross the Gauntlet. Once speak volumes without making a sound.
in the spirit world, a few saurian spirit-paths lead It’s an arduous task to learn the Dragon’s
to the Astral Umbra, a realm of abstractions and Tongue, and only Mokolé Kin are likely to have the
high ideals. There, mystics may contemplate places time and opportunity to do so. A rare few Corax,
that never were, but could have been — imaginary Nagah, and Bastet allies have managed to squeeze
realms where the Tyrant Kings continued to evolve. out some remedial knowledge of the language, but
In recent years, the Pangaea Realm and Legendary almost none are fluent. The language is not strictly
Realm have become gathering places for Mokolé a secret, but it is difficult to understand. Add in the
seeking insight about the potential ramifications of fact that Mokolé themselves don’t learn it, but know
the coming End Times, and the future-Dream of a it through Mnesis, and the coosts in experience
new Lizard Empire. point costs for learning the language (three times
that of gaining another dot in Linguistics the usual
The Veil’s Effect way), even if a Mokolé agrees to teach it.
The mortal mind cannot cope with the horror of a
Mokolé wearing his Archid form. Terror long ago Matre
beaten into the very code of human DNA rises up, The Mokolé recognize a mystical power in ferti¬lity,
clouding memories and engaging the fight-or-flight which they call Matre (MOTT-ray). A Mokolé female
reflex. Thus is the Veil preserved. mates every year, but lays eggs, or births babies, if
Mokolé in Archid form incites full Delirium, Homid, every two or three. For each egg hatched
save in other awakened beings and kinfolk. or baby birthed that is Mokolé, the mother gets one

42 MOKOLÉ
permanent die to add anywhere. These are her Matre It might seem that only female Mokolé can
dice. Once Matre dice are distributed, they cannot gain Matre dice. However, if a male directly fathers
be changed, although the mother can gain more by a Mokolé (rare, for the gene is quite recessive; most
birthing more true Mokolé. often the birth is due to a recessive gene), he, too, can
Alligators and crocodiles lay perhaps a dozen gain a Matre point at the Storyteller’s discretion. Since
eggs in each clutch, and each clutch has a 10% chance Matre is a connection to Gaian fertility, the male will
of containing one Mokolé. No matter how many eggs know when he is a true sire if he gains Matre.
a suchid female lays, there is still only a 10% chance of Kin are sometimes spoken of as having
one Mokolé appearing; multiple Mokolé from the same Matre. If a Kin character has a true Mokolé child,
clutch are so rare that they’re legendary. It is therefore then the Storyteller may allow a point of Matre.
impossible to gain huge amounts of Matre “instantly”
by laying a nest full of eggs. However, the skill: Brood Rage
Kenning, and the merits Retain Seed and Retain Eggs The Mokolé have as much Rage as any Garou, and use
make breeding easier. In the present day, as Mokolé it in much the same manner — they may frenzy, gain
lands shrink and the Dissolver poisons the world, extra actions, change forms instantly, recover from
Matre is not the never-ending fountain of power that it stunning, or make Rage rolls to remain active when
might seem. Player characters who wish to gain Matre critically wounded. They regain it in similar fashion,
must roleplay courtship and safeguard their offspring. when angered or humiliated, or between stories as
Mokolé have great affection for children, using the Rite usual (more information W20, p. 144, 256, 262, 288).
of the Nesting Furthermore, Mokolé regain Rage the first time that
Mound to they see Sun during the day, such as at sunrise. The
safeguard amount recovered depends on how bright Sun is.
them. Light Conditions Rage Regained
Sun is completely obscured by None
mountains, buildings, etc; the
Mokolé is indoors.
Sun’s disc is hidden by clouds or 1
is seen through windows.
Sun’s disc is visible through 2
clouds or fog.
Sun is low or dim. 3
Sun is bright. 4
Sun is blazing directly overhead. 5
Any Mokolé seeing her sun auspice gets back
all Rage. Midnight Suns get. back Rage from seeing
their “sign,” not the Sun. They may not recover their
full Rage it the moon is clouded, or the stars ate dim.
No-Suns cannot see the empty sky and Many-
Suns cannot see the stars if smog or city lights
block their view.
Zhong Lung and Makara
regain all their Rage each day
of the season of their auspice when
they first see the sun, but recover
Rage piecemeal if it’s “not their
season.”

AFTERNOON: DRAGON MAKING 43


•1 each for surviving a long sleep (more than a
Gnosis human lifetime) in Sleep of the Dragon
Mokolé may not regain Gnosis if cut off from the •3 Wisdom and 3 Honor for retrieving lost Mnesis
sun, save when sleeping the Sleep of the Dragon. •1 Glory for wandering for a year
The less Sun is visible, the more time Mokolé must •3 Wisdom for mating and producing a child of any
spend meditating in his Light. Naturally, Mokolé are sort
usually uncomfortable in cities, unless they are in •1 Glory for producing a Mokolé child
the tropics. They regain Gnosis in the typical fashion •1 Honor for mating as is best for yourself, your
of meditation (which they must do while basking clutch and the Mokolé, that is, choosing a proper
in sunlight) or by bargaining with spirits, and may mate. Monogamy is not mandatory.
regain Gnosis between stories as usual (more info •1 Honor for each year of proper mating
W20, p. 146). •-1 Honor for mating unwisely
•-7 Honor for mating with another Mokolé
Healing
Mokolé regenerate wounds at the same rate as
Garou, following the standard rules for healing and
Renown Chart
regeneration (More info in W20, p. 256). Mokolé-mbembe and Gumagan
STRIKING AND WARDING
Willpower Rank Title Glory Honor Wisdom
Same as Garou do (see W20, p. 147). Characters 1 Hatchling 1 1 1
may also regain Willpower by acting according to 2 Son/Daughter 4 2 2
their auspices. 3 Brother/Sister 6 3 3
4 Father/Mother 8 4 4

Renown
Mokolé come together in Gathers before wars, at
5 Grandfather/ 10
Grandmother
UNSHADING AND CROWNING
5 5

the summer and winter solstices, when a Crowning Rank Title Glory Honor Wisdom
takes office, and at other momentous times. These 1 Hatchling 1 1 1
gatherings are solemn and slowly-paced affairs, 2 Son/Daughter 2 4 2
full of somber ritual and storytelling, law-making 3 Brother/Sister 3 6 3
and judgment, each in its own time. During these 4 Father/Mother 4 8 4
Gathers, tales of Renown are spoken, and new ranks 5 Grandfather/ 5 10 5
distributed as appropriate. Grandmother
Mokolé gain Renown and advance in rank CONCEALING AND GATHERING
in largely the same manner and categories as Garou Rank Title Glory Honor Wisdom
(See W20, p. 142 & 246). They also use the system of 1 Hatchling 1 1 1
Glory, Honor and Wisdom, acknowledging five ranks. 2 Son/Daughter 2 2 4
Mokolé gain 1 point each of Glory, Honor and Wisdom 3 Brother/Sister 3 3 6
for passing through their coming of age Mnesis trance. 4 Father/Mother 4 4 8
They do not get Renown for subsequent Mnesis use 5 Grandfather/ 5 5 10
(save Mnesis quests, see below). The Mokolé-mbembe Grandmother
and Gumagan use the same Rank system. SHINING
When awarding Renown, allow for a few Rank Title Renown Total
differences from the Renown chart in W20. Some 1 Hatchling 3
examples: 2 Son/Daughter 9
•3 Wisdom for completing a Mnesis quest 3 Brother/Sister 14
•1 Wisdom and 1 Glory for inwitting a good story 4 Father/Mother 19
•1 each for awakening a Sleeper 5 Grandfather/Grandmother 24

44 MOKOLÉ
Makara and Zhong Lung who don’t are members of the Beast Courts use a Renown system that corresponds
closely to the Garou Renown system. Assume that the Garou auspices correspond to the Mokolé as follows:
Garou Auspice Makara Zhong Lung
Ragabash Hemanta Pei Tung
Theurge Zarad Sai Chau
Philodox Grisma Nam Hsia
Ahroun Vasanta Tung Chun
Regardless of Auspice, all of the members of the Beast Courts earn three types of Renown — Glory,
Virtue and Wisdom. Every member of the hengeyokai understands that all three types of Renown are
facets of a greater whole (more info in W20CB, p. 271).

Special Usable by: Archid — Suchid


Roll: Dexterity + Brawl Difficulty: 6
Combat Maneuvers Damage: Strength + 2 Actions: 1
•Swallow Whole: The prey must be half the
•Tail Lash: The Mokolé slashes at an character’s size or less, and the attacker must land a
opponent with her tail. Characters in Suchid form bite attack, and then make an opposed Strength roll.
may only use this maneuver if the opponent stands If she succeeds, her opponent is swallowed whole.
directly behind them. Damage is bashing, unless the The opponent can continue to take limited actions
Mokolé has a spiked tail. for (Stamina) rounds before being smothered. If the
Usable by: Archid — Suchid attacker changes to a smaller form while her victim
Roll: Dexterity + Brawl Difficulty: 7 is alive inside of her, she suffers five levels of lethal
Damage: Strength + 1 Actions: 1 damage as her victim erupts through her innards.
•Head Butt: This maneuver is a charge Usable by: Archid
forward, head lowered. It works exactly like Body Roll: Special Difficulty:
Slam (see W20, p. 298) save that the Mokolé doesn’t Special
suffer damage if in Archid form, and the target isn’t Damage: Special Actions: 2
unbalanced unless knocked down. •Great Bite: The Mokolé takes hold of her opponent
Usable by: Homid — Archid by the shoulders, and attempts to bite her victim’s
Roll: Dexterity + Brawl Difficulty: 7 head off. To grab hold of the opponent, the player
Damage: Strength Actions: 1 must perform a standard grapple roll. The bite attack
•Jaw Shear: This maneuver requires that is administered in the same turn.
the Mokolé successfully used a bite attack in the Usable by: Archid
previous turn. Through this attack the Mokolé can Roll: Dexterity + Brawl Difficulty: 6
snap his head back and forth, tearing the victim to Damage: Strength + 3 Actions: 2
shreds with his powerful jaws. Unless the victim can •Jaw Lock: This Mokolé tactic can force a
break the Mokolé’s grip (using an opposed Strength smart opponent to surrender without injuring her.
roll), the weresaurian can continue attempting this The attacking weresaurian grips his rival’s throat
maneuver each turn. with his teeth, but does not bite her... yet.
A similar maneuver, Rolling Bite, sees the This attack can be performed only if the
Mokolé rolling repeatedly with the victim in her attacker is in a position to use his mass to his
mouth. advantage. It’s usually done once the rival has been

AFTERNOON: DRAGON MAKING 45


flipped over or knocked to the ground. The attacking •Wishbone (solo): This maneuver usually
wolf then wraps his jaws around the rival’s throat requires either multiple heads or sufficiently large
— a bite roll with an additional +1 to its difficulty. talons. The Mokolé latches onto his target in two (or
If the rival chooses to fight back, both players roll more) separate areas, then begins to tug his victim
a resisted Strength + Athletics roll; if the attacker apart. This is a continuous hold, and the Mokolé may
wins, he forces the other wolf to the ground and pins continue to inflict damage until the target escapes by
her; if the attacker loses, he fails to immobilize his succeeding at a contested Strength roll.
target, but inflicts the usual bite damage. Usable by: Archid
Many animals instinctively surrender at Roll: Dexterity + Brawl Difficulty: 6
this point. If the defender chooses not to give up, Damage: Strength Actions: 2
her player can roll her Strength + Brawl on the
next turn, in a resisted roll against the attacker’
Strength + Brawl. The defender’s difficulty is the
attacker’s Brawl + 4, while the attacker’s difficulty
is the defender’s Brawl +2. If she fails, she remains
pinned; if she matches his successes, she pulls free
but takes damage equal to the attacker’s successes in
that turn. (She can try to soak this damage.) Should
she score more successes than he did, she wins free
— probably to teach her rival the error of his ways.
Usable by: Archid — Suchid
Roll: Dexterity + Brawl Difficulty: 6
Damage: None/Special Actions: 1
Character Creation Process
•Step One:
Character Concept
Choose concept, breed, varna, auspice,
and stream.

•Step Two:
Select Attributes
Prioritize the three categories: Physical, Social,
Mental (7/5/3). Note that each Attribute starts with
one dot before you add any.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation,
Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.

•Step Three:
Select Abilities
Prioritize the three categories: Talents, Skills,
Knowledges (13/9/5).
Choose Talents, Skills, Knowledges (selection
restricted by breed).
No Ability may be higher than 3
at this stage.

•Step Four:
Select Advantages
Choose Backgrounds (5; selection
restricted by breed), Gifts (choose one
Auspice Gift, and one General
Mokolé Gift).

•Step Five:
Finishing Touches
Record Rage by Suchid Varna
if Mokolé-mbembe, Gumagan or Makara(if Zhong Lung,
record rage by auspice), Gnosis by breed, Willpower
by Auspice if Mokolé-mbembe, Gumagan or Makara
(if Zhong Lung, start with 4),
and Rank (1; Hatchling).
Spend freebie points (15)
Choose Archid Characteristics (according to final Gnosis).

AFTERNOON: DRAGON MAKING 47


Evening:
Dragon Eye
Gifts
Mokolé can learn Gifts from each other, from spirits, or brushing contact at no cost, or may be delivered
from Mnesis. The rules for learning them from another through an attack by paying one point of Willpower
Mokolé or from a spirit are the same as for Garou, except or Rage. Such attacks inflict full damage in addition
that many spirits which help Garou are not friendly to to knocking the target prone.
Mokolé. Such spirits as Wolf, Bear, Porcupine and the •Fatal Flaw (Level One) —The Mokolé
like will not usually help Mokolé. However, the Mokolé can spy a target’s weakness, gaining an advantage in
may yet make some kind of deal with them — or failing combat. A Stormcrow teaches this Gift.
that, threaten them in some way. System: The Mokolé concentrates for one
Gifts can be learned through Mnesis, if the full turn, then the player rolls Perception + Empathy
Gift is present anywhere in the Mokolé’s Mnesis (difficulty equals the target’s Wits + Subterfuge). Success
line (Storyteller’s option). The character must go grants the Mokolé an extra die of damage during combat
into a Mnesis trance, then must spend as much time with that target. Additional successes grant knowledge
entranced as it would take to learn the Gift from of further weaknesses, but not more dice.
another Mokolé. Then she must make a Mnesis roll •Inspiration (Level One) — Other
and score a number of successes equal to the level weresaurians look to the Mokolé for leadership in
of the Gift (she must, of course, be of high enough battle, and this Gift helps them to live up to that
Rank to learn the Gift she seeks). If she succeeds, trust. The Mokolé employs this Gift to lend her
she learns the Gift. Experience point costs are the resolve and righteous anger to those who share her
same as normal. To learn Mokolé Gifts, the difficulty cause. A lion- or wolf-spirit teaches it.
of the roll is 8. With non-Mokolé Gifts it is 9 or 10. System: The player spends one Gnosis point.
Mokolé begin with one Auspice Gift and one All comrades (but not the Gift’s user) receive one
general Mokolé Gift. Willpower point, which disappears if it is not used
before the end of the scene.
General Mokolé Gifts •Razor Claws (Level One) —By raking his
•Falling Touch (Level One) — This Gift claws over stone, steel, or some other hard surface,
allows the Mokolé to send her foe sprawling with but the Mokolé hones them to razor sharpness. A
a touch. Normally taught by a spirit of the Dinosaur monitor lizard- or eagle-spirit teaches this Gift.
Kings or Bird Kings. System: The player spends one Rage point
System: The player rolls Willpower (difficulty and the Mokolé takes a full turn sharpening her claws.
of the opponent’s Stamina + Athletics). Even All claw attacks do two additional dice of damage and
one success sends the victim to the ground. This are made at –1 difficulty for the rest of the scene. Only
Gift may be employed through even the lightest, usable in Archid.

EVENING: DRAGON EYE 49


•Sense Dissolver (Level One) —The Mokolé System: The player spends two Gnosis
can sense nearby manifestations of the Dissolver points. The Gift lasts until the end of the scene.
(Wyrm to garou). This Gift involves a mystical sense, •Find Land (Level One) — By focusing his
not a visual or olfactory image, although Mokolé often attention onto the balance of land and water, the
describe the Dissolver’s spiritual emanations as a Mokolé can locate the nearest fixed land amidst
stench. This Gift doesn’t necessarily sense dedication the waters of swamp or sea. This Gift is taught by a
to the Dissolver, merely contact with its spiritual Turtle-spirit.
essence, which can cling to even blameless souls. System: The player makes a Perception +
Sense Dissolver requires active concentration; the Survival roll, difficulty 6. One success indicates the
spiritual sense it provides doesn’t function passively. direction of the land. Three successes indicate the
The Gift may be taught by any Gaian spirit. distance; five allow the Mokolé to tell whether the
System: The player rolls Perception + land is dangerous or contaminated.
Occult. The difficulty depends on the concentration •Find Water (Level One) — As the Gift:
and strength of the Dissolver’s influence: sensing a Find Land, save that the Mokolé can find any water
single fomor in the next room would be difficulty 6, within twenty miles, and likewise tell if the water is
while detecting the stench of a Bane that was in the contaminated if he achieves enough successes. This
room an hour ago would be difficulty 7. Vampires Gift is taught by a Lizard-spirit.
register as Dissolver-tainted, save those with •Scent of Sweet Nectar (Level One) — A
Humanity ratings of 7 or higher. target the Mokolé touched at some point during the
•Shed (Level One) — The Mokolé can last hour begins to exude a wonderfully sweet aroma,
shed a layer of skin and/or feathers, slipping from an and becomes slightly sticky to the touch. All manner
opponent’s grasp or escaping from bonds with ease. of vermin quickly appear and coat the victim. The
A lizard-spirit or snake-spirit teaches this Gift. resulting coat of gnats, flies, bees and beetles crawls,
System: The player rolls Dexterity + Primal- stings, and generally impairs vision and hearing.
Urge (difficulty 7). If the roll succeeds, the character Insect-spirits teach this Gift.
loses a tuft of feathers or skin (revealing healthy new System: The player spends one Gnosis point
hide), allowing her to slip free of grapples or bonds and rolls Wits + Subterfuge (difficulty 7). The target
such as ropes or chains. suffers a –1 penalty to all actions for one hour per
•Sight of the True Form (Level One) — success; the smell will not wash off during this time.
The Mokolé is able to scent the truth of those she •Sense Moon (Level One) — This Gift
meets, literally sniffing out an individual’s true form. enables the user to detect a child of the Moon —
This Gift is taught by a spirit of the Predator Kings usually a fellow shapechanger (save for Corax, Ananasi
or a vulture-spirit. or Nuwisha). This Gift is taught by a Sun-spirit.
System: The Mokolé can smell Kinfolk or a System: The player rolls Perception +
fellow Mokolé automatically. In all other cases, the Occult, difficulty 7. With three successes, he can tell
player must roll Perception + Primal-Urge (difficulty what kind of moon creature is involved; five allows a
6). One success will identify a normal human rough estimate of rank and abilities.
or animal; two successes will detect a vampire, •Sense Prey (Level One) — This Gift lets
changeling, demon, mummy, or Fera; four successes a weresaurian locate enough prey to feed her clutch.
are needed to sniff out a mage, ghoul, or fomor. In the urban environment, this tends to guide suchid
The Imbued register as normal humans to this Gift. to prey in parks, sewers, animal shelters or even
Unfamiliar scents aren’t automatically recognized: zoos, drawing her unfailingly to the presence of prey
A Mokolé that has never encountered any Rokea animals. A wolf-spirit teaches this Gift.
might not immediately recognize the scent she System: The player rolls Perception +
detects as “wereshark”. Primal-Urge. The difficulty is 5 in wilderness
•Speed of Thought (Level One) — The environments and 7 in urban environments. Success
Mokolé doubles her running speed. A roadrunner- indicates the location of enough prey to feed a large
or cheetah-spirit teaches this Gift. clutch for a day.

50 MOKOLÉ
•Tailbiter’s Mumble (Level One) — The
Mokolé may bite her tail in her mouth and roll any
distance desired as quickly as her human form runs.
This Gift is taught by Hoopsnake.
System: The Mokolé must be in Suchid or
Archid, and spend a Willpower point; apart from
that, the movement bonuses are automatic.
•Talk (Level One) — This Gift permits the
Mokolé to speak any human language he knows
while in Suchid or Archid form. This Gift is taught
by a Bird-spirit.
System: No roll is necessary; the Mokolé
becomes automatically capable of speech in all
forms. With a successful Mnesis roll, difficulty 8, the
Mokolé can also speak any of the other Bete’s (other
fera) languages for the duration of a scene.
•Blessings of the Nest (Level Two) —
Hissing a blessing in the Dragon Tongue, the
Mokolé bestows a gift of fertility. In addition to
ensuring conception on most recipients, the Gift
also removes impotence from those who suffer from
it and grants fertility to the normally barren. A
rooster-spirit teaches it.
System: The player spends one Gnosis
point. This Gift’s power is insufficient to make
metis fertile.
•Reptoid Form (Level Two) — Through
careful refinement of her shapeshifting capabilities,
the Mokolé learns to assume a form between
Homid and Archid. This “near-man”
form,roughly equivalent to the Garou
Glabro form, lacks hair, has tough,
lightly scaled skin, and sports small but
sharp claws. It can only pass for human at
a distance, under heavy clothing, or in poor
light, but still avoids the size and subtlety
issues associated with Archid. This Gift is
taught by memory-spirits.
System: The character assumes her new
form in the same manner as a Garou assuming
Glabro. Its traits are: Strength +2, Stamina +2,
Appearance –2, and it can make claw attacks
for lethal damage.
•Sense Gold (Level Two) — To those truly
born Mokolé, Helios has granted the ability to
sense a Mokolé’s greatest weakness. This Gift,
taught by Suns, allows the Mokolé to detect
the presence of Gold.

EVENING: DRAGON EYE 51


System: The player rolls Perception + Primal- of course), and the target also becomes a little more
Urge (difficulty 7). If successful, she can detect the open-minded about potential partners. Even so,
presence of any gold within 100 yards. Three successes the Mokolé must still seduce the person through
allow her to pinpoint the gold’s location. roleplaying, as this Gift does not implant obvious
•Silver Claws (Level Two) — Luna sends desire — it merely removes barriers.
her children to teach this powerful but painful Gift •Waxwork Monster (Level Two) —
to those warriors who gain her favor. When invoked, Brought to light recently by the Shining, this Gift
it transforms the Mokolé’s claws into silver. lets a Mokolé take advantage of the fact that
System: The player rolls Gnosis (difficulty 7) “dinosaurs are extinct” to hide in plain sight even
to activate this Gift. Silver claws inflict aggravated in Archid form. Essentially, the Mokolé takes on the
damage to all targets, and are naturally unsoakable appearance of a model or dummy. A Tuatara-spirit
to Garou and most other Fera. The Mokolé suffers teaches this Gift.
searing agony while manifesting these silver claws. System: The Mokolé spends a Gnosis point
Each turn, she gains an automatic Rage point, and and rolls Stamina + Expression. For each success, he
all non-combat difficulties increase by one because can freeze in place for one hour unnoticed by anyone.
of the distraction. On each turn that her Rage points In Suchid form, he appears to be a stuffed crocodile;
exceed her Willpower, she must check for frenzy. in Homid form, he seems to be a mannequin or
The Gift lasts for one scene, unless the Mokolé takes waxwork. In Archid form the Mokolé appears to
a turn to voluntarily end it sooner. be a life-size fiberglass or cement dinosaur model,
•Stinking Breath (Level Two) — The but cannot cause the Delirium unless he moves
Mokolé can amplify his natural musk until it or speaks. Some Shining will even carry around a
incapacitates his foes. This Gift is taught by a small label designating the species of dinosaur that
Garbage-spirit or a Monitor-lizard spirit. they are supposed to be. Of course, the “statue”
System: The player spends one point of will arouse suspicion if there is not supposed to be
Gnosis. For the duration of the scene, all beings other a statue in the place where the Mokolé is hiding.
than the Mokolé and her clutchmates that can smell Whole clutches have concealed themselves this way
and are within 20 feet (6 m) of the Mokolé subtract as roadside attractions and the like.
two from all dice pools as they fight to breathe. •Dragonfear (Level Three) — The Mokolé
•Axis Mundi (Level Two) — The Mokolé displays his full, terrifying might — baring teeth or
reaches out with her spirit to feel the presence of claws, roaring, or simply looming ominously over a
Gaia, centering herself with relation to her Mother. foe. Terror strikes one foe into quiescence. Dragon
She always knows what direction she is traveling or spirits of fear teach this Gift.
or facing in, so long as she travels within the Gaia System: The player rolls Strength +
Realm. The spirits of migratory birds teach this Gift. Intimidation (difficulty equal to the target’s
System: This Gift’s effects are permanent. Willpower). Each success cows the enemy for
•Tides of Lust (Level Two) — This Gift is one turn; the victim cannot attack during this
most common among the Gila monsters and Mexican time, but may defend himself and otherwise act
beaded lizards of the American Southwest, the normally (although his actions are likely guided by
Unktehi, who learn it from a Rooster-spirit. It gives overwhelming terror).
them power over the tides within someone’s body. •Dragon’s Breath (Level Three) — The
System: The Mokolé begins to dance and Mokolé can spit fire. This Gift is taught by Dragon
rolls Rites + Expression, difficulty 7. If the target himself.
already loves someone else the difficulty is 8, or 9 System: The player spends one Rage
if the target is very old or attracted to the same sex. point and rolls Dexterity + Brawl (difficulty 8)
The number of successes determines the number to aim the attack (range 30 feet). It inflicts two
of hours that the person will be unnaturally lusty. automatic levels of aggravated damage, plus two
Impotence, if any, disappears, the target becomes additional levels per extra point of Rage spent
fertile if ordinarily sterile (unless the target is metis, after the attack is rolled.

52 MOKOLÉ
•Walking Between Worlds (Level Three) •View the Seed (Level Four) — This Gift
— The Mokolé can breach the Gauntlet and enter comes from the belief that all things are but a dream
the Umbra in the same manner as Garou. Lunes teach of the idea or object that birthed them. It allows the
this Gift. user to see the “seed” of anything, from the parents of
System: This Gift’s effects are permanent. a child to the mastermind of a plot. Note that some
•Bark of the Mudpuppy (Level Three) — things result from the growth of several “seeds.”
This Gift allows the Mokolé to bark loudly at any A Mokolé looking at America, for instance, could
one person or object, shattering glass, splintering see any number of things (John Locke in his study,
light wood or even opening wounds on a living being. Native Americans planting maize, Africans bought
This Gift is taught by Mudpuppy. with Boston rum...). The Gumagan are most likely
System: The bark does one health level of to learn this Gift, which is taught by Finch.
aggravated damage, but automatically strikes its System: The Mokolé rolls Perception +
target. There is no actual cost. Mnesis, difficulty 7. If the thing to be seen is outside
•Attunement (Level Four) — The Mokolé may the Mnesis of the Mokole’s line, the difficulty is
commune with the spirits of a city or town and gain 8. In the case of truly alien causes and effects, the
information about the area from them, including a difficulty could be 9 (Vhujunka plotting to sail into
rough population estimate, enclaves of Mokolé or the Deep Umbra, etc.).
other beings, and any secret tunnels. A rat-spirit •Grasp the Beyond (Level Five) —The
teaches this Gift. Mokolé may carry things in and out of the Umbra
System: The player spends one point of without having to dedicate them to herself (see the
Gnosis and rolls Perception + Streetwise (difficulty Rite of Talisman Dedication, W20 p. 211). This Gift
6). The amount and accuracy of the information affects objects, people and animals, both willing and
depend on the number of successes rolled. unwilling. An opossum- or kangaroo-spirit teaches
•Cocoon (Level Four) — The Mokolé this Gift.
wraps himself in a thick, opaque, chitinous System: The character must grasp the object
sarcophagus, immobilizing himself but also becoming or person he wishes to take to (or from) the spirit
nearly impervious to harm. The cocoon provides world, and spend a number of Willpower points: one
immunity to fire, starvation, gas, high pressure, cold, for small items (a knife or cell phone), two for larger
and similar environmental hazards. An insect- or items (a backpack or shotgun), and three for man-
Weaver-spirit teaches this Gift. Mokolé adepts often sized items (including people). The player makes
use the cocoon to protect themselves when they do the usual Gnosis roll to pierce the Gauntlet and
the Sleep of the Dragon. step sideways; if successful, both he and the desired
System: The Mokolé spends one Gnosis point. object or person pass into the Umbra. An unwilling
While the weresaurian remains in the cocoon, any subject may resist with a Willpower roll; each success
attack that strikes him must do damage at least equal subtracts one from the Mokolé’s successes.
to his Stamina + Rituals; the cocoon keeps him safe •Song of the Great Beast (Level Five) —
from any lesser amount of damage, but is destroyed if it’s The Mokolé travels to the deep wilderness and lets
pierced. The cocoon lasts for one day, but its duration out a long, mournful roar. One of the Great Beasts
may be extended by spending more Gnosis to renew it. of antiquity answers the call, appearing in the Realm
The Mokolé may emerge from it at any time he chooses. near the weresaurian — a mighty and savage being
•Serenity (Level Four) — The Mokolé can that walked the Earth in ages past. Such creatures
fill a hot heart with the peace of Gaia, even in the midst include the Willawau (giant owl), Terror Birds from
of battle. An avatar of Unicorn teaches this Gift. the Cenozoic, the great Megalodon sharks that
System: The player spends one Gnosis point swam the seas eons ago and the mighty Dinosaurs,
and rolls Charisma + Expression (difficulty equal who arrives in herds. Who knows what else the
to the target’s Willpower). For one turn per success, Song might call up? The Great Beasts possess power
the target automatically fails all Rage rolls, cannot in the physical world to rival that of mighty spirits
frenzy, and cannot spend Rage. in the Umbra. Once the ancient creature arrives,

EVENING: DRAGON EYE 53


the Mokolé may make a request of it, but the Great •Landspeak (Level Three) —The Aboriginal folk
Beast will fulfill it in its own way, according to its of Bandaiyan know the land as a series of interconnected
nature. Using this Gift is risky, but the results can songlines, the Ways of the Law. By listening carefully,
be truly spectacular. Usually the Dinosaur Kings will Gumagan can hear the songs of the earth. A servant
teach this Gift only to suchids. Note, however, that of Ngalyod the Rainbow Serpent teaches this Gift.
such monsters as sea scorpions and giant sharks also System: The Gumagan puts his ear to the
lie within Mnesis, and if the Kings decided to teach ground or into a waterhole. He then makes a Gnosis
these Songs, then they could do so. roll, difficulty 6. The number of successes is the
System: The player spends two Gnosis points number of miles within which he can hear The Song.
and rolls Charisma + Primal-Urge (difficulty 8). He will know what the Earth thinks of events on its
More successes improve the Great Beast’s disposition. surface within this area, if he makes a Mnesis roll
Traits are left to the Storyteller’s discretion, but instead, he can hear echoes of the past. Note that
should always be impressive. this Gift is not considered eavesdropping, but rather
overhearing the Earth’s commentary.
Stream Gifts •Nightmare Mnesis (Level Four) — The
Gumagan can overcome any foe with Mnesis, forcing
Gumagan them to remember the atrocities committed on the
•Songlines (Level One) — This Gift covers Aboriginal peoples and animals of the land. This
the landscape with songs. The Gumagan can navigate Gift is taught by a Bunyip ghost.
from one end of Bandaiyan to the other using legends. System: The Gumagan looks into her foe’s eyes
This Gift is taught by an Ancestor-spirit. and makes a Mnesis roll, difficulty of the opponent’s
System: The Gumagan sets out on a journey Willpower. If she succeeds, the foe will remember
and begins the Song. He rolls Gnosis and adds to the lifetimes of slaughter, torture, rape and defilement.
number of successes the number of sacred songs he He must make a Willpower check, difficulty 7, or fall
knows. The difficulty is 6 in his tribe’s territory, 7 into despair (usually Harano). Many who have been
outside. In lands other than Bandaiyan it is 10. The struck by this Gift have harmed themselves or sought
number of successes is the number of times by which to atone for the crimes they recall.
the distance is divided when calculating the length •Billabong Walk (Level Five) — Gumagan
of the trip. uses this Gift to successfully cross large expanses of
•Dreamwalk (Level Two) — The Gumagan Australian terrain by using water as a shortcut. The
may use her connection to the Dreamtime to lower Mokolé enters one body of fresh water and emerges
the Gauntlet. A Dreamtime-spirit teaches this Gift. from another such body any distance away; salt water
System: The Gumagan must concentrate on “fouls” the Gift, and cannot transport the Gift user.
the spirit world for a full turn; for the duration of the He must have bathed in the water where he plans to
very next turn, the local Gauntlet is lowered by 2. emerge before using this Gift. This Gift is taught by
•Bunyip’s Boom (Level Three) — The servants of Mu-ru-bul Tu-ru-dan the Bunyip.
Gumagan may reach into Mnesis and imitate the System: The player spends two Gnosis points
mournful cry of the Bunyip. This Gift is taught by and announces her destination. At the Storyteller’s
servants of Mu-ru-bul Tu-ru-dan the Bunyip. discretion, using this Gift to leave or arrive in an area
System: The player spends one Gnosis and of high Gauntlet may require a roll to step sideways
rolls Charisma + Performance (difficulty 7). Anyone to make the transition safely. The Gift user cannot
who hears this roaring noise lose one temporary take anyone with her while using this Gift; only
point of Willpower per success, and cannot regain those items dedicated to her complete the journey.
Willpower until they have retreated from the Gift •Bloody-Mindedness (Level Five) — The
user’s immediate area (roughly earshot) or until the Gumagan can “point herself’ at a chosen goal or foe,
scene ends. No victim can be affected by this Gift a “life-enemy.” She will pursue this goal until death
more than once in any sunset-to-sunrise or sunrise- and beyond. A servant of Mu-ru-bul Tu-ru-dan the
to-sunset period. Bunyip teaches this Gift.

54 MOKOLÉ
System: The Gumagan spends two points of neck she would stretch. This Gift cannot create
Willpower. Afterwards, she neither eats nor sleeps anything new, but can adapt existing body parts to
unless she wishes to do so. She may add two to her new situations. Arms could grow into wings, but a
dice pools for any task related to her goal. The sheer new pair of limbs would not appear from nowhere.
intensity of her search will usually frighten anyone Likewise, lungs could become gills, but to breathe air
into helping her: Bloody-Minded Gumagan are often again, the Mokolé would have to change back. The
on the edge of frenzy every minute. She may not be effects last for one scene per Gnosis point spent.
persuaded to abandon her quest by any supernatural •Heat Wave (Level Three) — The Mokolé
means (treat as the Merit: Iron Will). In combat can bring the heat of Lord Sun to burn his enemies.
against her life-enemy, she will gain one extra attack Many can stand chill, but no living thing can stand
per round, with the difficulty of attacks against her endless heat. A Sun-spirit teaches this Gift.
target reduced by one. She may not dodge attacks System: The Mokolé dances the Steps of
from any other combatant, but her dice pool to soak the Sun and spends 1 Gnosis. She then rolls Wits
damage is doubled. + Expression, difficulty 5 if it is warm, 6 if cool and
8 if cold. If below freezing, the difficulty is 9. The
Makara difficulty drops by 1 for each hour of dancing, and
•The Thousand Arrows (Level Three) increases by 1 if the Mokolé cannot dance except
— This Gift allows a Makara marksman to greatly with hand motions (due to injury or imprisonment).
multiply his missiles in mid-flight; an archer can send For each success, one mile of territory surrounding
a swarm of arrows, and a machine gun spits forth a the Mokolé is heated to heatwave temperatures
cloud of bullets. This Gift is taught by a Wasp-spirit. (130°F). Any creature vulnerable to heat will lose
System: The Makara spends one Gnosis one die from their dice pools per hour. The effects
and one Rage. Whatever firearm, bow, crossbow or last for one hour per point of Gnosis spent. They
hurled weapon he is using gains the benefits of firing cannot last for more than one hour after sunset.
full auto (see W20 p. 303), but the difficulty to hit is
raised by two rather than three.
•Great as a White Hill (Level Five) —
The Makara grows to three times her normal size or
shrinks to the size of a small mugger crocodile. A
Chimerling teaches this Gift.
System: The player spends one Gnosis
point and rolls Stamina + Primal-Urge (difficulty
8). The effects last for one hour per success or until
the Mokolé cancels the Gift. If the Mokolé grows
larger, she gains three Strength dice for every 100%
increase in size. If she grows smaller, she retains her
normal Traits, but she may sneak around unnoticed.

Mokolé-mbembe
•Beak of the Finch (Level Three) — This
Gift is taught by Finch, the master of adaptation.
Finch helps Mokolé adapt to new situations in order
to survive. They do so by reshaping themselves into
a form which can accomplish a goal.
System: The Mokolé spends a Gnosis point
and rolls Mnesis + Survival. She then exerts herself
toward the desired change. To grow fins, she jumps
into water and starts paddling. To grow a long
•Walk into My Eyes (Level Four) — This •Shou (Level One) — All weresaurians
powerful Gift allows weakness to become strength. have an innate connection to their ancestors — a
The Mokolé have been endlessly persecuted: under spiritual, racial unconscious accessible through
some circumstances, this can be an advantage. An intense meditation. The Zhong Lung can tap into
Ancestor-spirit teaches this Gift. these deep memories to remember ancient lore. An
System: The Mokolé stares into the eyes of a foe ancestor-spirit teaches this Gift.
and rolls Mnesis. The difficulty is 5 for a relative (including System: The character must meditate for a
Nagah, Gorax and Kin), 7 for a being who shares even short time, concentrating on the past. The player
one common ancestor (anyone born human, any saurian, then rolls Gnosis (difficulty 9, –1 for each dot of
and any Changer), and 9 for something completely alien. Mnesis the Mokolé possesses). The number of
For each success, the foe is overwhelmed for one turn successes determines how detailed and exact the
by memory as he sees all of life from the Mokolé’s point answer he receives will be.
of view. During this time he will not attack the Mokolé •Clap of Thunder (Level Two) — The
(although he may defend himself if attacked) and will Zhong Lung slams her hands together, creating a
not be able to use any specific Gifts or powers of his mighty thunderclap that stuns those who hear it. A
own kind (such as Garou-only Gifts, shapeshifting, or Stormcrow teaches this Gift.
vampiric Disciplines). After returning to himself, the System: The player spends one Gnosis
target is often profoundly changed. Reactions vary: point. All characters within 20 feet (6 m) must
Garou have withdrawn into eternal Harano, while a succeed in a Willpower roll (difficulty 8 for foes, 4
Sabbat Priscus blessed by this Gift ended his unlife after for clutchmates) or be stunned and unable to act for
seeing what he had lost centuries ago. The Storyteller one turn. The Mokolé must be in Homid, Reptoid (if
should determine fairly what each target would do. able), or Archid form to use this Gift.
•Send the Dream (Level Three) — This
Zhong Lung Gift enables mental communication, even over vast
All Zhong Lung who are members of the Beast distances. The user must either know the target
Courts can take Gifts from the Garou’s Galliard list personally (although friendship isn’t necessary) or
as Auspice Gifts. To see more about Beast Courts have something that belongs to that person, such as
Gifts and creation check W20CB p. 284. a lock of his hair. Bird-spirits and spirits of intellect
•Chi’ih Ming (Level One) — This Gift, taught teach this Gift.
by a bird-spirit, allows the Zhong Lung to walk on air. System: The player rolls Charisma +
System: The player spends a Gnosis point Empathy (difficulty 8) and spends a Willpower
and rolls Stamina + Athletics. Each success allows point; the effects last for a scene. The character
her to walk or run on air for one minute. may hold a mental conversation with a target at a
•Dragon Milk (Level One) — The Zhong maximum distance of 10 miles (16 km) per success.
Lung channels spiritual power through her blood, Mind reading isn’t possible, but the weresaurian may
mending the wounds of any other living creature. use social Abilities such as Intimidation.
This Gift may not heal the Zhong Lung herself, •The Dragon’s Tongue (Level Three)
spirits, or the undead. Other Mokolé cannot learn — The Zhong Lung calls down lightning upon his
this Gift even from a Zhong Lung directly. enemy. A storm-spirit teaches this Gift.
System: It requires the character to mix System: The player spends a Willpower
his blood with that of the one to be healed, spend point and rolls Strength + Intimidation (difficulty
one Gnosis point and roll Intelligence + Empathy 7). The target suffers one level of aggravated
(difficulty is the target’s current Rage, or 5 for those damage per success.
with no Rage). Each success heals one level of lethal, •Anger of the Wani (Level Four) — The
bashing, or aggravated damage. The healer may even Mokolé can summon nearly any weather effect she
heal fresh Battle Scars (see W20 p. 259) in this manner, desires: Fog, tornadoes, blizzards, and thunderstorms
if the Gift is applied during the same scene in which the all await her call. A spirit of the Wani, the dragon
scar is received and an extra Gnosis point is spent. princes of the east teaches this Gift.

56 MOKOLÉ
•Harmony of the Soul (Level Four) —
The Zhong Lung can fill a hot heart with the peace
of Gaia, even in the midst of battle. An avatar of
Unicorn teaches this Gift.
System: The player spends one Gnosis point
and rolls Charisma + Expression (difficulty equal
to the target’s Willpower). For one turn per success,
the target automatically fails all Rage rolls, cannot
frenzy, and cannot spend Rage.
•Sleep of Hsi Wang Mu (Level Four)
— This Gift allows the Zhong Lung to hibernate,
concentrating his life force to extend his life. A
servant of Hsi Wang Mu teaches this Gift.
System: The player spends one dot of
permanent Gnosis, and the character falls into a
deep sleep for one lunar month. When she awakens,
12 years are added to her natural lifespan.
•A Thousand Secret Faces (Level Five)
— This Gift allows the Zhong Lung to assume the
perfect likeness of any human, of any age, gender,
ethnicity, or station. It is taught by ancestor-spirit.
System: The player spends one Willpower
and one Gnosis point, and rolls Manipulation +
Subterfuge (difficulty 7). The Gift lasts for one day
per success, during which time the Zhong Lung
may don or remove her disguise with only a turn’s
concentration.

ZHONG LUNG: UNBALANCED?


Players may be inclined to wonder: Doesn’t the
Zhong Lung’s position among the Beast Courts
give them a leg up on other Mokolé, mechanically?
They effectively have two Auspices, thanks to
their universal access to Galliard Gifts.
The answer is — well, yes. It does. The
Zhong Lung have been treated as the enlightened
System: The player spends one Gnosis ‘heart’of the Beast Courts since time immemorial,
point and rolls Willpower. (The difficulty varies and have better relations with the spirit courts
based on how conceptually close the desired effect of Asia than just about any other shen. While
is to the current weather patterns of the area). The the rest of the Mokolé have hidden away in
storm covers 10 miles per success. If the Mokolé their wallows in isolation, the Zhong Lung have
summons a thunderstorm, she may spend Gnosis moved openly, enjoyed widespread support, and
to call lightning down on her enemies (Wits + accumulated great power. Of course, as the Zhong
Occult to hit, 10 dice of aggravated damage). The Lung themselves would be the first to point out,
mokolé falls into a deep sleep for an hour after the quantity of power laid at one’s feet matters
using the Gift, during which time he dreams his far less than how one uses it.
thanks to the Dragon Princes.

EVENING: DRAGON EYE 57


Auspice Gifts •Combat Healing (Level Three) — This
Gift allows the weresaurian to mend his injuries
Rising Sun (Vasanta) without rest or hesitation — even in the heart of
•Bellow (Level One) — The Mokolé combat — as claws and bullets tear fresh rents in
releases a powerful and terrifying reptilian roar. This his flesh. While other Mokolé struggle to mend
Gift is taught by a crocodile-spirit. their wounds under fire, the Rising Sun never stops
System: The player spends one Rage point and fighting. Elemental spirits teach this Gift, although
rolls permanent Rage (difficulty of the target’s Willpower). they must generally be bested in battle first.
If successful, the target reacts as though afflicted by the System: The Rising Sun no longer needs
Delirium. Subtract the Mokolé’s Glory from the target’s to pause or roll Stamina to heal during combat,
Willpower before consulting the Delirium chart. Other and automatically regenerates one non-aggravated
shapeshifters can spend one Willpower point to resist health level every round. This benefit is permanent.
the Gift’s effects for the rest of the scene. •Dragon’s Tongue (Level Three) — So long
•Eye of the Raptor (Level One) — The as even a single cloud hangs in the sky, the weresaurian
Mokolé can see clearly for miles. A raptor-spirit may call down a lightning bolt to strike her foes.
teaches this Gift. System: The player spends one Rage point
System: The player rolls Perception + and rolls Dexterity + Survival to aim it (difficulty 8 in
Alertness (difficulty 8). The number of successes equals relatively clear conditions, difficulty 6 during a storm).
the number of miles the character can see clearly. The bolt inflicts (Glory) dice of lethal damage.
•Master of Fire (Level One) — Fire- •Hot Ichor (Level Three) — The Mokolé
spirits were among the very first to make pacts with may use her Rage to heat her blood, enhancing her
Dinosaur Kings, allowing then to warm themselves, prowess in battle or on the hunt. A raptor-spirit
drive off wild beasts, and clear the land. The teaches this Gift.
cornerstones of civilization were laid in these simple System: The player may spend Rage to
acts, granting the spirits of flame much prestige. increase her physical Attributes at a rate of one point
Mokolé remember and continue to call upon these of Rage per Attribute dot gained. This enhancement
ancients pacts to protect themselves as the final fires lasts for a number of turns equal to the Mokolé’s
of the Apocalypse loom. An ancestor-spirit or fire lowest permanent Renown category.
elemental teaches this Gift. •Lash of Ages (Level Three) — The
System: The player spends one Gnosis point. Rising Sun can destroy any man-made substance.
For the rest of the scene, fire inflicts bashing rather Plastics, alloys, and other materials not found in
than aggravated damage to the Mokolé. nature disintegrate with just a touch. Lawn chairs
•Paint the Meadows (Level Two) — The dissolve into oily puddles and steel melts into iron
Mokolé may utter pitiable moans and groans to draw and carbon. A cockroach-spirit teaches this Gift.
prey closer. Margay-spirits teach this Gift. System: The character must touch the
System: The player rolls Wits + Expression material; only materials that are not naturally
(difficulty of the target’s Willpower). The victim occurring are viable targets. For instance, a wooden
moves closer for one turn per success; if the victim is table would be unaffected, whereas a plastic table
harmed, the Gift’s effects end. would melt to the ground. The player makes a Rage
•Sense Silver (Level Two) —To those truly roll (difficulty 7); each success reduces twenty pounds
born Mokolé, Luna has granted the ability to sense of the target material to its base components.
some of the mokolé’s greatest weakness. This Gift, •Call the Tides (Level Three) —This Gift
taught by Lunes, allows the Rising Sun to detect the makes the Mokolé able to bend the tides to his will.
presence of silver. The Gift is taught by Tidekeeper.
System: The player rolls Perception + System: The Mokolé must be in sight of a
Primal-Urge (difficulty 7). If successful, she can detect tidal body of water (ocean, sea, river estuary). The
the presence of any silver within 100 yards. Three player then makes a Gnosis roll, difficulty of 8. The
successes allow her to pinpoint the silver’s location. number of successes determines the result:

58 MOKOLÉ
1 The tides come in or go out twice as fast System: The player spends one Gnosis point.
as usual. The wall’s dimensions are three yards high, two yards
2 Tides can be reversed, and will come in long and one yard thick (or a similar number of
instead of go out or vice versa. meters), and if the Mokolé desires, it may be extended
3 High tide or low tide can be brought to encircle a number of allies up to the mokolé’s
in one scene. Gnosis, so long as they huddle close. It has a soak pool
4 Unusual tides (spring tide or neap tide) can of 10 dice, and 15 health levels must be inflicted to
be brought in one scene penetrate it at any point. The wall lasts for one scene
5+ Freakish tides (i.e. 30’ tides in Florida) can or until released into the earth by the Mokolé.
occur in one scene.
•Might of the Kings (Level Three) — The Noonday Sun (Nam Hsai)
mokolé can increase his strength tremendously, the •Fangs of Judgment (Level One) — It falls
better to slay his foes. This Gift is taught by a spirit upon the Noonday Sun to levy not only judgment
of the Dinosaur Kings or the Bird Kings. but also punishment against those who have fallen
System: The player spends one Gnosis and from their proper stations. This Gift, taught by an
one Rage, then rolls Willpower (difficulty 8). The ancestor-spirit, causes the mokolé’s claws and fangs
Mokolé’s Strength doubles for one turn per success. to burn with the righteous power of law.
This Gift can only be used once per scene. System: The player spends one Willpower
•Anger of the Wani (Level Four) — As the point. For the next full day, all of the Mokolé’s natural
Zhong Lung Gift. weaponry attacks do two extra dice of damage to all
•Scream of Gaia (Level Four) — The beings who have fallen from their original purpose to the
Mokolé emits a horrible, ragged scream imbued with service of the Dissolver (Wyrm) (such as Black Spiral
Rage and the pain of Gaia. The force of the scream Dancers, fomori, and corrupted nature spirits; Banes
batters foes and knocks them off their feet. Storm- which came into existence as agents of the Dissolver
spirits teach this Gift. are, regrettably, exempt from this Gift’s sanction).
System: The player spends a Gnosis point •Persuasion (Level One) — This Gift
and rolls Rage. Everyone within a 50-foot (15 m) imbues a Noonday Sun words with intrinsic
radius, except for the mokolé’s clutch, is blasted to credibility and conviction, causing them to ring true
the ground to suffer one unsoakable health level to the ear and lay heavy on the heart. An ancestor-
of bashing damage per success as a shockwave rips spirit teaches this Gift.
through the area. System: The player rolls Charisma +
•Jointsnake’s Mojo (Level Five) — The Subterfuge (difficulty 7). Success lowers the difficulty
Mokolé may rejoin severed body parts without even of all social rolls by one for the rest of the scene, and
touching them; they simply wriggle back to the allows successful rolls to have uncommonly strong
stump, reattaching themselves. This Gift is taught impact (such as changing long-held political views,
by jointsnake-spirits. or causing an addict to seriously reconsider the
System: The player need only spend one course of his life).
Gnosis to call back and reattach a severed body part, •Truth of Olodumare (Level One) — As
so long as that body part is within (Glory x 2) yards. judges of the Duties, Noonday Suns may easily separate
•Wall of Granite (Level Five) — Rising truth from falsehood. This Gift is taught by a Sun-spirit.
Suns have a stronger relationship with the System: The player rolls Intelligence +
elementals of the earth than other weresaurians do; Empathy (difficulty equals the subject’s Manipulation
just as the earth upholds those upon it, the Rising + Subterfuge). This Gift reveals only which of the
Sun uphold the Duties that sustains their people. words that have been spoken are true and which are
While in contact with earth or rock, the Rising Sun false. It doesn’t reveal the truth behind a lie unless
can invoke a wall to protect himself. This wall moves the speaker utters it. If the speaker is uncertain
with the Mokolé, defending him from all angles. whether his words are true or false, the Gift identifies
Earth elementals teach this Gift. them as neither.

EVENING: DRAGON EYE 59


•Gold Claws (Level One) — This Gift is •Strength of Purpose (Level Two) —
mainly used against fallen or undutiful Mokolé. Noonday Suns use this Gift to fortify themselves in
When invoked, it transforms the Mokolé’s claws the face of the Apocalypse, turning hot passion and
into gold. burning Rage into cold, steely resolve. A wolf-spirit
System: The player rolls Gnosis (difficulty teaches this Gift.
7) to activate this Gift. Gold claws inflict System: Once per scene, the player may
aggravated damage to all targets, and are naturally roll Stamina + Rituals (difficulty 7). For every two
unsoakable to Mokolé and Corax. The Mokolé successes, the Noonday Sun recovers one point of
suffers searing agony while manifesting these gold Willpower, up to her maximum.
claws. Each turn, she gains an automatic Rage •Tame Sunbeam (Level Two) — The sun
point, and all non-combat difficulties increase has long been the staunchest ally of the Mokolé, and
by one because of the distraction. On each turn sends his light when they need it most. A servant of
that her Rage points exceed her Willpower, she Helios teaches this Gift.
must check for frenzy. The Gift lasts for one scene, System: The player spends a Gnosis point
unless the Mokolé takes a turn to voluntarily end and rolls Intelligence + Occult, difficulty 6. An
it sooner. aura of bright sunlight surrounds the Mokolé for
•Calm (Level Two) — This Gift imparts the rest of the scene, illuminating everything out to
the secret of quelling the anger in others. A Tuatara- (successes x 2) yards.
spirit teaches this Gift. •Clear Mind (Level Three) — This
System: The player spends one Gnosis and Gift encourages clarity of thought, no matter the
rolls Charisma + Empathy (difficulty equals the distractions; it is taught by a crow-spirit.
target’s Willpower). Each success removes one of System: The player spends one or more
the target’s Rage points, which may be regained Willpower points, then chooses a Mental dice pool
normally. If used on a creature capable of frenzy (such as Intelligence + Enigmas); each Willpower
which has no Rage (vampires, some fomori), the point spent adds one die to that pool until the sun
Gift cancels the frenzy if the player scores at least next rises.
three successes. •Weak Arm (Level Three) — By watching
an opponent’s fighting style, the Noonday Sun can
quickly evaluate his strengths and weaknesses.
Snake- and wind-spirits teach this Gift.
System: The player rolls Perception + Brawl cannot force and individual to act against her nature
(difficulty 8). Each success grants one bonus die to add (such as to allow herself to be killed), it also doesn’t
to her attack or damage rolls against that opponent. allow her to act against the task the Noonday Sun has
For instance, a Noonday Sun who gets four successes set before her. This Gift is taught by an Incarna avatar.
could add two dice to her attack rolls and two to her System: The player spends one Gnosis point
damage pool, or four to her damage rolls, or three to and rolls Manipulation + Leadership (difficulty of
attack and one to damage — whatever combination the opponent’s Willpower, or the highest Willpower
suits her. However, the distribution of dice cannot be in a group). The compulsion to complete the task
changed once the Gift has been activated. This Gift set out in the geas lasts until the task is completed or
can be used against a given foe only once per scene, the target is harmed to the point of incapacitation in
and its benefits are lost at the end of the scene. A full pursuit of the quest.
turn of concentration is necessary to use this Gift. •Wisdom of the Sun (Level Five) — By
•Dragon’s Tongue (Level Three) — As the meditating beneath Lord Sun’s face, the Noonday
Rising Sun Gift. Sun becomes a channel for the wisdom of the
•Eye of the Cobra (Level Three) — With an Tellurian, and can find the answer to almost any
unearthly stare, the weresaurian can draw anyone to question. A Chimerling teaches this Gift.
within striking distance. A snake-spirit teaches this Gift. System: The player spends one Gnosis
System: The player rolls Appearance + point and rolls Intelligence + Enigmas (difficulty
Enigmas (difficulty equal to the target’s Willpower). 7). If successful, the player can ask any one simple
The Moolé needs three successes to bring the target question of the Storyteller and expect an answer that
to his side; fewer successes will at least start the is honest, if vague and wrapped in symbolism. The
victim moving in the right direction. Once there, clarity of the information depends on the number
the target can do as he pleases, but he must try his of successes, and it is rare to gain a complete and
best to get to the Galliard until then. straightforward answer.
•Raptor’s Gaze (Level Four) — One of •Sleep of the Dragon (Level Five) — This
the Mokolé’s eyes glows a livid red, and all enemies Gift allows the Mokolé to enter a state of estivation.
caught by his gaze are stricken with terrible agony. A She sleeps for a time limited by duration (for instance,
pain-spirit teaches this Gift. “three moons”) or condition (“when the lake fills with
System: The player spends one Rage point water”). In either case, she sets the waking condition
and one Gnosis, then rolls Perception + Occult herself. The Mokolé does not age as she sleeps, though
(difficulty 8). For the rest of the scene, any foe she may dream. Usually the Mokolé buries herself in
at whom the Mokolé glares must roll Willpower mud as she sleeps. The sleeping Mokolé is awakened
(difficulty 8) and exceed the player’s successes or by being moved or touched, but not by ordinary
double over in pain, suffering a –5 wound penalty as noises. A Dragon-spint teaches this Gift.
though Crippled, regardless of their current health. System: The Mokolé may enter the sleep as
Any characters already at Crippled are considered an act of will. If she sleeps for longer than the duration
Incapacitated by the pain. of one story, then she regains all her spent Gnosis.
•Strength of the Dominator (Level Four)
— The weresaurian draws on a target’s anger to feed Setting Sun (Tung Chun)
his own. A Stormcrow teaches this Gift. •Burrow (Level One) — This Gift grants
System: The player rolls Wits + Intimidation the ability to burrow through the earth, creating a
(difficulty equals the target’s Willpower). For a tunnel roughly the size of the digger’s body, which
number of turns equal to the successes scored, the others can follow through. The weresaurian must
target will lose a point of Rage per turn, while the be in a form possessing claws to use this Gift. Mole-
Shadow Lord gains that Rage. The character can use spirits teach this Gift.
this Gift only once per target per scene. System: The player rolls Strength + Athletics
•Geas (Level Five) — This Gift binds an against a difficulty depending on the substance to be
individual or group to a sacred oath. While the geas excavated (4 for loose mud, 9 for solid rock). Some

EVENING: DRAGON EYE 61


metals (such as steel and titanium alloys) and other System: The player reflexively spends one
reinforced structures won’t yield to the mokolé no Rage point, allowing the character to dodge one
matter how hard she digs. The character can burrow attack with his full dice pool, regardless of what other
one yard per turn for each success. After the initial actions he has taken during the round. Alternately, a
roll, the character does not need to roll again to Rage point may be spent to enhance a normal dodge
continue at the same speed. action, adding three dice to the defense.
•Mother’s Touch (Level One) — The •Armor of the Tortoise (Level Three) —
Setting Sun channels spiritual power through her The Mokolé may form a hard shell around his skin,
hands, mending the wounds of any other living protecting himself from harm. This Gift is taught by
creature. This Gift may not heal the mokolé herself, a turtle-spirit.
spirits, or the undead. A bear- or unicorn-spirit System: The player rolls Stamina + Primal-
teaches it. Urge, difficulty 6, and the weresaurian spends a
System: The player spends one Gnosis point turn in concentration. Add the number of successes
and rolls Intelligence + Empathy (difficulty is the rolled to the Mokolé’s soak rolls. The Gift lasts for
target’s current Rage, or 5 for those with no Rage). (permanent Honor) turns, and may be used only
Each success heals one level of lethal, bashing, or once per scene.
aggravated damage. The healer may even heal fresh •Clarity (Level Three) — This Gift grants
Battle Scars (see W20 p. 259) in this manner, if the the ability to see through fog, pitch darkness, and
Gift is applied during the same scene in which the invisibility, and to recognize illusions. A wind-spirit
scar is received and an extra Gnosis point is spent. teaches it.
•Resist Pain (Level One) — Fortifying System: The player rolls Perception +
herself with purpose and will, the mokolé shuts out Enigmas (difficulty 7). If the Setting Sun attempts to
the pain of her wounds. A bear- or badger-spirit see someone else’s illusion, the number of successes
teaches this Gift. rolled by the creator must be matched or beaten by the
System: The player spends one Willpower Moolé; otherwise, this Gift negates visual penalties.
point; the character ignores all wound penalties for •Combat Healing (Level Three) — As the
the rest of the scene. Mokolé Rising Sun Gift.
•Clap of Thunder (Level Two) — As the •Might of the Kings (Level Three) — As
Zhong Lung Gift. the Mokolé Rising Sun Gift.
•Paint the Meadows (Level Two) — As the •Clenched Jaw (Level Four) — The
Mokolé Rising Sun Gift. weresaurian bites down with such power that her
•Rage of the Nest Mother (Level Two) — grip won’t loosen until she chooses to let it; even
When confronted with a threat to a helpless member of in death, her jaws remain locked. A wolf- or hyena-
the mokolé’s family or clutch, the Setting Sun can rise spirit teaches this Gift.
above her normal limits to defend them. The spirit of System: After making a successful bite
any animal that mates for life may teach this Gift. attack, the player may spend a Rage point to
System: The Storyteller must agree that the invoke this Gift. For each successive turn she
member of the Mokolé’s family or pack is indeed chooses to maintain her grip, she makes a bite
helpless and unable to defend himself. (With rare attack roll (difficulty 3). While foes can make a
exception, any human facing a werewolf should be resisted Strength roll to break the grip (suffering
considered helpless.) The player may then spend one an additional health level of damage in the process
Rage and add one die to all her character’s Physical of trying to tear free), the Mokolé may add half her
Attributes for every point of permanent Honor the Willpower to her dice pool (round up).
character possesses, for the duration of the scene. •Hand of the Earth Lords (Level Four) —
•Warding Dance (Level Two) — Pushing By drawing on the land’s energies, the Setting Sun
the fire in his heart into his limbs, the Setting Sun can move any one object weighing up to 2,000 pounds
hurls himself unharmed through the ranks of Gaia’s (900 kg) simply by gesturing at it. An air elemental and
foes. A mongoose-spirit teaches this Gift. an earth elemental must teach this Gift in concert.

62 MOKOLÉ
System: The player spends one Gnosis Midnight Sun (Pei Tung/ Hemanta)
point and rolls Dexterity + Occult (difficulty 7). •Darksight (Level One) — The ambient
Concentration is necessary to move the object, light of the Penumbra illuminates the physical world,
which travels at roughly 20 mph (32 kph). The even when darkness surrounds the Mokolé. A Lune
Mokolé’s control lasts for one turn per success. teaches this Gift.
•Hot Ichor (Level Four) — As the Mokolé System: The player spends one Willpower
Rising Sun Gift. point, and suffers no penalties for lack of light for
•Halo of the Sun (Level Five) — The the rest of the scene.
character speaks an ancient word sacred to Helios •Brother’s Scent (Level One) — Drawing
and is immediately surrounded by a sphere of blazing upon the universal brotherhood of all creatures of
sunlight. Those Dissolver (Wyrm) creatures who Gaia, the mokolé seems to fit in wherever he goes.
fear the sun may flee before the mokolé. This Gift is Those given no reason to suspect the Midnight Sun
taught by a servant of Helios. presence simply overlook her. A servant of Unicorn
System: The player spends one Gnosis point; teaches this Gift.
the effect lasts for one scene. The character receives two System: The player spends a Gnosis point
extra dice to the damage of any hand-to-hand attacks and rolls Appearance + Empathy (difficulty 6). All
and causes aggravated damage while he is in Homid individuals not specifically on guard against intruders
and Reptoid (if able) forms. Anyone directly facing the overlook any incongruity in the Mokolé’s appearance
weresaurian adds three to all attack difficulties due to — for example, a naked man covered in blood and
the glare. Any vampires within 20 yards (18 m) suffer carrying a grand entoban spear walking through a
three levels of aggravated damage per turn. high-society ball would draw no particular notice, nor
•Fossilize (Level Five) — This Gift allows would a crocodile wandering through a residential
the Mokolé to consign an enemy to memory — neighborhood. The Mokolé isn’t invisible, he simply
by fossilizing him for the edification of further doesn’t stand out when he otherwise should, and his
generations. Paleontologists, needless to say, would appearance is considered unremarkable even when
probably be baffled by the results. A Death-spirit he’s interacted with. If the weresaurian’s actions alone
teaches this Gift. would draw attention to himself (shouting, starting a
System: The Mokolé points a bone at an fight, attempting to kick down a locked door) the Gift’s
enemy; the player rolls Gnosis, resisted by the illusion is immediately broken. Those specifically on
enemy’s Willpower. For each success, one health the lookout for individuals who don’t belong (security
level of unsoakable aggravated damage cripples the guards at a private facility, for example) don’t succumb
target. If the target dies from the effects, he becomes to this Gift unless their Willpower is lower than the
a petrified fossil instantly. Moolé’s successes on the activation roll.
•Spirits of Laughter (Level One) — The
Midnight Sun invokes spirits of good humor, lightening
everyone’s mood. A mockingbird-spirit teaches this Gift.
System: The player spends one Gnosis point.
For the rest of the scene, all Rage rolls are made at
+2 difficulty, and everyone finds it very difficult to
become upset or out-of-sorts about anything.
•Lambent Flame (Level One) — The
weresaurian causes her body to ignite with silver
light. This is taught by a Fire-spirit or by a Sun-Spirit.
System: The player spends one Willpower
point to activate the Gift. The light illuminates a
100-foot (30 m) area around the Mokolé for the rest
of the scene. All attacks against the Mokolé suffer a
+1 difficulty penalty while this Gift persists.

63
•Sense Sun (Level One) — This Gift enables than half normal walking speed, and can’t draw
the user to detect a child of the Sun such like Mokolé attention to herself. A spirit-servant of Uktena
and Corax. This Gift is taught by a Moon-spirit. teaches this Gift.
System: The player rolls Perception + System: The player spends one Gnosis point
Occult, difficulty 7. With three successes, he can tell and rolls Intelligence + Occult (difficulty varies: 4 if
what kind of moon creature is involved; five allows a already concealed, 6 if in the open, 9 in plain sight).
rough estimate of rank and abilities. Anyone looking for the Mokolé must score more
•Breaking the Tomorrow Wall (Level Two) successes on a Perception + Alertness roll (difficulty
— The Mokolé swims upstream through the river 8) than the player did on the initial roll. Anyone not
of Mnesis, catching vague glimpses of the future. A actively seeking the Mokolé will not spot her at all.
crane-spirit teaches this Gift. •Open Sun Bridge (Level Three) — The
System: The player spends one Gnosis point weresaurian has the ability to open a sun bridge,
and rolls Perception + Enigmas, difficulty 6. The with or without the permission of the totem of that
Mokolé gains one vague insight of the Storyteller’s wallow. This is taught by a Sun-Spirit.
choice per success. System: The player spends one Gnosis point.
•Dreamspeak (Level Two) — The Midnight See the Rite of the Opened Sun Bridge (p. 207 for
Sun can walk among another’s dreams and thereby more information on opening sun bridges). The
affect their course. The werewolf doesn’t have to be maximum distance that can thereby be covered is
anywhere near the target, but she must know or have 1,000 miles (1600 km).
seen the dreamer. A Chimerling teaches this Gift. •Fool’s Luck (Level Four) — This Gift
System: The player rolls Wits + Empathy grants temporary immunity to bad luck. A rabbit-
(difficulty 8). If the dreamer awakens while the Galliard spirit teaches it.
is still within the dream, the weresaurian is thrown out System: The player spends one Gnosis point.
of the dream world and loses a Gnosis point. The character cannot botch any rolls until the sun
•Glib Tongue (Level Two) — Listeners hear next rises; treat any botches as normal failures.
whatever the Mokolé wishes them to. The Midnight •Shadows by the Firelight (Level Four) —
Sun can say anything, even total nonsense, but As The Midnight Sun invokes shadows and dreams
anyone listening will agree heartily. A rabbit-spirit to set the stage for a play in which other mokolé play
teaches this Gift. a part. The Midnight Sun narrates the tale, and the
System: The player spends one Gnosis actors are swept along in the narrative, willing or no.
point and rolls Wits + Expression (difficulty equals The Gift is often used at moots, since it allows many
the listener’s Wits + Alertness). The target agrees to participate in the retelling of legends. It is also used
completely with the Mokolé for one turn per success, as an object lesson for the wayward and stubborn.
after which sanity reasserts itself Mokolé often tell stories as sunshafts burn dazzlingly
•Become Log (Level Three) — The Mokolé through the trees into the wallow’s darkness. When
can become completely invisible to all senses, spirits this Gift is combined with Mnesis, the result is a
or monitoring devices by remaining still; must be in unique art called inwitting, in which the teller sends
a natural environment, or one comfortable to his her audience into the memory-dreams of the Dragon
varna (such as a golf course’s pond for an alligator Folk. This enables a storyteller to set tales in the past
varna). A chameleon-spirit teaches this Gift. as far back as the Mokolé who is telling the story can
System: The player rolls Stamina + Stealth remember. A Shadow-spirit teaches this Gift.
(difficulty 5). Each success subtracts one success from System: To press an unwilling actor into
the Perception + Alertness rolls of those looking the shadowplay, the player spends one Gnosis point
for the character. If no one is actively seeking the per target and rolls Manipulation + Performance
mokolé, one success provides perfect concealment. (difficulty equal to the target’s Willpower). The
•Invisibility (Level Three) — The Mokolé effects last until the story ends (one scene), or until
can vanish from sight, though she must concentrate the actor is attacked. Willing participants require no
to maintain her invisibility. She can’t move faster roll or expenditure.

64 MOKOLÉ
•Take the True Form (Level Five) — The this shape on to her offspring, and they will replace
Midnight Sun can force a being into its true form. A one of her forms with the new. Only a few Mokolé
wolf-spirit teaches this Gift. have managed to make this work, but it is how a
System: The player rolls Manipulation + new varna comes to be able to incarnate shapeshifter
Primal-Urge (difficulty 7). If successful, Changing souls, and is allegedly responsible for the rise of both
Breeds (including Garou) are forced to revert the Corax and Nagah. Some loremasters say that all
to their breed form for one turn per success. the Changing Breeds originated this way. However,
Other shapeshifted creatures (such as vampires this is unlikely.
masquerading as wolves) targeted by this power are
likewise forced to revert to their true forms. Shrouded Sun (Zarad)
•Thousand Forms (Level Five) — The •Call the Rain (Level One) — Raising his
weresaurian with this Gift may change herself into arms and reciting a spontaneous poem, the Mokolé
any animal between the sizes of a small bird and a calls down the rain. A sky-spirit teaches this Gift.
bison. The Mokolé gains all the special capabilities System: The player spends one Gnosis
(flight, gills, poison, sensory abilities, etc.) of the point and rolls Wits + Expression (difficulty 8).
animal she mimics. She may not take the form of Success causes rain to fall across an area (Wisdom)
Dissolver-beasts (not that she would wish to!), miles in diameter around the Mokolé for ten
but with some extra effort she may take the form minutes per success.
of mystical beasts (such as a griffon or unicorn), •Mother’s Touch (Level One) — As the
provided the beast remains within the usual size Mokolé Setting Sun Gift.
limitations of the Gift. Wyld-spirits teach this Gift. •Sense Designer (Level One) — As the
System: The player spends a point of Gnosis Genral Mokolé Gift: Sense Dissolver, save that it
and rolls Intelligence + Animal Ken (difficulty 6). detects the presence of the Designer (weaver).
One success allows the character to assume the shape •Sense Magic (Level One) — The
of any normal animal. For the duration of the scene, weresaurian can sense the pulse and flux of
he may make additional transformation rolls without mystic energies, whether the righteous Gifts of
spending additional Gnosis, provided he only takes the Mokolé, the arrogant wizardry of mages, the
the shape of normal animals. To allow the character debased powers of vampires, or even the black
to take on a mythical form, the player must spend arts of the Dissolver’s minions. A spirit-servant of
an additional point of Gnosis and succeed against a Uktena teaches this Gift.
difficulty of 9. System: The player rolls Perception +
•Sleep of the Dragon (Level Five) — As Enigmas. The difficulty is based on the strength and
the Mokolé Noonday Sun Gift. subtlety of the magic. The Shrouded Sun cannot tell
•Steal Shape (Level Five) — This Gift is the exact nature of the magic, although clues such
rare: only two lineages possessing it are known to as “Gaian,” “dreamcraft,” or “blood magic” might be
have survived the Wars of Rage. It enables a Mokolé granted with three or more successes. The radius is
to study the shape of another being for a span of time, 20 feet per success.
and then to take that shape as her new breed form. •Spirit Speech (Level One) — This Gift
In this way, the Mokolé have survived millennia of bestows understanding of the language of the spirit
evolution on Gaia’s Face. This Gift is taught by a world, permitting the Mokolé to clearly understand
Lungfish-spirit. and speak with any spirit he encounters. The Gift
System: The Mokolé must study the new doesn’t influence spirits’ attitudes toward the
shape for at least a year. At the end of that time, weresaurian in any way, nor ensure that they have
she may spend a point of permanent Gnosis and any desire to communicate with him. Any spirit
assume the new shape. The shape must be close can teach it.
enough to the old one that her soul will inhabit System: This Gift’s effects are permanent.
it. The Storyteller is free to rule on what will and •Breaking the Tomorrow Wall (Level Two)
will not work. Normally the Mokolé will then pass — As the Mokolé Midnight Sun Gift.

EVENING: DRAGON EYE 65


•Command Spirit (Level Two) — The System: The mokolé must concentrate for three
Shrouded Sun can give commands to spirits she meets uninterrupted turns. If the spirit does not wish to leave, the
and expect obedience. The Gift doesn’t grant the ability player must roll Manipulation + Intimidation (difficulty
to summon spirits — only to compel them to obey. of the spirit’s Willpower). If the spirit was bound to its
As always when dealing with spirits, clear wording is lodging, the exorcist must gain more successes than the
essential, as some clever spirits may attempt to twist the binder did when tying the spirit to its location. This Gift
spirit of issued commands while obeying them to the can be used to “cure” fomori, although doing so inflicts
letter. Any Incarna avatar can teach this Gift. ten levels of aggravated damage at a rate of one level
System: The player spends a Willpower point per turn as the Bane tears free of its fleshly home. This
and rolls Charisma + Leadership (difficulty is the ensures the host’s swift demise unless a powerful healer
spirit’s Gnosis). The character can issue successive manages to preserve his life during the exorcism.
commands once the spirit is under her control; each •Shadow Wings (Level Three) — Few enemies
additional command requires that the player expend would expect something like a Tyrannosaurus to attack
an additional Willpower point. The spirit cannot be from above — an excellent reason to do so, in the eyes
ordered to leave a place or object (or, in the case of of the Shrouded Suns. The Mokolé using this gift may
fomori, person…) to which it is bound. hover, fly, or float. Any bird spirit can teach this Gift.
•Send the Dream (Level Two) — As the System: The player spends one Gnosis point,
Zhong Lung Gift. and with an audible rush of mighty-but-unseen wings,
•Walking Between Worlds (Level Two) — the character takes to the air. The Mokolé can fly
As the Mokolé general Gift. Shrouded, Decorated, and at 20 mph and hover as she desires. The difficulties
Eclipsed Suns alone may buy this as a Level Two Gift. of all combat maneuvers increase by one. This Gift
•Become Log (Level Two) — As the lasts for one hour.
Mokolé Midnight Sun Gift. •Call Water Spirit (Level Three) — The
•Dream the Matre’s Mind (Level Two) — Mokolé is able to call a water elemental to her aid,
This Gift, taught by human Ancestor-spirits or an animal must have a water source. The water spirit will move
spirit especially renowned for a long memory, such as water, dampen a foe, or short out a power system at the
Elephant, allows the Mokolé to leave her body behind as Mokolé’s command. An elemental teaches this Gift.
her spirit slips into the astral realm, or Deep Umbra. System: The player spends one Gnosis
System: The player must roll Gnosis, difficulty point and rolls Gnosis (difficulty is equal to the
of the local Gauntlet rating. Successful use of the Gift area’s Gauntlet). She must then roll Manipulation
renders the Mokolé’s physical body unconscious while her + Occult (difficulty 7) to make the summoned
spirit slips into the astral realm. Five successes indicates elemental amenable to helping her. The elemental
that the Mokolé may even travel into the true High vanishes at the end of the scene.
Umbra, though she is still attached by a silver cord to her •Open Sun Bridge (Level Three) — As the
body. Failure means the character cannot leave her body Mokolé Midnight Sun Gift.
and a botch casts the astral self to a random destination •Umbral Shadow Wings (Level Three)
or breaks the silver cord. For more information on Deep — This Gift allows a Mokolé to fly through the
Umbral travel, see the Sunset chapter. “nothing” of the Umbra, ignoring the various paths
•Deeper Lungs (Level Three) — The and tracks in favor of a more direct route from Realm
Mokolé may reserve air within herself, allowing her to Realm. This Gift is taught by a Sky-spirit.
to live for a period of time without breathing. This System: The Mokolé must have the Gift:
Gift is taught by a turtle-spirit. Walking Between Worlds (or be Gumagan) to enter
System: The Mokolé may hold her breath for the Umbra, and must move to a place where “flying”
(Stamina) hours. This Gift’s effects are permanent. between the Realms is possible. She may be using
•Exorcism (Level Three) — This is the Gift Dream the Matre’s Mind. Should she be able to
of ejecting spirits from places, objects, or even people, reach an Anchorhead, she may fly through the Deep
whether they are bound or in voluntary possession. Umbra as well. No roll is necessary: the Mokolé
Any Incarna avatar can teach this Gift. simply wills her wings to unfold.

66 MOKOLÉ
•Living Treasure (Level Four) — A
Shrouded Sun can convince the spirit of a treasure
in his possession to relate its history and lore. An
ancestor-spirit imparts this Gift.
System: The Mokolé touches the object;
the player rolls Manipulation + Etiquette (difficulty
7). Each success causes the spirit to reveal one fact
about itself. Shrouded Sun may use this Gift on
common items as well, making it a useful tool for
investigations or problem solving. This Gift may only
be used once per object.
•Recapitulate (Level Four) — The Mokolé
can attack enemies with their own evolutionary
heritage, forcing them to retreat back down the tree of
life toward a clump of cells. The foe is transformed into
a lower form of life. A lungfish-spirit teaches this Gift.
System: The Mokolé shouts the enemy’s name
and certain Words out of time. The player spends
two Gnosis points, then rolls Mnesis + Intimidation,
difficulty 7. The player splits her successes between
the effects of devolution and the duration. For each
success spent on effect, the victim devolves through
one stage of existence: for humans or Garou, one
success makes him a primitive ratlike mammal, two
make him a synapsid, and so on. The effect lasts for
ten minutes per success spent on duration.
•Grasp the Beyond (Level Four) — As the
General Mokolé Gift.
•Walk the Matre’s Mind (Level Four) —
Similar to the Gift Dream the Matre’s Mind, this
Gift lets the Mokolé actually enter the astral realm,
the Deep Umbra in physical form. Alternately, If she
is already astral, she can remove her cord relatively
safely. The use of this Gift is rare, as fewer Mokolé
are versed in it, but it allows the Mokolé to enter
the embodiment of Gaia’s memory without leaving
a helpless body behind and without a silver cord.
Some Mokolé postulate that the silver cord becomes
invisible, but is still there. This Gift is taught only by
various spirits familiar with the Deep Umbra.
System: No roll is needed; the effects are
automatic A Mokolé who has used the Gift: Dream
the Matre’s Mind and passes into the High Umbra
may use Walk the Matre’s Mind to remove her silver
cord and continue. If she does this, she must make
sure to return before her body suffers too greatly: her
Stamina is the number of scenes that she will be able
to voyage (at the Storyteller’s discretion).
•Gorgon’s Gaze (Level Five) — The the maneuver. The dice should be divided as evenly
Mokolé’s eyes burn red, gold, and green as this hideous as possible, although the player may choose where
power of legend transforms living flesh into stone with to distribute extra dice (or in case of the Decorated
but a gaze. Difficult to find and even more dangerous Sun’s Leadership score granting fewer dice than the
to approach, legendary Basilisk teaches this Gift. number of clutchmates involved).
System: After making eye contact, the player •Persuasion (Level One) — As the Mokolé
spends one Gnosis point and rolls Appearance + Noonday Sun Gift.
Occult (difficulty of the target’s Willpower). The victim •Cooking (Level One) — The Decorated
is completely paralyzed for one turn per success; five Sun takes up a small pot (an old coffee can will do)
successes permanently transform the target to stone. and a spoon, and fills it with whatever he can find
•Malleable Spirit (Level Five) — The — cigarette butts, beer cans, old newspapers, dead
Mokolé can change a spirit’s form or purpose. A leaves, whatever — adds water (spit will do), and stirs.
Chimerling teaches this Gift. The result is a pasty and bland-tasting, but filling and
System: The player must best the spirit in a nutritious mush. A vulture-spirit teaches this Gift.
resisted Gnosis roll. The difficulty is based on what System: The player rolls Wits + Survival
the Mokolé tries to accomplish, while the spirit’s (difficulty 6). The resulting meal feeds one person
difficulty is the Mokolé’s Gnosis. per success.
Change Difficulty •Mother’s Touch (Level One) — As the
Characteristics (Willpower, Rage, 6 Mokolé Setting Sun Gift.
Gnosis; one point changed per success) •Pilot Snake (Level One) — This Gift
Disposition (Friendly, 7 allows Mokolé to summon the helpful pilot snake, a
Neutral, Hostile) creature who knows how to get places. He can help
Type (Naturae, Elemental, Bane, etc) 9 find safe havens, drinkable water, wallows, and so
on. The Gift is taught by a Snake-spirit.
Decorated Sun (Grisma) System: The Mokolé calls on Pilot Snake
•Mercy (Level One) — Decorated Suns see and rolls Gnosis. The Mokolé must be in a place
no use for lethal force when not fighting minions of where there are pilot snakes (such as the American
the Dissolver, but even they succumb to frenzy. This Southeast). The difficulty is 6 in wilderness, 7 in sight
Gift allows the Mokolé to use her natural weaponry of human works, 8 in a park or suburb, and 9 in city
and Rage without fear of killing her opponent. A areas. Near the Dissolver’s works, it is 10. The number
dove-spirit teaches this Gift. of successes measures the Gift’s success; usually three
System: The player spends one Gnosis point. is sufficient. Pilot Snake does not speak, but will guide
For the rest of the scene, all damage that the Moolé the group anywhere within reason. He cannot provide
inflicts with her own body is considered bashing. guidance to things that he does not know about, such
A creature “killed” by such damage merely falls as Garou caerns. Once he is done, he departs.
unconscious, and he may heal the wounds at the usual •Wind Beneath my Wings (Level One) —
rate for bashing damage (see W20 Healing, p. 256). This Gift, originated by a Pteranodon Mokolé, helps
•Pack Tactics (Level One) — While the Mokolé travel more easily by marching or flying in
Decorated Sun’s role as the overall leader of Mokolé formations. The strength of the whole group can serve
is questionable, there’s no doubt at all who should to help each member. This Gift is taught by Goose.
take control of the clutch in battle. By taking the System: The Mokolé assembles her fellow
lead and coordinating pack actions, the Decorated travelers in a line (for marching) or V formation
Sun gifts all her clutchmates with great competence (for flying) and rolls Stamina + Gnosis, difficulty 7.
in the heat of battle. A wolf-spirit teaches this Gift. The number of successes is the number of travelers
System: The player spends a Willpower who can share the Stamina of the strongest member
point before initiating a Pack Tactics maneuver (see of the group (who will usually take the lead). If the
W20 p. 300) and divides a pool of extra dice equal formation is broken, the extra Stamina disappears. A
to her Leadership score among everyone performing botch reduces a group member to 1 Stamina.

68 MOKOLÉ
•Call to Duty (Level Two) — Names hold great •Long Running (Level Three) — The
power in the spirit world, and the Decorated Sun may Mokolé can make long trips far more quickly than
exploit this to summon and command any spirit she should be possible. An air-spirit teaches this Gift.
knows by name. Only one command may be given, System: The player spends one Gnosis point
and the spirit departs immediately after fulfilling it. and rolls Dexterity + (Athletics or Drive) against a
Alternatively, all spirits in the area may be called in times difficulty of the local Gauntlet. Each success reduces
of great need. An Incarna avatar teaches this Gift. the overall travel time to reach the Mokolé’s current
System: The Mokolé must know the name destination by 5%.
of the spirit she wishes to summon. The player rolls •Reshape Object (Level Three) — The
Charisma + Leadership (difficulty equal to the Mokolé can shape once-living (though not undead)
spirit’s Willpower). The second mode of this Gift material into something else instantly. Trees may
simply requires the player to spend two Gnosis points become shelter, buck antlers spears, animal hides
to summon all Gaian spirits within a one-mile (1.6 armor, and flowers sweet perfumes. The item will
km) radius. If the character has abused this Gift in resemble the object from which it was created (e.g.,
the past (in the Storyteller’s estimation), the spirits the aforementioned spear will be made of antler, not
might refuse the call — such a general summons wood). A Pattern Spider teaches this Gift.
is rooted more in appeal to duty than compulsion. System: The player rolls Manipulation + Crafts
The mightiest of spirits (Incarnae and above) are against a difficulty defined by the scope and complexity of
generally able to ignore this Gift if they choose. the transformation (a broken tree limb into a spear would
•Command the Gathering (Level Two) — be difficulty 5, while a fallen tree into a canoe would be 8)
The Decorated Sun draws all eyes to herself with a and spends a Gnosis point. The transformation persists
great exclamation, a clap of her hands, the striking for one scene per success, or permanently with five or
of spear to shield, or some other such gesture. Until more successes. Expending an additional Gnosis point
she has had her say, none may depart or interrupt allows a created weapon to inflict aggravated damage
her. A lion-spirit teaches this Gift. for the remainder of the scene in which it is created.
System: The player spends one Willpower •Infest (Level Four) — The Decorated Sun
point and rolls Appearance + Leadership (difficulty summons a horde of vermin to invade a structure
equals the highest Willpower among those whose no bigger than a large building. The Gift summons
attention she seeks to gain). If the roll succeeds, all any kind of vermin common to the area — usually
in attendance fall quiet and listen. Any individual a lively variety of insects, slugs and rodents. The
who wishes to interrupt the Decorated Sun or walk vermin behave according to their natural instincts,
out before she has finished speaking must spend two generally settling down for permanent infestation
points of Willpower to do so. rather than attacking humans. Any vermin-spirit
•Dragon Drill (Level Two) — The Mokolé can teach this Gift.
may organize her allies into a potent workforce, System: The player spends one Gnosis point
sharing any Ability known to a single member of and rolls Manipulation + Animal Ken (difficulty
the group with all members. This Gift can empower 7). One success warrants an immediate call to an
Mokolé, Kin, and any character with whom the exterminator, five makes the building completely
Mokolé shares a totem. Ant-spirits teach this gift. uninhabitable for quite some time.
System: The player spends a Gnosis point •Shadows by the Firelight (Level Four) —
and rolls Manipulation + the appropriate Skill or As the Mokolé Midnight Sun Gift.
Knowledge (difficulty 7). The number of successes •Strength of the Dominator (Level Four)
is the number of individuals who gain the targeted — As the Mokolé Noonday Sun Gift.
Ability at the rating of the highest-rated member of •Chaos Mechanics (Level Five) —
the group. This Gift’s effects last for one scene. Weresaurians pulse with the Wyld’s energy, but all
•Walking Between Worlds (Level Two) — creatures with form and nature have something
As the Mokolé general Gift. Shrouded, Decorated, and of the Designer (Weaver) in them as well. Upon
Eclipsed Suns alone may buy this as a Level Two Gift. learning this Gift, the Decorated Sun reconciles

EVENING: DRAGON EYE 69


these aspects of his being, enabling him to summon System: The player spends a Gnosis point to
primal energy and mystical form at the same time. activate this Gift for a scene. In Homid and Reptoid
Luna, who balances mercurial chaos into an orderly (if able), the mokolé’s Perception difficulties decrease
cycle of phases, sends the most powerful of her Lunes by two and she may roll Perception + Primal-Urge to
to teach this Gift. perform uncanny sensory feats such as tracking by scent.
System: A mokolé with this Gift may use In Archid, Reptoid (if able), and Suchid, Perception
Rage and Gnosis in the same turn with no penalty. difficulties decrease by three (this is not cumulative with
This Gift’s effects are permanent. the ordinary Suchid-form Perception bonuses) and the
•Obedience (Level Five) — The Decorated weresaurian gains an extra die to Primal-Urge dice pools.
Sun becomes the ultimate clutch leader, compelling •Lambent Flame (Level One) — As the
all others to follow her orders. A Stormcrow teaches Mokolé Midnight Sun Gift.
this Gift. •Bellow (Level One) — As the Mokolé
System: The player spends one Gnosis point Rising Sun Gift.
and rolls Charisma + Leadership (difficulty 8). All •Awe (Level Two) — The Mokolé becomes
in the vicinity must roll Willpower (difficulty 8) and an unmistakable avatar of primal glory and majesty,
match or exceed the Mokolés’s successes, or they crowned by the sun and cloaked in years. An avatar
succumb to the Gift’s effects. If the weresaurian of Helios teaches this Gift.
wins by one success, targets follow any orders that System: The character permanently adds
don’t directly inconvenience them. Three successes one die to all Charisma rolls.
cause the targets to treat the Decorated Sun as their •Dazzle (Level Two) — The Moolé can
clutch leader and fight for her. Five successes make flood a target’s mind with the glory and love of Gaia,
the targets follow her into the Abyss or perform rendering him harmless for a short while. A unicorn-
virtually suicidal actions. This Gift’s effects last for spirit teaches this Gift.
one full day. System: The player rolls Charisma + Empathy
•Calm the Flock (Level Five) — This against a difficulty of the target’s Willpower (+1 if the
potent Gift immunizes a human from the Delirium target is a creature of the Dissolver). As long as the
for a scene. However, the human will forget much of target isn’t attacked, he stands mutely in awe for the
what he knows if exposed to the Delirium at a later remainder of the scene. This Gift can be attempted
date. An ancestor-spirit teaches this Gift. against a given target only once per scene.
System: The player spends a Gnosis point and •Walking Between Worlds (Level Two) —
rolls Charisma + Empathy. Only one success is needed. As the Mokolé general Gift. Shrouded, Decorated, and
Eclipsed Suns alone may buy this as a Level Two Gift.
Eclipsed Sun (Sai Chau) •Dragon-King’s Majesty (Level Three) —
•Aura of Confidence (Level One) — The The Eclipsed Sun appears to grow larger and more
mokolé projects an aura of superiority, preventing imposing, becoming a terrible, shadowy version of
attempts to find flaws or read auras (but not to read the herself. This change in aspect can severely intimidate
mokolé’s thoughts). An ancestor-spirit teaches this Gift. any onlookers. A Stormcrow teaches this Gift.
System: This Gift’s effects are permanent. System: The weresaurian concentrates for
•Heightened Senses (Level One) — a turn; the player spends one Gnosis point and rolls
This Gift sharpens the weresaurian’s senses to an Manipulation + Intimidation, difficulty 7. Anyone
incredible degree. She enjoys the olfactory and who means the Eclipsed Sun harm must make a
auditory acuity of a wolf whenever she is in Homid Willpower check, difficulty 8, and score more successes
and Suchid forms, along with superior night vision. than the Mokolé does in order to act normally. Failure
In Archid, Hispo and Lupus, her senses become means that the victims must spend a Willpower point
preternaturally potent, allowing sensory feats that to attack, take action against or even verbally oppose
border on precognition. Sudden loud noises, bright the Eclipsed Sun. This Gift doesn’t give the Mokolé
lights or overwhelming scents can be disorienting, actual control over her intimidated victims — they’re
however. Wolf-spirits teach this Gift. simply too spooked to actively oppose her.

70 MOKOLÉ
•Eye of the Cobra (Level Three) — As the
Noonday Sun Gift.
•Wrath of the Dragon (Level Three) — The
Mokolé shows himself in full, terrible glory as Gaia’s
chosen warrior. His splendor overwhelms minions of
the Dissolver (Wyrm), driving them before him in
terror. An avatar of Gaia herself teaches this Gift.
System: The player spends a Gnosis point and
rolls Charisma + Intimidation. Any minions of the
Dissolver who look upon the Mokolé during the rest of
the scene must either roll Willpower (difficulty 7) and
equal or exceed the player’s successes, or flee in terror.
•Hot Ichor (Level Three) — As the Mokolé
Rising Sun Gift.
•Mastery (Level Four) — The Eclipsed Sun
can command other Mokolé — even those fallen to bypassing oceans as though the land were connected
the Dissolver — to do her bidding. A falcon-spirit as it was in the days of Pangaea.
teaches this Gift. •Army of the Ancestors (Level Five) —
System: The player rolls Charisma + This rare Gift allows a Mokolé to materialize her
Leadership (difficulty equal to the target’s Wits + 3). Archid-form characteristics in an entirely different
If the roll succeeds, the Mokolé can give the target one way. The Mokolé can call on the ancestors who gave
non-suicidal command, which he must obey for one him the shape he wears, bringing them out of the
turn per success. This Gift works only against Mokolé. mists of the Memory to challenge his opponents.
•Sun Enfleshed (Level Four) — The Mokolé This Gift is taught by an Ancestor-spirit.
becomes a living embodiment of the sun’s holy fire. She System: The Mokolé calls on his ancestor
bursts into silent, solar flames, burning her opponents while indicating his bodily “gifts” that came from them.
with a touch. This Gift is taught by an avatar of Helios. He then makes a Gnosis roll, difficulty 8. For each
System: The player spends three Gnosis success, one ancestor appears. For example, a Mokolé
points to activate this Gift. Any vampires looking with wings could call Pteranodon, while one with
upon the Mokolé must roll to resist fear frenzy as Huge Size could summon Apatosaurus. The ancestors
though they beheld the sun at full noon, and the are as intelligent as the one who summons them, and
Mokolé’s natural weapons inflict two additional dice usually cooperate (unless the summoner wants them
of aggravated damage, as well as being treated as to do something stupid or ridiculous). The ancestors
weapons made of gold. stay for one scene, then depart back to the depths of
•Halo of the Sun (Level Five) — As the Mnesis. Depending on the scene into which they were
Mokolé Setting Sun Gift. summoned, they may not wish ever to return.
•Stop Continental Drift (Level Five) — •Dream Semblance (Level Five) — This
The Crowned with this powerful Gift can travel the Gift may be exercised once in a Mokolé’s lifetime. It
world as though it were still the dawn of time. A allows the Mokolé to become a True Dragon for the
journey from the shores of Africa to South America, duration of one scene. Once the confrontation is over,
for example, may take only a matter of days. the dream will depart. This Gift is taught by Dragon.
Crocodile-spirits teach this gift. System: The Mokolé prays to Dragon and
System: Once the character begins her makes a Wits + Mnesis roll with a difficulty of 7. The
journey, the player rolls Stamina + Rituals, difficulty statistics of a True Dragon are up to the storyteller, but
7. The Crowning leads any companions traveling such a creature is extremely powerful. Its power is usually
with her in a song of the oldest times, of smoking focused on the routing of Dragon’s foes. The Gift cannot
mountains and gods that walk in thunder. The be invoked a second time, and often Mokolé who invoke
group passes in and out of the world as in a dream, it even once die after Dragon’s foes are routed.

EVENING: DRAGON EYE 71


Rites
As the oldest members of the Pact with the spirit
speaking the words of the Dissolves and so forth The
maximum difficulty is 9. The number of successes
gained indicates the number of levels of Dissolver
world, the Mokolé employ ancient, traditional taint that pass away. The Mokolé will begin to itch
variations of many Garou rites, although notably horribly as the toxin works its way up to her skin. As
they use few rites dealing with the Umbra. she scratches, her skin peels off, revealing new skin
Mokolé rites are ancient, some dating to the beneath. Tattoos, scars or brands usually disappear
Time of the Kings. The Garou and Mokolé share the during the shedding. This rite is highly refreshing to
Rite of Accomplishment, Hunting Prayer, Greet the the celebrant.
Sun and in the case of Shining, Greet the Moon, the
Rite of Talisman Dedication, the Baptism of Fire, the
Rite of Spirit Awakening, the Rite of Summoning,
Wallow (Caern)Rites
the Rite of the Fetish and the Rite of the Totem. Rock Art
Other rites may also figure in certain wallows. The Level Three
Mokolé have few or no rites connected with Umbral The Mokolé dream memories of ages long
travel, as they seldom enter the Umbra because of past, but they know that weresaurians are not the
The Innocents. They also have few rites of judgment only ones who might have need of what they have
and punishment. They do have seasonal rites, which learned. This rite enriches Mokolé artwork with the
differ from those of the Garou. More info about rites memories she would share with future generations.
and mechanics in W20, p. 201. Despite the name, she can infuse any form of visual
art with her memories.
Rites of Accord System: The artist rolls Wits + Expression
(difficulty 6) with the number of successes indicating
Rite of Breeding the clarity of the memory stored within the art.
Level One Any character with a Gnosis trait can experience
This rite is practiced by all streams of Mokolé. the memory by spending a point of Gnosis. The
It consists of elaborate courtship protocols, exchanges Storyteller decides how much information he gains,
of go-betweens, ceremonial singing and dancing, and but even one success is sufficient to communicate
mating. It ensures that Mokolé mate with a suitable the Mokolé’s basic message.
Kinfolk partner and not with other Mokolé. In modern times Mokolé Wanderes have used this
System: The Mokolé involved dances, sings, rite to share current events and warnings with other
and otherwise celebrates, finally spending a Gnosis shapeshifters who pass through an area.
at the rite’s climax. If the prospective partner is
completely unsuitable (for example, sterile, horribly Feed the Wallow
diseased, or another Mokolé) then the Mokolé will Level One
know. If not, then mating can take place. Through this rite, food for one can be
transformed into food for many.
Shedding Hide System: The ritemaster blesses the food and
Level One divides it repeatedly. Each success on the ritemaster’s
This rite may be performed alone or in groups. roll doubles the number of people the food can
It is usually done once a year. The Mokolé sheds her feed. Food affected or created by this rite cannot he
skin over a period of days or weeks, and at the same subjected to this rite again.
time sheds any Dissolver-taint accumulated through
toxins or through contact with Dissolver-creatures. Rite of the Illuminated Wallow
System: The ritemaster rolls Charisma + Level One
Rituals as usual; the difficulty is 5 plus the number This rite is very similar to the Rite of the
of times she has been Dissolver-tainted, such as by Opened Caern, save that Sun’s light must fill the
touching fomori or vampires, eating tainted food, wallow with its blessing. For Midnight Suns, a night

72 MOKOLÉ
sky is appropriate to “illuminate” the wallow with System: Once the rite is performed, the
darkness. Note that the ritemaster must please not parent need only concentrate for a turn on a given
only the spirits, but the sleeping elder, if there is one. hatchling and the child’s relative condition (safe, in
The method for which these creatures can be bested immediate danger, wounded, and so on) is revealed.
varies from wallow to wallow. For example, if the
elder was a mancala player, playing a riotous game The Gator’s Burrow
in the wallow’s sands might illuminate a wallow of Level Four
laughter, while an elder who had fought the Garou The guardians of the wallow become so
all her life might demand a much darker ritual... connected to their bawn that they can sense all
System: To open a wallow, the character that goes on within its boundaries. The ritemaster
engages in a resisted, extended test of Wits + Rituals enacting this rite gazes intently into a bowl of water,
(difficulty 7) against the caern’s spirit, seeking to pool of ink, mirror, or some similar focus. At the same
gain a number of successes equal to the caern’s level. time, the Mokolé pours a small amount of witch hazel
The caern spirit uses the caern’s level as its dice pool or other strongly scented astringent (even urine)
(difficulty of the ritemaster’s Gnosis), seeking to gain on the ground in front of her. Any other Mokolé
(Ritemaster’s Willpower) successes. The first party watching or participating encircle the ritemaster and
to reach their target number of successes triumphs. growl softly in the backs of their throats.
If the character wins the test, she can add System: The celebrant must make a successful
the caern’s rating to her dice pool when performing Perception + Rituals roll against the given difficulty
actions appropriate to the caern’s focus. If she level. Each success enables the ritemaster (or the Wallow
loses, she takes lethal damage equal to the number Warder) to ask one question regarding a defined area.
of successes by which the caern beat her; a botch Failure indicates that the Mokolé sees nothing.
makes this damage aggravated. See W20, p. 310 for Area Difficulty
a list of caern types, their powers, and the spirits that Small room 5
can be encountered near them. Ballroom 6
House 7
Rite of the Nesting Mound Acre of land 8
Level One Small forest 9
This rite enables a mother to pile up earth
and vegetation to create a protective nest for her Opened Sun Bridge
eggs. Although this is common behavior among Level Four
crocodilians and monitors, the ritual version grants This rite enables Mokolé to open paths from one
the eggs an extra measure of spiritual protection. place to another “through the heart of the sun.” The Sun
System: If performed properly, the rite keeps Bridge can be invoked when Sun’s brilliance dazzles the
the eggs at optimum temperature until they hatch. eyes, and carries Mokolé from one wallow to another. A
The eggs will either hatch twice as quickly or twice normal means of using a Sun Bridge is to pass at sunrise
as slowly, depending on how the mother performed or sunset, allowing the “sun path” created by the motion
the rite and built the mound; some mothers try using of light in water to serve as a highway across the world.
this rite to ensure a certain sun auspice for their Travel is instantaneous or nearly so. The wallows involved
children. must have a pool or body of water to allow passage into the
Umbra. This water must be blessed with the rite at least
Save Hatchling once in living memory (not once a year as with a Moon
Level One Bridge). This means that as long as a sleeper remains who
Over 90% of potential suchid Mokolé and enacted the rite, Mokolé can open a way through the Sun
other reptiles die in their first year of life from disease Bridge by using the Gift: Open Sun Bridge or the Rite of
and predation. This rite creates a link between the Illuminated Wallow. However, to create a Sun Bridge,
parent and child, allowing the parent to know any to decide the destination to be reached, or to ascertain
one child’s condition at any one time. the safety of the passage, this rite is necessary.

EVENING: DRAGON EYE 73


System: The participants meditate as the
ritemaster performs the rite; the difficulty is 8 minus
the level of the wallow. The number of successes
must equal the level of the target wallow. There
need to be three more successes if no true Mokolé
are watching at the other end (i.e., if a wallow
destination is tended only by a sleeping elder).

Citadel of the Dragon


Level Five
Through chanting that helps her dig into her
Mnesis while guiding a group of artisans, this rite
allows the ritemaster to direct the carving of stone
structures with images of the Dragon Kings. These
images are so horrific that they tap into the terror
that the Mokolé cause in mammals. This rite once
allowed Mokolé to construct stone citadels hidden
from mankind.
System: To perform the ritual, the ritemaster
must make a Charisma + Rituals roll, and the least
talented of the artisans must make a Dexterity +
Crafts roll (substituting Expression or Repair if
the Storyteller prefers), the difficulty being 7. The
Storyteller will determine the number of successes
needed depending on the size of the structure: a
small shrine will take fewer days than a castle. If the
rite succeeds, the building will cause the Delirium.
Unfortunately, Mokolé know that fear engenders
hatred, and occasional hunters are strong-willed
enough to fight instead of fleeing, especially if they
attack at night when the stones can’t be seen clearly.

Rites of Death
Cast Communion
Level Two
This rite enables a Mokolé adept to receive
Mnesis from a comrade. The two Mokolé must
gaze into each others’ eyes, and the giver of Mnesis
will speak of a memory which he or she holds, or
if unable to speak, will concentrate on it. She will
then breathe out the memory, and the taker will
breathe it in. Once the memory is passed, the donor
has no more access to it. This rite is often used on
battlefields to preserve the Mnesis of the dying, and
is the only reason that so much Mnesis survived the
Wars of Rage. Many highly emotional scenes have
centered on Last Communion.

74
System: Either the donor or the recipient
can be the ritemaster for this rite. If the giver is
Mystic Rites
unconscious or dead, the taker can breathe in her Burning the Library
last breath, but the Mnesis transferred will usually Level One
be confused. This rite is named for the day when fire
destroyed the Library of Alexandria. It can erase
Shed the Crocodile’s Tears a memory from someone who has witnessed (or
Level Three perpetrated) an event; if the rite is performed
This rite shows a Mokolé’s contrition for communally, remove all of the participants’
killing a foe. The Mokolé, before leaving a battlefield, memories of the event.
weeps over the corpse of a fallen enemy (or friend). System: The ritemaster rolls Charisma +
The length of time that she weeps depends on the Rituals, difficulty 7, while describing the memories
depth of feeling involved. that must be destroyed. She then intones the Words of
System: The Mokolé must expend a point Unmaking, which seek out and destroy the offending
of Gnosis as she enacts the rite. Success indicates memories. For each success, one memory (up to a scene
that the spirit or wraith of the person involved will long) can be destroyed. This rite can be performed on
not seek revenge on the ritemaster. If the Mokolé either the ritualist herself, or others; unwilling targets
sacrifices a permanent point of Gnosis, then even must be restrained or otherwise subdued.
the kin and allies of the fallen believe that the
Mokolé was not a crazed killer, but was only doing Silence of the Oracles
what was necessary. Level Two
The Mokolé’s control of memories allows
The Bones of Time them to heal minds and well as preserving the
Level Five past. This rite allows the weresaurians to protect a
This rare rite is known to a few Mokolé of person from memories that cause pain or madness.
the Americas and China. It allows a ritemaster to The Mokolé draws the damaging aspects of a
retrieve Mnesis from remains of the dead, including memory away, quarantining them safely within her
“dragons’ bones,” fossil dinosaurs, and similar Mnesis. No memory should be lost, especially those
items. To enact the rite the ritemaster must caress cataloguing the evils of an Age.
the remains while chanting the Song of the Bones, System: The ritemaster takes one memory
which lasts for many hours if all its cantos are sung. (up to a scene in length) from the target per success,
Other Mokolé sometimes dance as accompaniment storing it in her Mnesis, removing the parts that
to the ritemaster’s song. cause him pain and suffering. The victim does not
System: The ritemaster rolls Charisma + fully forget the events but has a level of detachment
Rituals as usual, difficulty 7 (if the remains are that locks away the pain and harm of the memory.
mutilated, such as a lizard-skin coat, the difficulty This rite may also be used on a character suffering
is 9). When the Song is done, the Mokolé may a Derangement or similar state. In such cases the
enter a Mnesis trance for one day. He may then individual acts free of the Derangement for one
add the number of successes gained on the rite to scene per success.
his Mnesis roll. The Storyteller will determine what
memories could be gleaned — the dragons’ bones Rite of the Stone
of Chinese medicine shops or the dinosaur fossils Level Three
of the Smithsonian might possess some interesting This allows the Mokolé to attach a mystical
memories indeed. Any number of Mokolé may stone to his body. The stone can be a belly stone,
attempt to gain memories from the bones, but if giving strength, or a skull stone, giving wisdom. A
more try than the ancestor’s Gnosis score (or more belly stone must be heavy, smooth, and properly
than one, if the ancestor was not Mokolé), the shaped — the search for the perfect stone can last
remains will crumble. a long time.

EVENING: DRAGON EYE 75


Skull stones (carbuncles, or “dragon Walking in your Footsteps
stones”) are much harder to find, as they must Level Four
also be perfect, flawless jewels. The jewel must This rite enables a Mokolé to follow those
be cut by an artisan with stonecutting skill”, then who have gone before her. The ritemaster locates the
heated to searing heat, such as in Sun’s fire, in footsteps of a past Mokole; these may be made the
a forge or in volcanic heat. The stone is then day before, a hundred years before, or be fossilized.
burned onto the Mokolé’s forehead, where it However, the footsteps must be visible. As the
is visible in Archid form (in some Mokolé, it is Mokolé enacts the rite, she stands in the footsteps
visible in Homid form as well). of the ancestor and calls for the ancestor’s aid. If
System: During the rite, the Mokolé must fill successful, her forebear’s ability is passed on.
the stone with Gnosis by meditating in Sun’s light System: In addition to the ordinary rite roll,
(save that Gnosis goes into the stone instead of into the ritemaster must make a Mnesis roll or have a
the Mokolé). The stone’s maximum Gnosis is equal remembrancer make one for her, in order to know what
to the ritemaster’s current Gnosis. The stone is the ancestor did, or could do. The Storyteller makes this
then swallowed, if a belly stone, or branded into the roll and keeps die result secret. If the rite is a success, one
forehead, if a skull stone. In hunting or battle, the Ability owned by the ancestor, including Mnesis is made
Mokolé may spend the stone’s Gnosis on a one-for- available to the ritemaster for the duration of the story.
one basis; belly stones add to Strength for one scene, However, if the Storyteller determines that the Mnesis
and skull stones may add to any Mental Attribute. roll failed, or that the ancestor did not have this ability,
Once the stone’s Gnosis is expended, the stone is then another attribute possessed by the ancestor, such as
absorbed fully into the Mokolé’s body. arthritis, could come to the ritemaster. if the roll is a botch,
Garou who hunt Mokolé sometimes seek these the number of 1’s rolled is the number of permanent points
mystic stones, and use them to store Gnosis. In addition, lost by the ritemaster in an area of the Storyteller’s choice.
when an ancient Mokolé dies, her stone can be passed
to a younger Mokolé without losing its Gnosis. Mnesis Rite of Anamnesis
records more powerful stones, and sleeping elders often Level Five
have a mighty stone from a past age. This rite enables a Mokolé to communicate
Mnesis to another directly. The Mokolé who wishes
Boat of the Sun to do so can pass on visual impressions, thoughts and
Level Four feelings. However, the communion is imperfect.
This rite allows the ritemaster to borrow Sun’s System: The remembrancer and the subject
boat for a time to transport himself and colleagues to must share one of the teacher plants of Gaia (a
any destination under the sun. hallucinogen). The subject automatically takes one
System: The ritemaster must behold Sun’s health level of damage from the noxious drugs. The
Face, then assemble the boat’s crew, who must sit as if in remembrancer must succeed in a Mnesis roll to
a boat and hold their hands as if paddling. He may take find the desired memory, and then make a Gnosis
as many passengers as he has current points of Gnosis. roll against a difficulty of the subject’s Willpower.
The ritemaster declares the destination, which along In the case of non-Mokolé subjects, the difficulty is
with the port of departure, must be in Sun’s light. He 9. The number of successes determines the extent
must know the destination through having been there, of memories communicated. In unusual cases, the
or through a Mnesis roll (Storyteller’s discretion). He rite can be performed more than once on the same
then calls out the strokes for the paddlers and enacts person, resulting in one person with vast amounts of
the rite. The difficulty is 6 for a destination that the Mnesis. The memories of lost clutches and bloodlines
ritemaster has seen and 8 if he has only Mnesis to have been saved in this way. However, if one person
guide him. For each success, one person reaches the receives the Mnesis of more people than he has points
destination. The others are left behind. If he botches, of Willpower, then he will almost certainly become
then one passenger per 1 rolled is unharmed, but insane. The Mnesis given may then be passed on to the
stranded in between the two places. descendants of the recipient as with any other Mnesis.

76 MOKOLÉ
Rite of the Eidolon Rite of Lost Dreams
Level Five Level Five
Mnesis is powerful: it is a direct exercise of This rite allows any person to be lowered
the Mokolé’s purpose as the Memory of Gaia. The into the Sea of Shadows with the express purpose of
Rite of the Eidolon allows the images (eidolons) regaining memories that have been lost on account
contained in Mnesis to take shape. It is different of a whole clutch being destroyed. The person who
from the Shadows by the Fire Light Gift in that the goes does not have to be Mokolé. This is more
image is not merely “backdrop”; it is as real as the than just a dangerous form of Mnesis; it allows the
mind of the remembrancer who imagines it. recipient to make those memories a part of them.
System: The rite may be performed alone In a sense, it brings a dead clutch back to life. The
or by a group. The ritemaster goes into a Mnesis reasons for doing this are varied, but are always
trance, focusing on a person or thing of the past serious; this rite is a deadly affair.
(such as an Egyptian inscription, African statue System: The ritemaster first summons
or a long-lost ancestor) and meditates for a spirits of War and Time, who will accompany the
number of hours equal to his Mnesis score (which quester. The ritemaster must find some way to
must allow him to behold the period of history compensate them. The storyteller should keep
that the eidolon is from). He then spends one track of the spirits and their nature and powers.
Gnosis to materialize the eidolon for one scene. When being lowered into the Sea of Shadows,
To preserve it for another scene, he must spend the subject of the rite will first fall blindly into
another Gnosis point. The number of successes the Abyss. If all goes well, the spirit guides will
on the rite roll is the number of things that the protect the subject from the ravenous Dead who
eidolon is capable of: lurk there. This won’t prevent them from vainly
Successes Eidolon’s Strength clawing, screaming and threatening the subject.
1 The eidolon is visible as a vague They can also offer to grant him favors, or offer to
outline to observers. “spare” him from harm. They are usually lying, of
2 The eidolon can be seen clearly. course. Occasionally, a powerful monstrosity may
3 The eidolon can answer questions by come along, and unless the quester can climb out
nodding, shaking its head, or gesturing, of the Abyss very soon, he will probably die, as he
but cannot speak. If the image is of will have to fight the attacker without being able
a nonliving thing, it can be seen clearly to see it. He will also risk losing his mind from the
enough to answer any questions about madness that these infernal beings carry or from
its appearance and is three-dimensional. fear. If you have Wraith: The Oblivion, use rules for
4 The eidolon can speak in response Spectres. Otherwise, assume that the attackers are
to a question, but cannot say anything Dark Umbral spirits roughly equal to the traveler in
that the remembrancer does not power. If he passes these spirits, he then goes into
already know. the Sea of Shadows itself.
5+ The eidolon can access the deepest If the subject goes deep enough into the
recesses of Mnesis and can speak as Sea, he will experience some part of the memories
if it were the living thing which it sought, and will incorporate them into himself. As
once was. If an object, it can be such memories would otherwise be lost, this is one of
touched and handled as if real. the most honorable feats a Mokolé can perform.
Note that the eidolon is a memory, not a
ghost. It does not come from the Shadowlands and Rite of the Sleeping Dragon
it probably does not know any cosmic secrets. The Level Five
storyteller can allow this to become a voodoo-like This rite enables the ritemaster to send
‘summoning’ with dark implications if he wishes to another into the Sleep of the Dragon; the effects are
do so, or allow it to be a glimpse of lost glories. much like those of the Gift of the same name).

EVENING: DRAGON EYE 77


System: The ritemaster must lay the sleeper able to walk after the birth (if homid). The number
down and cover her (in mud, in a hill of stones, in a of Gnosis spent is the number of additional dice that
mummy case, etc.) while reciting the Chant of the the child may roll, when an adult, when trying to call
Dragon. If the sleeper resists, the difficulty is her the totem of the sacred place.
Willpower. The sleeper can be awakened by being moved
or touched, or by a condition set by the ritemaster. The Songs of the Dreamtime
ritemaster can use this rite to put himself to sleep. Level One
This rite is associated with spirit songs. The
Gumagan Rites ritemaster must sing the song for a place (such as a
songline) or a thing (such as a tjurunga; sec below).
Djunggawon He is then able to use the songline to travel or read
Level One the memories of the ancestor, usually via the Gifts of
This Rite of Renown is a rite of passage for the Gumagan.
Kinfolk and Gumagan. It takes place when they System: The roll is Manipulation + Rituals,
are young. The mob will assemble at a waterhole or difficulty 6. However, to learn the rite, you must
sacred site. The men (for a boy) or women (for a inherit the right to do so.
girl) go off together. They then tell the child about
the Gumagan and the spirits of the Dreamtime. Into the Waterhole
The rite involves body art: painting, circumcision, Level Two
or the removal of one tooth. For Kinfolk, this is the This rite allows the soul of a dead person to be
moment at which the adolescents become adults. free. The body is disposed of by exposure, cremation
Gumagan usually pass from the ceremony into their or burial. The ritemaster then sings and dances and
great trance in which they dream their Archid form. burns the dead person’s possessions while calling
System: Men and women who bear the scars their name. The soul passes on into a waterhole to be
of this rite will be recognized by anyone else who is also reborn, and does not haunt the living anymore. Most
initiated this way, and receive an extra die on Social souls welcome this rite. Some, frighteningly, do not...
rolls with any native people of Bandaiyan. Thereafter System: Like other Rites of Death, the roll is
they may learn the rituals and songs that they are in Charisma + Rituals.
line to inherit from uncles, aunts and other elders.
Suchids perform this rite as well, but the Mokole Tjurunga
themselves initiate the young one by biting them. Level Four
This Rite enables a Gumagan to put some
The Oknanikilla of their Mnesis into a carved and painted board, a
Level One tjurunga. The Mnesis can be accessed by anyone
The Gumagan, Australia’s native Mokolé, who knows the spirit songs.
originated this rite and allowed their allies, the Gumagan mobs often trade tjurunga. This is a
Bunyip, to share it. It is performed alone. The common way to establish alliances and unify the people.
ritemaster, who must be a gravid female, makes The hereditary owners of tjurunga are very choosy about
a journey along the “paths of the ancestors” whom they exchange them with, or at least they used to
(songlines) to an oknanikilla, a place where a totem be. Tjurunga are exchanged across thousands of miles
has manifested. Usually this place will be a wallow, among mobs who know each other well.
or it once was one. (Of course, many oknanikilla are There are said to be three tjurunga left which
now wallows of the egg-smashers). The totems give were made by the Bunyip before they perished. No one
special favor to anyone born in their sacred sites. knows where these mystic spirit boards are located,
System: After performing the rite, the but the Gumagan are looking for them. They hope to
mother-to-be spends one or more Gnosis points, and find them before the European Garou do.
lays her eggs or gives birth on the site. She remains System: The ritemaster must sacrifice a
there until the eggs hatch (if suchid) or until she is point of permanent Gnosis and carve and paint the

78 MOKOLÉ
board during the rite. The tjurunga is then stored in
a sacred cave or other such place. Anyone seeking to
read it must sing and make a Expression + Rituals
roll, difficulty 7. The number of successes is the
number of memories that emerge.

Zhong Lung Rites


Shedding Bones
Level Five
This powerful rite allows the Zhong Lung to
prolong his life. He must first prepare a medicinal
potion of herbs to restore the balance of yin and yang.
This takes some time. He may also engage an herbalist
to make it for him. He will then identify his weakest
and oldest bones, and push them out through his skin.
As he does so, his youth returns to him.
System: As the rite is performed, the Zhong
Lung must sacrifice a permanent point of Gnosis to
grow a new bone for each bone expelled. For each
point of Gnosis thus sacrificed (and each bone
renewed), five years of physical age return to the
ritemaster. The cast-off bones are valued by wu-
magicians, herbalists, and paleontologists.

Fetishes
Dragon Crystal
Level One, Gnosis 6
This is a semiprecious stone or amber chunk
polished into a lens, planchette, or disc and set
into a necklace, etc. When activated, it reveals the
presence of a true Mokolé; if the user looks through
it at the subject, the subject appears in his Archid
form, and if touched to a Mokolé’s body, the stone
shines with Sun’s light. For this reason, the gems are
sometimes worn as jewelry to a Gather.
To create a Dragon Crystal, a Sun-spirit may
be bound to the stone, or an Insect-spirit may be
awakened from insects preserved in amber.

Hatchling’s Tail
Level One, Gnosis 3
This fetish looks like nothing more than
a dried lizard’s tail, but when worn attached to a
belt by a Mokolé (usually the young) it gives the
wearer something extra when in Archid form. Upon
assuming the battle form of the Mokolé, the wearer Tray of the Teachers
of this fetish grows a second tail, which has all the Level One, Gnosis 5
properties of the owner’s actual tail. For example, This valuable fetish is a tray carved of tropical
the individual might gain a second tail lash attack (at marula-wood and decorated with the death-masks
+2 difficulty). All other actions involving the second of the Crowning. Usually it is inlaid with bone,
tail have a +1 difficulty, but the Mokolé also gains a precious stones, etc. When used to store and process
50% increase in Archid swimming speed. This item is the teacher-plants of Gaia, the potency of the plants
primarily used by hatchlings who have not yet gained is increased by one level for each dot in the user’s
experience in battle; most “grow out of” the fetish once Rituals trait.
they mature, passing it on to younger Mokolé. To make To create the tray, a spirit of visions must be
the fetish, a Glass-snake-spirit, a Palolo-worm-spirit, bound into the tray, such as the awakened spirits of
or a Father-spirit must be bound into the tail. ayahuasca, acacia, or cannabis, or such a spirit as Tree
Frog or Snake, who know medicines and poisons.
Scar Fetishes
Level and Gnosis vary Egg basket
Like the Garou, the Mokolé can and do Level Two, Gnosis 3
bind spirits into scars or brands. They usually brand This is a reed basket which can be used to
themselves with solid gold to make the wound stay store a Mokolé clutch of eggs. The basket itself is
open long enough to scar. Their scar fetishes are about the size of a single egg, but it can hold an
treated like the Garou’s in all relevant manners. entire clutch with ease. The eggs that are placed
within retain their temperature quite well, only
losing 5% of this heat each hour they are within the
basket. Needless to say, the basket is intended for
emergency situations only. If the wallow is attacked
or compromised, the mother typically uses the rite:
Save Hatchling while concentrating on the basket.
Of course the drawback is that the basket is as can be used in combat against creatures that are
vulnerable to destruction as any woven basket, and vulnerable to sunlight. When touched by a Sunstone,
contained within is an entire clutch. During the War a vampire or similarly solar-allergic creature suffers
of Rage more than one clutch was lost entirely when one health level of aggravated damage just as if
Garou warriors carelessly destroyed such baskets. exposed to sunlight; a hurled, activated Sunstone
To make this fetish, the basket must be inflicts Strength + 1 aggravated damage to such a
infused with a Weaverbird or Oriole-spirit. creature. In either case, this damage can be soaked
with Fortitude.
Spirit Jar A Sun-spirit must be bound into the stone to
Level Two, Gnosis 5 create this fetish.
Akin to some vodoun paraphernalia, this
fetish is a handmade pottery jar with the cover sealed Bowl of Mnesis
on with tar or wax. It holds an imprisoned spirit. The Level Four, Gnosis 5
owner can bargain with the spirit, promising it favors This simple earthen bowl is sacred to the
in return for the use of its Charms, such as Healing, Mokolé. Even possessing knowledge of this artifact
Flood, or Create Fires. Favors which the owner might is a death sentence to any who are not Mokolé. This
promise include giving the spirit Gnosis, allowing it bowl can be used to preserve the memories of a fallen
to possess a medium, or setting it free. If the jar is Mokolé or those of her enemy. First the corpse’s
broken, the spirit is freed. When freed, the spirit is intact brain is placed into the bowl, then filled with
usually fairly angry. water and allowed to sit undisturbed in the sun for
The spirit which is bound to create this fetish an entire day. With the setting sun, the liquid is
can be of almost any type. If the spirit is too weak, it then drunk by the chosen recipient of the corpse’s
will be no use. If it is too strong, it will probably free memories. The Mokolé then makes a Perception
itself and attack the owner. + Enigmas roll at a variable difficulty and spends a
Gnosis point.
Mirror of Amaterasu Omikami Fallen Creature Difficulty
Level Three, Gnosis 4 Mokolé 6
This mirror is made of bronze, with a solar Mokolé Kin, Corax, Nagah 7
design molded into the back. There are only a few such Other Bete, mortal, changeling 8
mirrors, said to be cast from the shards of the mirror Mummy or true fae 9
used to coax Sun from her hiding place long ago by Vampire, Bane, Wyrm-beast 10
the ravens. Though the face seems normal and reflects The number of successes reflects the
as does any other mirror, the reflection of the mirror amount of memory that is salvaged from the
contains the image molded on the back. In addition, fallen; in extremely rare cases (requiring at
the mirror can be used to store Sun’s light. To do so, the least 7 successes) the drinker can even retain a
Mokolé must expose the mirror to sunlight for several shapeshifter’s Past Life trait. If the fallen was a
hours and expend a number of Gnosis equal to the Mokolé or Mokolé Kin, the drinker’s Mnesis now
number of hours. When he later speaks the name of functions through their ancestral lives as well.
Sun and activates the fetish, Sun’s light shines out of The Mokolé truly honor those chosen to have
the mirror as on a cloudless day for a number of turns their memories thus preserved; this fetish is never
equal to the Gnosis spent in storing the sunlight. used frivolously. In some cases the recipient of
the corpse’s memories has been driven insane;
Sunstones this was usually if the “donor” was a vampire,
Level Three, Gnosis 4 Bane, mummy or some shapeshifter other than a
These roughly egg-sized, smooth ovoid Mokolé. This fetish grants abilities similar to the
stones retain the sun’s heat far longer than ordinary Rite of Anamnesis, but can be used even without
stones would. They are very useful in keeping eggs the knowledge of that rite. An Ancestor-spirit
warm at night, or during periods of sleep. Also they must be bound into this fetish.

EVENING: DRAGON EYE 81


Edge of the Sun
Level Four, Gnosis 6
This is a deadly weapon carried by the
Noonday Suns for ritual duels and executions.
“Dying under the gold” is a figure of speech for a
lawbreaker’s bad end. The machete is cast of solid
gold and decorated with jewels. Ironically, it poses
no threat to the Veil; any found by humans were
melted down for the gold Like Garou klaives, it must
have a War-spirit bound into it, inflicts aggravated
damage, and lowers the Gnosis rating of the Mokole
who carries it by one.
These weapons are rare in the extreme. The gold
necessary to make one costs over fifty thousand 1999
US dollars. A Noonday Sun who owns one would
need to be Rank 4 and Resources 4 to afford such a
thing. Use of a Sun’s Edge without the sanction of
the Duties is itself a serious offense. To create a Sun’s
Edge, gold must be melted at sunrise and molded into
the blade, ensorcelled to have the hardness of steel,
then jewels must be set into the teakwood handle,
and the whole invested with a War-spirit.

Spirit Tether
Level Four, Gnosis 6
A spirit tether is a mummified umbilical cord
that anchors a Mokolé’s mind to his body. When
used for “going within” (Mnesis), one end must be
tied to the Mokolé and the other to some object
that is “of the now.” Generally, this object can be
anything created within the individual Mokolé’s
lifetime. When used in this fashion, the tether allows
the Mokolé to go as deep into Mnesis as possible
without fear of getting lost. It also allows the user
to return from Mnesis with a perfect sense of his
identity, totally eliminating the usual confusion that
can follow such sessions. It lowers the difficulty of
Mnesis rolls by one.
A second use for the Spirit Tether relates to the
Rite of Lost Dreams. When tied to the subject being
lowered into Oblivion and held by the participants of
the rite, it allows the subject to tug upon the tether in
order to signal danger. In this way, there is a chance the
ritemaster can pull the subject out of the trance before
he is consumed by whatever he sees there. The Spirit
Tether must be fashioned from a Mokolé’s umbilical
cord immediately after birth. Along with the ritual
mummification process, the spirit within the cord itself

MOKOLÉ
must be awakened. Note that because of this, the usual Pearlshell of Healing
practice of wearing the Spirit Tether around one’s waist Level One, Gnosis 4
like a belt tends to give the wearer a much stronger, This is an Australian pearlshell used to
almost Oedipan attachment to his mother. Also, a divine illness. When it is held over the body of a sick
Spirit Tether must only be used by the Mokolé whom it person, the medicine man or woman must make a
was a part of, making it useful only for homid Mokolé. Perception + Rituals roll, difficulty 6. The number of
Using someone else’s tether will cause the user to end successes is the number of things that the Storyteller
up somewhere else after going within... can tell them about the illness or injury: that it is
contagious, that it is caused by magic, that it is fatal,
Blade of the Kings etc. A Fish-spirit must inhabit the shell.
Level Five, Gnosis 6
This is a weapon (sword, edged warclub, Kurdaitcha
halberd, spear, axe, etc.) from the Mokolé of old. Level Two, Gnosis 5
Occasionally elders sleep the Sleep of the Dragon These are shoes made from emu feathers
with such a weapon by their side. The weapon causes knotted together with human hair and stuck together
aggravated damage and usually has a silver edge. It with one health level’s worth of the user’s blood. The
also shapeshifts to match its wielder; when the Mokolé maker must hind a spirit servant of Tokampini the
changes to Archid, the Blade of the Kings changes to devil-bird into the shoes. When activated, the shoes
match. If the Mokolé has Grasping Hands, he can use prevent anyone from hearing the wearer’s footfalls.
the weapon in Archid form. These weapons are made Gumagan wear them when stalking an enemy.
by binding a shapeshifting spirit, such as Butterfly or
Octopus, into the weapon as it is made. With each Rangga
blow that shapes the metal or stone of the blade, the Level Two. Gnosis 5
maker must call the spirit’s name. This is a figure molded of clay or wax and
used in hunting magic. It represents an animal,
Blowpipe of Anamnesis human, or Garou. A Perenty-spirit is bound into it.
Level Five, Gnosis 7 To activated it, the hunter speaks the name of the
This pipe is made of tropical ceiba wood, target softly. He then gets an extra die to one dice
harvested without killing the tree, and carved with pool of his choice for the remainder of the hunt.
the signs of the Kings, it is used to administer the
teacher plants by packing a dust made from them Tokoyanga
into the pipe, then blowing it into the nose of the Level Three, Gnosis 6
recipient, one nostril at a time. It allows the Rite of This is a ball of goose down worn round the
Anamnesis to be made easier; the ritemaster can neck and imbued with a Bird-spirit. It dispels grief,
lower the difficulty by one for each level of Rites he and anyone who bites it cannot cry. In addition,
has. A Poison-spirit is bound to create this fetish. nothing the wearer says is audible to a Suchid-form
Mokolé or any other large reptile. At the Storyteller’s
Fetishes of the Gumagan option, activating this fetish may relieve the effects
of Harano on the wearer for one scene.
Lungin
Level One, Gnosis 5 Warshell
This is a wooden pipe used for smoking tobacco, Level Three, Gnosis 6
or a mixture of tobacco and pituri. A Fire-spirit must This is a shell shaped into a triangle and
enter the pipe, although they are glad to do so if the sharpened. It can cut an enemy at a distance, at a
owner of the pipe is a frequent smoker. When smoked, range of 10 yards per success on the activation roll.
the pipe adds a die to dice pools for Gumagan rites. In The user slashes toward an enemy with the shell
addition, the smoker may smoke Awakened tobacco or and makes a Dexterity + Melee roll, difficulty 7.
pituri, and receive twice as much effect as usual. The number of successes is the number of health

EVENING: DRAGON EYE 83


levels of aggravated damage taken by the target the Makara’s Dexterity + Melee as usual), and
(soakable if the target can naturally soak aggravated the mace can fly for up to fifty yards away from its
damage). A Snake-spirit must be bound into the owner. Creating such a fetish requires excellent
shell to create this fetish. metalwork skills, and the cooperation of a War-
spirit to empower the mace.
Bret
Level Four, Gnosis 7
This gruesome item is a pair of hands or
paws from a dead sentient being: human, Gumagan,
Garou, or the like. A piece of the dead person’s soul
is bound into them. When wrapped in grass, dried
and worn about the neck, the bret gives its owner as
much Perception as the “donor” had. If the person
had any perceptive Gifts, such as Sense Wyrm, the
owner can use them as well. Of course, this fetish
cannot be worn in most social circumstances;
in addition, the relatives of the dead person will
likely be angry and try to get the bret and burn it to
release the soul.

Fetishes of the Makara


Beggar’s Mantle
Level Three, Gnosis 7
Resplendent though they may be, the
Makara also know the value of humility. This fetish,
woven of rags and shed snakeskin, shields their true
glory from the eyes of evil beings. When activated,
the mantle makes the Makara completely invisible
to vampires, Banes, fallen shapeshifters and other
creatures of the Wyrm — they simply overlook
the Makara. However, this mantle cannot hide a
wearer in Archid form, and is very fragile and easily
shredded. To create this fetish, a Snake-spirit must
be woven into the mantle.

Mace of the Winds


Level Four, Gnosis 8
This uniquely Makara weapon appears to
be an ornate, rounded mace made of brass-inlaid
iron. When activated and wielded as a weapon, it
causes Strength + 3 aggravated damage from its
crushing power. However, the mace’s true power
becomes apparent when its wielder takes Archid
form, for it hovers and swoops and attacks
unaided as its wielder directs, always returning to
hover by its wielder’s head. It takes an action to
direct the mace to attack (its attack pool being

84 MOKOLÉ
Spear of Mokolé-Mbembe
Level Six, Gnosis 5
This fetish may or may not have belonged
to Mokolé-Mbembe himself, but the Congo Clutch
swear that it is so. This weapon is in appearance
an Entoban war-spear, but examination of the
spear head will reveal that the metal is electrum.
Furthermore, the singular purity of this weapon
means that it affects shapechangers as if it were
both silver and gold. Bete are rarely be able to
discern the silver properties of this alloy (all rolls are
at 10 difficulty). All difficulties in using this spear
are increased by 1, but the weapon inflicts double
damage when activated. This fetish is unique.
Fetishes of the Mokolé-mbembe
Mask of Mnante Fetishes of the Zhong Lung
Level One, Gnosis 5 Box of Rice (Debabako)
This is a carved mask which can be worn as Level One, Gnosis 3
a necklace, over the face, as part of a headdress, or This wooden box contains a Snake-spirit.
so on. It is a tool devised during the Wars of Rage It is full of rice for as many people as the number
to enable Mokolé to survive. When it is invoked, written on the top. If the number is washed off and a
anyone trying to determine the Mokolé’s Breed, such new number written, the box will contain that much
as through Scent of the True Form, has the difficulty rice the next day. It fills with rice only once each day;
increased by the Mokolé’s current Gnosis, to a if the box is broken there will be no more rice.
maximum of 10. If the observer fails, she considers
the Mokolé to be a member of her own kind. If she Dragon Skin
botches, she sees herself and her hatred objectively, Level Two, Gnosis 4
as in a mirror of the soul. This experience should be This is the shed skin of a Zhong Lung,
articulated carefully by the Storyteller, and may lead which glows softly with five-colored light. It is an
to profound personality change. item of great prestige among clutches to have a
This mask contains a spirit of deception, fine shed skin. Of course, Eastern wizards and
such as Cuckoo, Chameleon, or Horseshoe Crab, or other hengeyokai will also wish to possess it. When
a Mirror-spirit. activated, this skin grants armor equivalent to the
Gift: Armor of the Tortoise. It must be shaped by a
Sword of Fever professional leatherworker, and a Sun-spirit must be
Level Five, Gnosis 8 bound into it.
This sword of Entoban steel incarnates the
wards of fever built by Mokolé-Mbembe himself Pearls of Flood and Ebb Tide
around Entoban. When it is drawn, even a finger’s Level Five, Gnosis 9
width, from its scabbard, it cuts the Sickness-spirits These are pearls kept in the palaces of the
free, and plague strikes. He who draws it may state Dragon Kings at the bottom of the sea and control
the enemy’s name, and they will sicken. An entire the ebb and flow of the tide. They are imbued
nation may be named. However, the Sickness- with Lune-essence and have Lunes bound into
spirits cannot be contained. Sickness will spread as them. They can cause the tides to rise and fall:
rapidly as it can, and many times, Mokolé have been the activator may use the Gift: Call the Tide (pg.
prevented from drawing this sword, lest the plague 83) with the same number of automatic successes
slay their own Kin. as her Rank.

EVENING: DRAGON EYE 85


Talens Mnesis) along with the expenditure of a point of
Gnosis, one memory can be bound into the cords.
Arrows of the Sun (The skill can be listed as Expression: Quipu). The
Gnosis 5 quipu can be dyed, stained, etc., to retain further
These are arrows containing the essence memory. When the recipient “reads” the knots by
of Sun and decorated with gold. They are handling the cords, the memory passes into her
imbued with fragments of Sun-spirit. They cause mind. There are other forms of memory messages,
aggravated damage, and any vampire hit by one such as coconut fibers, chalk drawings, etc., for
suffers the effects of full daylight for one turn. other streams of Mokolé.
The arrow itself immolates and is gone in one turn
after striking its target. Snake Herbs
Gnosis 4
Cacao Moon’s Chocolate This is a bunch of powerful herbs from
Gnosis 6 the deserts of Bandaiyan (similar herbs are
These beans are grown only in a small known elsewhere). The herbs have the virtue of
area of Soconusco, Guatemala, near the wallow of neutralizing snakebite and other poisons. For each
Cacao Moon, a Maya Mokolé chieftain who ruled bowl of herbs eaten or made into tea, one health
Tikal for many years before retiring to become a level of Dissolver-taint or toxins can be healed.
mystic. He bred a variety of chocolate beans that This even allows a Mokolé to eat poisonous flesh
are sought after far and wide. Anyone receiving the without sickening.
beans and brewing A2tec chocolate from them may
share it with another. Any Gifts, rites, or Abilities Swimmer’s Medicine
that they share are learned twice as quickly while Gnosis 5
under the influence of this chocolate. This is the rendered fat from a Komodo
Note that the Mokolé of Soconusco Awaken monitor’s tail, extracted after the lizard has died a
the chocolate as they harvest it; Awakening natural death. When rubbed on the arms and legs it
chocolate from other sources will not work. Brand- grants the recipient supernatural swimming prowess:
name chocolate is not recommended. he can easily swim up to half a mile underwater and
remain underwater for 15-20 minutes. If he remains
Matre Medicine afloat (such as by holding onto something) he can
Gnosis 3 swim many miles. A Lizard-spirit is bound to the
This medicine is prepared from the emissions fat to create this talen. The salve washes off in the
of crocodiles in the mating season. Its preparation water after use.
is a distasteful business, and involves binding a
Fertility-spirit. When applied before mating, the
salve ensures conception, and adds 1% to the chance
Talens of the Gumagan
of true shapeshifter offspring. It is highly sought after Bloodstone
by humans as well as Mokolé. Gnosis 7
This is blood extracted from a human
Quipu of the Amautas victim by magic and preserved in a hollow tree. It
Gnosis 5 congeals in a year or so into a stonelike substance.
The amautas were remembrancers of great It is rubbed onto the skin or eaten. For each
skill in the Inca empire. This bundle of knotted blood point of bloodstone used (the talen usually
cords serves to carry a Mnesis message. When tied contains three “points”), the user can gain 1 point
in knots by a Mokole-mbembe with the proper skill of Perception or of Primal-Urge for the duration of
(which can be learned from a South American the scene. Blood-devils will offer much in order to
Mokolé, from a mummy of the Andes, or through obtain this item.

86 MOKOLÉ
Message Stick
Gnosis 4 Mokolé Totems
A clutch usually shares a totem much as a Garou
This is a stick carved and painted with
symbols. It contains a message of as many words as the pack does. Totems attach themselves to wallows.
sender has Gnosis points. A Mynah-bird spirit enters The Rite of the Totem summons an Incama, who
the stick to deliver the message. If the recipient makes decides whether or not the clutch is worthy. Mokolé
a Gnosis roll, difficulty 5, he understands the message generally cannot have mammalian totems (though
and knows who sent it. The message then flies away. Echidna’s egg-laying breaks down barriers between
Mokolé and herself); it’s a gulf of identity rather
Pituri (Plant Talen) than blood kinship. Totems common to Mokolé and
Gnosis 3 Garou include Crocodile (“Iwai” to the Gumagan),
Pituri (“pitch-oorie”) is a narcotic plant Quetzal, Anaconda, Shark, Chameleon, Fog, Twister,
native to Australia. When un-Awakened, it Winds, Uktena, Rain, Raven, and many others.
suppresses hunger and thirst and induces a mild There are Mokolé who have remained Children of
euphoria. Awakened, the plant can be chewed or Turtle despite the fall of the Croatan, and claim that
smoked. It adds one health level of healing to all Turtle never departed, only withdrawing from the
healing rituals. In addition, the user will feel no blood-mad mammals. The Gumagan say the same
hunger, thirst or fatigue for one day. about Mu-ru-bul Tu-ru-dan the Bunyip. Note that
Mokolé who share a totem with Garou would refrain
Talens of the Makara from attacking them without cause, and might have
some basis for communication. Indeed, Crocodile
Thunder Dart demands that his Children leave Mokolé alone, or
Gnosis 6 try to make peace with them.
This powerful weapon is as large as any lawn Most Mokolé follow Dragon, a powerful
dart, but much more lethal. When hurled at an enemy, Totem of Respect.
it strikes with the force of a thunderbolt, inflicting seven
dice of aggravated lightning damage on the foe. To Dragon (Totem of (Respect)
fashion such a talen, the Makara must craft it from the Background Cost: 5
bone of a monster and fletch it with peacock feathers, Dragon personifies the 150 million years
then coax a Thunder or Rain-spirit into the dart. during which reptiles ruled the earth. Dragon is
great and fierce, burning all those who oppose him
Talens of the Zhong Lung with his poisonous breath. He asks that his children
succor his progeny reptiles and birds, and preserve
Dragon’s Spittle the memory of the Dinosaur Kings. Dragon has
Gnosis 4 never yet accepted Garou as his Children.
This is the gathered spittle of a Zhong Lung. Traits: Dragon gives the Gift: Dragon’s
When prepared with the help of a Dragon-spirit, Breath to those whom he favors; any one member
it adds Gnosis to other spirit workings. When the of the clutch can use the Gift at a time. When his
spittle is mixed into ink for mystic calligraphy, used children are in true need, he may teach them the
in rock paintings, etc., allow one extra point of Power Gift of Dream Semblance, allowing them to appear
or Gnosis for the work. as a true dragon for a scene.

EVENING: DRAGON EYE 87


Ban: No Mokolé may dishonor Dragon.
Definitions of this ban vary, but violations of the Horseshoe Crab
Duties, betrayal of Mokolé secrets, or other actions (Totem of Cunning)
endangering Dragon’s Breed would qualify. Background Cost: 4
Horseshoe Crab is the ultimate
Finch (Totem of (Respect) conservative. This arthropod has hidden in the
Background Cost: 5 sand for two hundred million years, and has not
Finch is a wise totem who personifies changed at all in that time. He has thrived while
adaptation and change. He revels in his ability to the Kings rose and fell and plans to outlive human
shift the shape of his beak, which changes according beings and the Apocalypse. He likes Mokolé for
to the place that he is in. Mokolé say that they can their rigidity.
learn much from watching his beak change its shape Traits: Horseshoe Crab teaches the Gift:
and size. Finch is also known to the Corax, who Become Log, and his children each receive an
try to learn the secrets of life from him. Finch and additional point of Willpower. To those who
Horseshoe Crab do not like each other very much. serve him well, he may allow an additional point
Traits: Finch, naturally enough, grants his of Mnesis.
children the Gift: Beak of the Finch. His children Ban: Horseshoe Crab’s children must
also receive one temporary point of Honor, and can oppose needless innovation and change — and
draw on three extra Willpower points per story. it sometimes takes some persuading to make
Ban: Finch’s Children must adapt themselves Horseshoe Crab see any innovation or change as
to their environment. If they live by a river, they must anything other than needless.
eat fish. They must be content with what Gaia provides
and ready themselves to take advantage of Her gifts.
Traits: Each child of Snake Doctor may,
Scarab (Totem of Wisdom) once per story, heal one health level of any type of
Background Cost: 5 damage if Snake Doctor may reach them — in other
This totem is most familiar to Mokolé- words, if they are anywhere that a dragonfly could
mbembe, although a few clutches of the other streams be found. They also gain a temporary point of both
know her as well. She is an attendant of Sun and Honor and Wisdom, and may draw on four extra
rolls Sun across the sky. She chooses as her children points of Willpower per story.
Mokolé who honor Sun, who remember Khem and Ban: Snake Doctor demands that his swampy
who dispel darkness wherever they find it. homeland be preserved inviolate.
Traits: To each of her children, Scarab gives
the power to borrow the Sun dice of a clutchmate once Whiptail Lizard
per story. For instance, a Concealing Mokolé could (Totem of Wisdom)
exercise the sun dice of his companion, a Rising Sun, Background Cost: 7
while taking the initiative. The clutchmate in question Whiptail Lizard is a totem of the American
does not lose the sundice for her own purposes. Southwest. The four known species of whiptail lizard
Ban: Scarab asks that no corpse of her contain no males: their eggs contain baby lizards that
own children be left to rot, condemning the spirit are genetic copies of the mother. In effect, whiptail
to misery. All dead must be disposed of properly, lizards clone themselves naturally. Whiptail Lizard
such as by burial in sand, mummification, or other loves females who are strong and independent. She
appropriate methods. will never accept a clutch that contains any male of

Snake Doctor any species as her daughters.


Traits: To her daughters she gives the Gift:
(Totem of Respect) Whiptail’s Clutch, a unique Gift enabling them to sacrifice
Background Cost: 6 three permanent Gnosis points to lay an egg containing
Snake Doctor is a Dragonfly-spirit, known a perfect infant replica of themselves. Furthermore, her
best in the American South. He tends to the injuries clutches gain three extra dice to any Survival or Enigmas
of Mokolé and Nagah, “sewing them up” with his rolls. The Black Furies admire Whiptail Lizard and her
long tail. He does not like other shapeshifters and daughters for their self-sufficiency, although they don’t
may “sew up their ears,” deafening them, if they necessarily try to emulate them.
offend him. Ban: Whiptail Lizard forbids any daughter of
hers to allow any male to rule over them for any reason.
Sunset:
Dragon Lore
Mnesis, a User’s Guide
Mnesis Quests prefer it to their own lives, spending months on end
Mnesis quests are dangerous. The Storyteller can reliving the glories of the past while Gaia dies. There
emphasize this by being mindful of three kinds of peril. is no actual rules system for this, but the Storyteller
The passage within has its terrors for the can fill Mnesis trances with hints and lures to draw
remembrancer. The realm of Mnesis is inhabited by players further and further in, all the while promising
Dream Hunters memories so savage and clever that one more and more power and knowledge. Botching a
past cannot hold them. The Dream Hunter emerges Mnesis roil is extremely dangerous. The Mokolé who
when the Mokolé remembers a scene containing does so is liable to misremember important facts or
something dangerous. It may well bide its time, attacking to remember things that did not happen. In the case
when the Mokolé is deep into remembrance, shattering of important rolls, the Storyteller can make them
the illusion of the past like a bloody John Wilkes Booth and then give the player the information. Another
jumping onto a stage. If defeated, it must wait until the option is to allow an attack of Dream Hunters.
Mokolé or one of her descendants again remembers
the scene whence came its shape.
Remembering
There are three doors that Mokolé cannot non Mokolé memories
open: the start of the Wars of Rage, the First Changer, Mokolé are descended from long chains of human
and the WonderWork of the Wyrm. To approach any and reptile ancestors. They carry the memories of
of these is to invite madness or death Within. There these creatures as well as those of their true Mokolé
are many, many other perilous memories. Breaks- ancestors.
The-Chain, a remembrancer of the River of Grass Memories from human ancestors have clear
clutch, delved for memories of the slave trade and views of scenes, and elements of the scene such as
upon emerging, took her own life in horror at what the social status or relationship of people present
she had seen. In game terms, the Storyteller may rule are more obvious. Language, if any is used, it a little
that a Mokolé beholding a scene of great evil and easier to understand (the remembrancer gets the
horror must make a Willpower check. Failure means meaning of a speech if the ancestor understood what
the Mokolé must spend a Willpower point to avoid was being said), and the thoughts of the ancestor
Harano or Derangement. are more comprehensible in terms of analysis of
The third kind of peril is much subtler. The the scene or event. Suchid ancestors think in
past contains horror, but also endless beauty and joy. much more sensory terms, in terms of patterns and
Too many Mokolé love Mnesis so much that they textures or variations in scent. Animals, birds, plants

SUNSET: DRAGON LORE 91


and weather are familiar to the ancestor, though On infrequent occasions, a Mokolé may
she may not know the names of them, and any see an object or place that is also in Mnesis. When
implications such as a coming storm, are obvious. this happens, the Storyteller may allow an instant
The suchid ancestor remembers sounds, including Mnesis roll. If the player gets one success, allow
language but not what the words mean. Suchid a vague sense of déja vu. Three successes allow
awareness is much sharper than human. They can the character to access the memories of what the
identify species and even individuals from a single ancestor saw. Five successes grant the “story” of what
footprint, and tell from the smell and taste of the happened. If the roll botches, the character spasms
water what is going on. with nightmares of bad Mnesis for a period of time.
In terms of game mechanics, allow the It’s likely that the character will be enraptured for a
guidelines above to govern how useful Mnesis will be. number of hours equal to the number of successes;
If the character is looking at a swamp through human the Storyteller might allow the player to spend a
eyes, she may see only water, trees and mud. A suchid Willpower point to avoid this.
looking at a war, however, sees only humans killing Mnesis Rapture may introduce a story, a new
each other and does not see the meaning of the battle. theme, or even serve as a catalyst for a First Change.

Mnesis Rapture The Wanderers


The Mokolé link to the past is profound. This is Mnesis is passed from parent to child usually from
expressed not only through Mnesis trances but mother to children. Mokole are sedentary, usually
in daily life. Although spontaneous expression of requiring only small areas to survive by hunting,
Mnesis is rare, it does happen and can be a powerful fishing and gardening. As the millennia have
Storyteller’s device. passed, this has led to Mnesis being extremely local.

92 MOKOLÉ
A clutch knows more of its own past than that of
other clutches. To prevent the lines of memory from
Mokolé and the Umbra
running apart and the Dragon Breed from being The Dragon in Flight
sundered into hostile “tribes,” the office of Wanderer Many Garou believe that the Mokolé are inept
was brought into being long ago. There have been at Umbral travel or ignorant of the Shadow. However,
many, many famous Wanderers, from the Time of the the Mokolé simply frequent different regions of the
Kings through the Age of Sleep and the Last Times. spirit world. As the “memory” of Gaia, the Mokolé are
The Wars of Rage curtailed Wandering severely. most interested in the Deep Umbra, also called the
The first Wanderer of the new era was Ornate Piers, High Umbra by mages. Here ideas and thoughts take
followed by Seeks-The-Forgotten and others. spiritual form, and here the Mokolé seek to gather
Wanderers are called “North Suns” in the those memories that have escaped them or been
Northern Hemisphere and “South Suns” in the forgotten. They even search for knowledge of the lost
Southern Hemisphere, because the Sun passes across times of the Wonder Work, although such searching
the south sky for the Northern Hemisphere and the can lead to Harano and death.
north sky for the Southern. They are also called “Hook-
Suns” and “Cross-Suns” by tale-tellers, because at night The Middle Umbra
the north sky is ruled by the Hook (Ursa Major) and the Mokolé do not normally like to travel the
southern sky by the Southern Cross. In both cases, the Middle Umbra. It is the realm which the Garou
image is of a sun outside the ecliptic. “Wayward Sun” prowl. Indeed, it requires the Gift: Walk Between
is another old term for Wanderers. There are Rising Worlds, for a Mokolé to be able to step sideways, as
and Setting Wanderers, Rising being younger ones well as a body of water to serve as a gate. Few of the
and Setting Wanderers being old. Young Wanderers children of Dragon risk the trip. The Garou are just
are usually male, while older ones can be either male as hostile to the Mokolé in the Umbra as anywhere
or female. Clutches which meet them are obliged to else. In addition, the Innocents attack any Mokolé
provide them with food and shelter for at least one day they see.
and to hear their words within one day of their arrival. Some Umbral paths lead to Pangaea and the Land
A visiting Wanderer usually stays “more than a day and of Dinosaurs. Concealing differ on the question of
less than a year.” whether the Land of Dinosaurs is located in the
Wanderers have three functions. First, they Near Umbra or in an Inner Umbra “Lost World.”
bring new stories and tales with them. These pass However, Pangaea is “Gaia as She was,” and at least
to the new clutch whom they visit either as they are one Mokolé has slept there since the Realm came
told, through Rock Art or Anamnesis, if anyone can into being. Spiteful Mokolé travelers sometimes go
perform this rites. Second, they breed when possible there to ambush Garou hunting parties and eat them.
with fertile Kin, preventing inbreeding and giving They consider this a hunt for the “most dangerous
new Mnesis to the clutch. Third, they forge alliances. game” and revel in the challenge. Most of the other
The Wanderers are ritually initiated into their office Middle Umbra realms are not accessible to Mokolé
before they leave, and they may learn the Rite of or would not interest them, such as Wolfhome. In
Rock Art and/or Anamnesis before they go to allow the Summer Country, Mokolé say that they meet
them to spread Mnesis directly. They may also have Garou who are not hostile to them. As no one can
the Rite of Anamnesis performed on them at clutches reliably enter the Summer Country to verify this, the
that they visit, or stay some time reading their Rock truth remains unknown.
Art created by the ritual of the same name. Their
journeys are arduous; many do not return home. The Deep Umbra
Player characters may be Wanderers, or The Deep Umbra is the portion of the spirit
their clutch may receive a Wanderer as a story seed world that reflects the Mind of Gaia. Its relation
(possibly with disturbing news and possibly being to the Realm is defined in a manner similar to that
a disturbance herself). Many chronicles could be of the Middle Umbra, but a different way of seeing
constructed around Wanderers and their hosts. is necessary to understand it. Simply stepping

SUNSET: DRAGON LORE 93


sideways usually will not suffice to enter the Deep
Umbra. A special path into it is necessary, although
several wallows know one or two such roads. Many
Mokolé and most magical practitioners must restrict
themselves to traveling astrally along the shores of
Gaia’s Mind, as they are unable to advance further.
Further away from the Realm, the depths of the
Deep Umbra are home to Gaia’s thoughts and the
spiritual representations of beings from the Realm.
This is the goal of the Mokolé spiritualist, to sail
into Gaia’s thoughts in search of the memories
that she has forgotten and the enemies that seek to
corrupt her mind. Because of their different goals
and methods, mages will see Gaia’s mind differently.
Astral travel, which is a discipline developed by the
Mokolé using the same mental tools that they use to
voyage through Mnesis, has its own laws of reality.
Generally, the astral self is connected to the physical
body by an ephemeral silver cord. The traveler is
unaware of the condition of her physical body but
can use the astral cord to return to her form at any
time. Depending upon her personal beliefs, a Mokolé
may view the silver cord as an umbilical cord to the
Mother Gaia or as the protecting tail of Dragon.
Mokolé usually avoid the few mages to be
found in the Deep Umbra; the two groups have little
in common and don’t care for each other much. Any
real combat is usually a disaster for both sides. Those
few mages who do get along with the Dragon Breed
are usually shamans of various traditions.

Ao - The Turtle Varna


Mokolé lost their turtle varna — though some insist
that they found a deeper connection to the Wyld
and became the Munchmausen.
The lost turtle varna of the Mokolé had
many names. In the Indian Subcontinent, they were
called Kurmaraja, named after the tortoise whose
body formed the boundaries of the world. In North
America, they were known as the Kahaila, and were
credited with creating the world. As a varna, they
referred to themselves as the Ao, naming themselves
after an elder so great he would even be remembered
in the myths of humans as the Chinese sea-turtle
who sacrificed his legs to hold up the sky. Despite
being scattered all over the world, the Ao shared a
connection unique among the varna. This may be
because they were the oldest varna, or because their
patient and contemplative nature
was not given to rifts or divisions.
Turtles are an ancient family
that was perfectly adapted
to its niche millenia
before most life on
Earth today
had evolved.
Most of the
world’s myths about
turtlesidentify them as creators and
preservers, and this was true of the
Ao as well. Among the longest-lived
varna, other Mokolé saw especially
old Ao as living wellsprings
of Mnesis, the eyes that
had beheld a thousand
thousand memories
now given to all in
dreams. As the
Ao include a
large number of sea
turtles, they had the
most contact with the Rokea — appraising the
weresharks of happenings on land, and lending an
extra set of teeth and claws when the Rokea found
something worth destroying.
The Ao included all manner of turtles and
tortoises, with the following statistics: Str +1,
Dex –1, Sta +4, Man –4, Rage 3. Ao benefit from
the Armored Scales characteristic in Suchid form
but could only move at half their Homid form’s
land speed. Turtle Ao had a swimming speed equal
to their Homid form’s land speed. The Mokolé
dream different dreams when searching Mnesis to
find what caused the Ao’s disappearance. Some
claim that their own solitary, secretive natures
doomed the turtle varna. Starting around 540
BCE, other Mokolé began to notice that the Ao’s A few weresaurians believe that the Ao were
numbers were dropping. When asked about it, not doomed because they did not die. They point
however, the Ao would dissemble or, if pressed, to the lack of any sign of dismay or struggle, and say
simply refuse to answer. The turtle varna became that the Ao did not succumb but were called into
more and more rare until, by the beginning of the the Umbra to serve Gaia in some unknown capacity.
first century CE, they had vanished altogether. Perhaps the Mokolé varna best known as preservers
Some Mokolé ascribe sinister causes to the Ao’s and creators foresaw the Apocalypse years before
disappearance, while others believe it was part of anyone else and retreated to an Umbral realm where
the natural cycle, and that the Ao will arise again they could weather the storm and return at the time
if the time comes right. of the Earth’s most desperate need.

SUNSET: DRAGON LORE 95


Antagonists They have never invented anything, only stolen
what others made. They are dead and should lie in
Dream Hunters their graves forever.”
Dream Hunters are memories so compelling that Mokolé hate vampires because they are
one place or time within Mnesis cannot hold creatures of darkness, forever barred from Sun’s
them. They break free when recalled and roam the glory. Mokolé ferociously attack any Leech, unless
corridors of time and memory. They are usually forcibly prevented from doing so or forewarned
hostile to the Mokolé who goes within, seeking to that they are fatally outmatched. Weresaurians
subdue or possess him. know little about vampiric society, and what they
Rage 8, Willpower 7, Gnosis 5, Power 40 know disgusts them; their belief is that the only
Charms: Dream Warp*, Possession, moral action for a vampire is to destroy himself in
Materialize, Shapeshift (the Dream Hunter can the hope of Sun’s forgiveness. Most vampires barely
take any shape which exists in the scene that the know that the Mokolé exist, save for the Followers
Mokolé remembers. For example, if the Mokolé was of Set, who know them all too well. When they
remembering ancient Dahomey, it could appear as a meet, the result is catastrophic for the Kindred, as
lion, soldier or messenger). none but the mightiest of the Damned can stand
*Dream Warp — The spirit can pervert against the Dragon Breed in combat.
a dream it enters by rolling its Gnosis versus the Vampire thralls are seen as pathetic, and
victim’s Willpower. Only one success is needed, and may be spared if they do not threaten Mokolé. Any
the Power cost is 1. thrall who is Kinfolk will be the target of “rescue”
Image: The Dream Hunters are shapeshifters attacks from her Mokolé relatives, who will not
and appear as part of the scene they invade. They spare life or property to get her back (willingly or
are clever and will seem to be a rock, tree, animal, unwillingly).
human — whatever is necessary. The Mokolé who drinks vitae (a vampire’s
Background: Dream Hunters migrate from blood), should roll Gnosis difficulty 7- For each
memory to memory and even from Mokolé to Mokolé. success, one blood point is vomited up or lost
They are apparently immortal and are very hard to through explosive diarrhea. The taste of vitae
kill: it is possible to destroy them entirely by erasing ensures that no Mokolé will drink it willingly,
the memory that they come from or with certain Rites. although it might be given as an enema or injected.
They will try to drive Mokolé out of Mnesis, If given vitae through trickery, a Mokolé might
making them afraid to go within, so that the Dream well go into frenzy. Vomiting and diarrhea continue
Hunters can control the Memory. They can also until all the vitae is gone; if the Mokolé botches,
possess the Mokole who remembers them and she will have the vitae in her system until sunrise,
control his actions. The Storyteller should keep when one point of vitae will disappear. One more
in mind that the Dream Hunters are not Umbral point will disappear with every sunrise. Mokolé
beings, but creatures of pure memory. cannot ever learn vampiric Disciplines, other than
They can also possess the Mokole who the automatic one point of Potence that comes with
remembers them and control his actions. The Storyteller successful ghouling. In addition, Mokolé may suffer
should keep in mind that the Dream Hunters are not from bad Mnesis while the vampire-filth spreads
Umbral beings, but creatures of pure memory. through their bodies.
Vampires who know of the Mokolé and have
Vampires managed to feed on them usually have no desire to
“The blood-devils took Egypt away from us. The repeat the experience. Kindred who feed on them
night was theirs, and by day, humans they’d enslaved will often desire only to bask in moonlight or may
fought against us. There are all kinds of stories go into torpor. The exception are the Followers
about a big mighty hero fighting a Mokolé. Marduk, of Set, who preserve tales of the wonderful elixir
Yahweh, St. George, call him what you will. But the that is Mokolé blood. They say that it gives them
cadavers lie when they say they invented civilization. “serpent power.” The truth of this is unknown.

96 MOKOLÉ
Mokolé Abominations from sheer fright. The undead Archid certainly inspires
Mokolé cannot be Embraced - Sun prevents this. If a the Delirium in vampires (Rotschreck checks if using
vampire tries to Embrace a Mokolé, the weresaurian Vampire: The Masquerade rules; at the Storyteller’s
is allowed the standard Gnosis roll. The Mokolé option, botching this roll can even inflict damage on
may succeed, in which case she dies and enters the the luckless vampire as Sun enfleshed rages before
Memory of Gaia. She may fail, in which case she dies him). The frenzy lasts till sunrise, when the Mokolé
slowly and in great pain. If she botches she becomes dies, releasing the final shards of her spirit.
an Abomination, unfortunately for everyone in the Mokolé Kin can be Embraced, but any Kin
area (including its sire), a Mokolé Abomination with Gnosis may make a Gnosis roll as above to
spends the entirety of its short unlife in a brutal, return to Gaia. Should Mokolé learn that a Kinsman
mindless frenzy. has been Embraced, they will almost certainly try to
It’s said that Leeches, on seeing the raging destroy him at once, as well as his “sire” and any
Archid “Abomination,” have died the Final Death other Leeches they see.

THE INNOCENTS
Metis Mokolé can be conceived but they die before birth, often immediately after conception. Those
who develop 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.

SUNSET: DRAGON LORE 97


Eaters of Secrets: Mnetics
The Mokolé guard Gaia’s memory. They witness history THE MANY MEMORIES
and wait for the turning of the age. They’re not naïve The Mnetics have many names, most
enough to hope the other changing breeds learn from of which they gave themselves. Dumenkara,
past mistakes and use this knowledge to avoid the same Mindborn, Sasahai, Katikasasa, Vanus, and
tragic paths. Maybe the Mokolé once had this hope for more, all which relate in some way to twisting
the young breeds in ages past, but the Mnesis’ endless the Mnesis. They do this partly to confound
parade of repeated mistakes demonstrates its futility. So the Mokole and give the appearance of enemies
the Mokolé watch the world dying around them and everywhere, but they also use different names for
await the next Apocalypse. Whatever happens, the their own amusement, because they like the way
Mokolé believe they will emerge out the other side to they sound, and, ultimately, because none like the
continue watching and remembering for Gaia. name ‘Addict’.
The Mnetics know the other Mokolé’s faith is
beautifully tragic, and wish they could remember which
of their kind twisted the Mnesis to so completely fool
the weresaurians. The Mnetics have opened their eyes It is the Mokolé trust in Mnesis that leads
to the truth that memories are ephemeral, malleable some to reject what they thought to be true and
things no harder to reshape than a ball of soft putty. join the Wyrm. Such a simple foundation of faith
Mnesis isn’t the secure vault the Mokolé believe it to is an easy target for the Wyrm — often merely
be. Even the unfallen Mokolé know that memories demonstrating the lie is enough to tip a faithful
from ages past are difficult to dream with clarity. They weresaurian from his purpose. Deleting something
trust in the similarity of symbols and ideas shared by the Mokolé would be sure of, twisting a memory to
streams. If every Mokolé of a given stream dreams the render important details incorrect, or inserting a new
same, the Mnesis must reflect the truth. memory that is clearly fantasy but absolutely true to
This is wrong. Just ask the Mnetics, who the victim are common weapons used to tear apart
manipulate memories and twist the gossamer threads the weresaurian’s purpose, leading them to abandon
of recollections as easily as other Mokolé breathe. They Gaia and choose the Wyrm.
know first-hand how unreliable memory is, as they Other Mokolé fall from the addictive rush
rewrite history every day. This knowledge makes most they first experience altering memory. Some try to
fallen Mokolé live for the present. Mokolé often have a forget an act so terrible it must be buried, others
reputation for being mired in the past, but the Mnetics wish to relieve the pain of a tragedy they cannot
buck this trend. They adopt new technology to better face. These small tweaks begin innocently enough,
understand how to twist, pervert and use it to their but each time the justification for a new alteration
advantage. Many develop an interest in photography becomes easier to make, and soon the new Mnetic is
and recording technologies, to better understand how altering the memories of others to protect his secret,
to edit and delete these records that are beyond Mnesis. and twisting his own recollection of the event to feel
The Mnetics have a particular love/hate relationship better about it. Eventually they become solipsistic
with the internet and social media. They love the many nihilists, trapped forever in the now because the past
methods of lying, twisting and distorting the truth on a is one great canvas of superficial, pretty lies.
massive scale, but loathe the externalizing of humanity’s The existence of the Mnetics is an infectious
knowledge and experiences — their memory — as it meme to other Mokolé, memory worms that burrow
makes it difficult for the Mnetics to permanently destroy inside and plant doubt in the Mokolé’s suitability to
something so widespread. Fortunately the nature of serve as Gaia’s memory. Mnetic numbers grow faster
today’s media means people often accept lies as truth, than the fallen of any other Changing Breed, as the
and the way media, politicians and entertainers spin fallen weresaurians hope to bring the entire species
facts to better reflect the message they want, not the to extinction with this modern day Apocalypse. Few
truth as it is, gives the Mnetics a niche to control. Mnetics regret their decision to fall. The weresaurians

98 MOKOLÉ
ruthlessly practice their Gifts on their own memories,
changing regrets to relief, and excising unpleasant CREATING MNETICS
and unwanted recollections. As a result, the Mnetics Mnetics are mostly the same as other Mokolé and
are unreliable witnesses but have one of the most follow usual character creation rules. Mnetics may
positive outlooks of any shapeshifter. learn the Steal Mnesis and Corrupt Mnesis powers
Other Changing Breeds have Gifts that normally restricted to Innocents, who delight in the
alter, suppress or fool the memories of their victims, partnership with the fallen reptiles and sometimes
but these do not affect the true Mnesis and the act as totems.
Mokolé look upon them with disdain. A Mokolé A Mnetic may alter her own memories at will
may be irritated to learn her mind was violated by through a Mnesis quest, taking several hours. She
another Breed, but she knows a healing sleep will may attempt to alter the memories of those she meets
cleanse her memories as they wash through the with a Manipulation + Mnesis roll. The difficulty
tides of Mnesis. This attitude instils great faith in depends on how many people share the memory —
Mnesis, which makes the Mnetics’ manipulation of difficulty 5 for memories known only to the victim,
the memory source all the more devastating, and difficulty 6 if known by less than 10 people, difficulty
shocks an ever-increasing number of weresaurians 7 for 10 to 100 people, and difficulty 8 for more than
into falling to the Wyrm’s blissful embrace to 100. The Mnetic can reduce the difficulty by 1 by
escape the realization. touching the victim while attempting the alteration.
The Mnetics have a special affinity with The Mnetic may attempt to quickly alter
the Innocents, who also twist and remove Mokolé the Mnesis of members of her clutch, stream, or
memories. Many Mnetics who didn’t experience Mokolé she can physically touch. The player makes
their crisis of faith at the hands of another Mnetic a Manipulation + Mnesis roll (difficulty 7 for clutch,
experienced their first doubts of Mnesis from the 8 for stream), resisted by the victim’s Perception +
powers of Innocents. The stillborn spirits both Mnesis (difficulty 7). Each success for the Mnetic
love and hate their fallen cousins. They delight allows one minor alteration.
in tormenting the once-Mokolé by twisting their With more time and extended Mnesis quests,
memories when they think they can do so without the Mnetic may more slowly alter her stream’s Mnesis.
being noticed, but also teach memory-corrupting She makes an extended Manipulation + Mnesis roll
powers to their Mnetic partners. (difficulty 6) per night of Mnesis quest. Every 10
The Mnetics tend to work well together, successes allow her to make a minor alteration to the
as they have the best defenses against the memory collected pool of memory, such as changing the name
tampering of their own kind. They also don’t tend of a storied hero. Alternatively, she can save those
to care if their memories are accurate — it’s no successes to attempt to gain 50 successes, to make a
trouble to edit them afterward. Clutches may work major Mnesis alteration, such as having an ancient
together for years with each member having a very human civilization existing alongside the dinosaurs.
different recollection of the experience. Mnetics The Storyteller is the final arbiter of what constitutes
are also notoriously difficult to interrogate — if a minor or major modification. Rolling a botch at any
they think capture is inevitable, they quickly erase time during this extended roll leaves a memory stain
their memories or rewrite them to prevent giving that everyone sharing that Mnesis can find — some
up their co-conspirators or to reveal their plans. may have the skill and clarity to follow the stain back
Mokolé find it particularly frustrating when they to the Mnetic.
finally capture one of their fallen kind, only to Secret, precious memories are the most
discover his last remaining memory is to tell them vulnerable to the Mnetics and are those considered
he deleted it all. most interesting. Memories that everyone recalls
The Mnetics hide in plain sight, twisting are harder to change or eliminate because of their
the memory of those around them to forget when distribution through the Mnesis. Those held by only
they’re gone. Some delight in confounding others a few — or ideally just one person — are targeted by
through their tinkering. Mnetics for surgical strikes.

SUNSET: DRAGON LORE 99


Night:
Lizards Skin

Merits and Flaws


RECOMMENDED MERITS & FLAWS
If the Storyteller allows players to take Merits &
Many of the Merits and Flaws in W20 are Flaws, the following from the W20 are also quite
perfectly appropriate for the Mokolé, or can be appropriate for Mokolé:
easily adapted. Fair Glabro, for example, would •Mental: Berserker, Intolerance (Garou),
be fine for Bastet, but not for a Mokolé (who Territorial, Jack-of-all-Trades (gamed through
have no near-human form). Similarly, the Flaw: Mnesis)
Metis Child is cannot be taken because Mokolé •Supernatural: True Love, Banned
hace no Metis. Transformation (when the sun cannot be seen),
Foe From the Past
Merits •Physical: Bad Taste, Lack of Scent, Longevity,
Huge Size, Strict Carnivore, Mute, Color
Manshape (1-pt. Merit) Blindness, Hard of Hearing, Bad Sight
The character’s Archid form is very
humanoid — a callback to the Lizard Kings with
a reptilian head, the size of a Crinos Garou. The
character must have the Archid characteristics: Bird-spirit Companion: (1 pt. Merit)
Upright Walking and Grasping Hands to buy this A particular Bird-spirit has taken a liking to you
Merit. Manshape allows the Mokolé in Archid and will sometimes materialize after you have fed (in
form to pass as human in poor light, though Suchid or Archid form) to pick your teeth. It may bring
anyone seeing the character’s scaly skin still suffers you news, rumors, hints or the like, but these tidbits of
the Delirium. information aren’t guaranteed to be reliable at all.

Step Sideways (7-pt. Merit) Bite of the Monitor: (1-5 pt. Merit)
Unlike normal members of her Stream, the This Merit is common among Mokolé of the
character may step sideways in the manner of the Ora varna. It makes the Mokolé’s bite more dangerous.
Garou. While almost all members of her Stream Any bite inflicted by the Mokolé can be healed as usual
can access the Umbra through Gifts or Rites, the as the aggravated damage it usually is. However, after
character has an inherent connection to the spirit time the wound reopens. When this happens, the victim
world. Perhaps this is a particular blessing from a loses the same number of health levels they lost with the
powerful spirit, or perhaps it is as much a mystery to initial bite after soaking. The frequency in which the bite
her as it is to everyone else. reopens depends on the strength of this Merit.
NIGHT: LIZARDS SKIN 101
•Once a year (1 point) Retain Seed: (2 pt. Merit)
•Once a season (2 points) This Merit may be purchased by female
•Once a month (3 points) Mokolé only. It allows them to retain their mate’s
•Once a week (4 points) seed for a number of years equal to their Gnosis.
•Once a day (5 points) At any time during this period, they may spend
The bite will open a number of times equal to a point of permanent Gnosis to produce a clutch
the Mokolé’s Gnosis, and after that will not reopen. It of eggs (for suchids) or a baby (for homids) with
is up to the Storyteller exactly when the bite reopens. A the usual chance of being Mokolé or Kin. Suitable
being can suffer from only one “infected” bite at a time. mates are rare, so this Merit enables more Mokolé
and Kin to be born.
Mnesis of the Lost Ones: (1 pt. Merit)
You belong to a Mnesis lineage that, through Temperature Control (2 pt. Merit)
crossbreeding, sharing of mates, or the Rite of You can control your body temperature.
Anamnesis being performed in the distant past, You will never suffer from fever, heat exhaustion,
has some memories from an extinct Changing heatstroke or hypothermia, save in the most extreme
Breed, such as the Camazotz (werebats), the Khara conditions. In addition, if you concentrate intensely
(sabertooth Bastet) or the Grondr (boar-skins). This enough, you can avoid being spotted by heat sensors.
Mnesis will be fragmented, imperfect and difficult Your body temperature cannot usually go over 110°
for you to understand. The Storyteller will convey to or under 65° Fahrenheit, however.
you what this memory contains, although you will
not be able to use it as easily as Mokolé memories. Farm Ties: (3 pt. Merit)
You are associated with an alligator farm at
Terrible footsteps: (1 pt. Merit) which crocodilians are raised to stock zoos, to restock
When shapeshifting, the Mokolé can invoke the wild, or for human tourists to look at. The staff
this Merit by spending one Gnosis. The ground are usually Kin, and there may be other Mokolé at
trembles, the trees sway, and the birds and animals the farm. You have a reasonably sure supply of food
flee. This is not connected to Delirium and the and a place to stay. However, you have to work on
Veil, but is a function of Mnesis. The Mokolé is the farm, probably including breeding. Also, the
remembering the mighty tread of the Kings. farm is a likely target for enemy attacks.

Yathamaya: (1 pt. Merit) Sacred Crocodile: (3 pt. Merit)


You possess the location of a Yathamaya, a Your suchid form is sacred to a human
memory realm in the High Umbra. This place may be religious cult who honor you as the embodiment of
a forest, an ocean, a temple or palace, or something divinity. You usually live in a pool near the temple.
unintelligible to human beings. It is a construct of Your worshippers are mostly Kinfolk. However, they
living memory. If you possess the proper Gifts, you may not know that you are Mokolé. You do not get
may be able to enter the Umbra and find it. The any money from them (after all, you are a crocodile)
Storyteller will construct the Yathamaya, but will but you arc provided with food (such as animal
not reveal all of the information to you. “sacrifices”) as well as a secure place to live. Often
you arc painted or decorated with flowers, ribbons,
Retain Eggs: (2 pt. Merit) etc., for religious festivals. You must not harm or
This Merit is for females only. It allows them offend your followers, or they may turn on you. This
to delay labor or laying eggs for a period of time by Merit is most common among Makara and Mokole-
spending a point of Gnosis. The mother may delay mbembe. Please note that unless the worshippers are
going into labor or laying eggs until she has reached a purchased as Allies, they will not do much except
place of safety or has assured herself that no enemies throw food to you and worship the “god within” you.
are present. In rare cases, eggs may be retained until They do not obey you, although they may listen
they hatch within the mother’s body. to a priest who talks about you. Unless you also

102 MOKOLÉ
purchase the Kinfolk background, the worshippers Silver Tolerance: (7 pt. Merit)
and priests don’t know that you are Mokole, and will You can soak silver, although it still does
be frightened if you shapeshift, start to talk, etc. This aggravated damage to you, and you only lose half
Merit is particularly appropriate for historical games. the usual amount of Gnosis for carrying silver
items. This is an extremely powerful Merit and
Gold Tolerance: (5 pt. Merit) is not to be taken lightly; there must be some
You can soak damage from gold, although explanation for your immunity, such as a pact
it is still aggravated. If you choose to carry golden or supernatural intervention. This Merit cannot
weapons, talismans or the like, your Gnosis loss is under any circumstances be taken along with
halved. Other Mokolé find this tolerance unusual Gold Tolerance.
and a little suspicious. This Merit is most common
for Midnight Suns. Veiled to Garou: (7 pt. Merit)
This is an extremely powerful Merit,
Eidetic Memory: (5 pt. Merit) available only to Mokolé. The Mokolé and the
You forget nothing and can “photograph” Kings hunted and slew the Garou and their
scenes and texts into your memory with the mammalian ancestors for ages. There are a few
appropriate effort. This Merit costs a lot more for Mokolé who retain that ancient aura of mind-
Mokolé than for any other creature, for obvious shattering terror. The Mokolé with this advantage
reasons. Once any fact or scene has been recalled causes the Delirium in Garou, although not in
through Mnesis, the Mokolé can call it to mind other Awakened creaturcs. Garou react as per
again, although every single detail of an ancestor’s the Delirium chart according to their Willpower
life isn’t available to him unless the ancestor also had or Rage, whichever is higher. Garou, too, can
eidetic memory. The player may ask the Storyteller make a Wits + Occult roll to move up the chart
for any fact or event that his character witnessed. at the Storyteller’s option.
The Merit makes learning anything memory-related
cost half the usual experience points (although things
that have to be practiced are as costly as usual). The
Flaws
Merit also brings respect, as other Mokolé appeal to Albino: (1 pt. flaw)
the character to settle disputes and the like. You have no pigment in any form. You are
white-skinned and have pale pink eyes. In the sun,
Backwards Mnesis (7 pt. Merit) you will be burned within a few minutes. In addition,
You can “remember” the future, although you receive two fewer dice on all social rolls because
most of what you remember will be meaningless or of your bizarre appearance. This Flaw is common
useless to you. This is treated as normal Mnesis, among sacred crocodiles.
although the Storyteller makes the roll and tells
you what you see. Tragically, this Merit is useless Deaf: (1 pt. flaw)
for playing the stock market. This Merit is most You are mostly without hearing, like some
common for Shining. large lizards. You are able to hear some things in
your Homid and Archid forms, but are entirely
Color Change: (7 pt. Merit) deaf in Suchid.
You can change color like a chameleon in
your Suchid and Archid forms. This happens as Diurnal: (1 pt. flaw)
quickly as blushing. You cannot change to any color You are strictly diurnal and sleep all night.
of the rainbow, but you can become light, dark, or You must spend a Willpower point to function with
strongly colored. This usually makes you harder to a full dice pool after the sky is dark. If there are
spot, although the Storyteller can judge how much lights as bright as the sun (Storyteller’s decision)
more difficult it will be. This Merit is most common you may act as if it were day.
among the caiman varna of South America.

NIGHT: LIZARDS SKIN 103


Migratory Urges: (1 pt. flaw) Small: (1 pt. flaw)
You have powerful inborn urges to migrate You are a small creature in your Archid and
each year. Usually, you learn the migration routes Suchid form and are probably smaller than normal
immediately after your First Change, often through even as a human. You have one less die on Social
Mnesis from a migrating ancestor. The Storyteller rolls and are not considered for leadership. You have
determines your migration route, although she normal Rage and health levels, but have less body
won’t disclose every detail of it to you. If you are mass, and subtract a die from your combat dice pools
prevented from migrating, you will lose one die from if you are brawling.
your dice pools each day until you do so, as if you
were wounded. Other Mokolé may join you in the Scavenger: (1 pt. flaw)
migration or meet you at the end. Note that you You are a carrion eater in your Archid form.
have no special knowledge of the route. There may This does not affect your combat abilities, but you
be all sorts of dangers that you do not know about. cannot eat flesh that is not decayed. Fresh meat
may even make you sick. You have bad
Molt: (1 pt. flaw) breath (-1 die to Social rolls) and
You molt on a regular basis. When you are unwelcome at parties and feasts.
molt, the scales, feathers, or fur of your Archid However, any flesh,
form slough off, and your Homid form loses all evencompletely rotten,
its facial and body hair. Your skin will shred and is nourishing to you.
peel. You may lose tattoos, piercings, and scars, as
well as suntan. Your Suchid form’s outer skin will
also shred and peel off. You are treated as Bruised
during a molt and your armor or shell, if any, do not
exist. Your Appearance is lowered by 2, although it
cannot be lowered below 1 through molting. You
itch horribly and are constantly scratching in all
your forms throughout the molt. You may spend a
Willpower point to stop scratching for one scene.
The molt lasts as long as a sunburn, several days
to a week, and occurs at least once a year. The
Storyteller decides when you molt and informs you
of the consequences. It is possible that stress, fear,
or exposure to toxic chemicals could cause you
to molt ahead of time or more than once. On the
other hand, the difficulty of the Rite of Shedding
Hide is lowered by 1 if you are molting.

Monogamous (1 pt. flaw)


You are strictly monogamous (like several
species of the Bird Kings). Not only can you not mate
with anyone but your mate, you cannot even desire
to do so. You may choose a mate, or one may be
chosen for you from suitable Kinfolk. Note that your
mate may also be your True Love (see the Werewolf
Players Guide for this Merit). This Flaw does not
guarantee that your mate will be monogamous, or
that your mate is of the opposite sex. However, your
mate will regard you favorably, at least at first.

104
Speechless: (1 pt. flaw) you remembered the time and place wherein it
Due to a gap in your Mnesis, you are not lived. Whenever it gets a chance, it will attack
fluent in the Dragon’s Tongue and cannot converse you in Mnesis, trying to kill you or drive you
with other Mokolé when in Archid or Suchid, save mad. Your battles with it take place in Mnesis;
for primitive body language. You can eventually buy using spirit combat rules. Unless you are able to
off this Flaw by learning the Dragon’s Tongue over kill it permanently by finding the place and time
time, but be warned that it’s a difficult business, and in the Memory whence it came and destroying it
there are few Mokolé patient enough to give you the completely there, or by erasing Mnesis with the Rite
lessons you need at times convenient for you. of the Burning Library, it will continue to hunt you
and anyone who inwits with you. This Flaw actually
Slime: (1 pt. flaw) may include more than one Dream Hunter, but
Your Archid form is slimy, and your human usually only one will appear at a time. More details
form sweats a great deal or has horrible body odor. on the statistics of these creatures in page 96.
Wherever you go, a trail of ooze follows. You receive
-2 dice to Social rolls. Exclusive Herbivore: (2 pt. flaw)
You are an herbivorous creature in your
Bad Mnesis: (2-5 pt. flaw) Archid form. Your bite attack is 1 die lower, and the
Your Mnesis contains memories so horrible taste of blood sickens you. The Storyteller may force
and tainting that any attempt to use the Memory is you to spend a Willpower point to avoid retching.
fraught with peril: you may retrieve false memories, You may not eat or digest anything that comes out
remember something incorrectly, enter Harano or of an animal’s body, including milk or eggs, in any of
suffer Derangements. The more points in this Flaw, your forms; this will sicken you and cause you to lose
the more dangerous it is: three points means that one health level.
there is a fair chance of any Mnesis quest ending
badly, while five points means that using Mnesis for Infamous Elder /Clutch: (2-4 pt. flaw)
anything is sure to cause trouble. An elder in your clutch, who has authority
over you, has a bad reputation. Perhaps he has
Cold-blooded: (2 pt. flaw) shown cowardice or broken the Duties. You may be
In all your forms, you have no natural insulted or shown dishonor on his account. You are
ability to regulate your body temperature. In warm three dice lower to dice pools for gaining Renown
weather, you get +1 Dexterity, but after each hour anywhere but your home clutch. Alternatively you
of exertion you must rest or cool yourself (such may come from an entire clutch that is notorious
as with water) or lose a health level. If it grows for its words or actions. The Storyteller will develop
too hot, high temperatures alone have the same the exact details of the dishonor but will not reveal
detrimental effects of exertion. In cold weather you everything to you right away.
suffer -1 Dexterity and -1 to Mental Attributes. In
below-freezing weather you take one health level of Insane Elder: (2 pt. flaw)
damage per hour from the cold, and you continue An elder in your clutch, one who gives you
to get colder until you tall unconscious. After a orders, has Bad Mnesis and is horribly mad. His
number of hours equal to your Stamina, you will mental illness may not be obvious to you. Indeed, you
die. You may reverse this by heating yourself, such may not even know that he is insane. However, any
as with heated coveralls or in a hot bath. This Flaw information he gives you is suspect (the Storyteller
is most common for suchids. may provide you with false information on the
chronicle setting through him) and his judgments
Dream Hunter (2 pt. flaw) and sayings will be out of touch with reality. The
Your Mnesis contains a powerful and other Mokolé you know will be more and more
dangerous memory, called a Dream Hunter. This aware of his foibles as time goes by and will distrust
deadly creature was roused from slumber when you on his account.

NIGHT: LIZARDS SKIN 105


Stench: (2 pt. flaw) Hunted: (3 pt. flaw)
You have a repellent stench which penalizes You are hunted by human poachers, by
Social rolls by three dice in all your forms. Anything Innocents in the Umbra, by the Noonday Suns, by
trying to track you by scent has the difficulty lowered other creatures, or by Garou. They will seek you out
by 2, and you cannot mask the scent with perfume and try to kill you, or, worse, capture you. They are
or wash it away. Most mammals, such as horses and armed with silver or gold weapons and know about
dogs, will be uneasy around you. your abilities, even if they do not know much about
the Mokolé. They are not constantly on your trail,
Sterile/Barren: (2 pt. flaw) but they will show up throughout the chronicle.
For whatever reason, you are completely
sterile. Unless you “buy off’ this Flaw with experience Limbless: (4 pt. flaw)
points (such as by roleplaying a quest, magical gift, Your Archid form has no useful limbs:
or operation), you will remain so. If other Mokolé you resemble a giant snake, though you may have
know this, they may assume that you are diseased flippers and a tail. You cannot manipulate anything
or Dissolver-ridden, or simply avoid you. You cannot and have no claw attack in Archid form; your land
gain Matre and are an undesirable mate: Mokolé speed is reduced to a crawl (1/4 speed). However,
and Kin who know of your “curse” will not want Nagah may be favorably disposed toward you, should
even casual inintimacy with you, except perhaps for you ever happen to run into one.
same sex relations.
Great Fossil Lizard: (5 pt. flaw)
Wall Eye: (2 pt. flaw) Your dreaming was warped by the beliefs
Your eyes do not allow binocular vision in firmly held by millions about prehistoric reptiles. You
any form. You must turn your head to the side to are not a real dinosaur in your Archid form, but the
look at something. You get two fewer dice on all old-school image of one. You are cold-blooded, have
visual-based Perception rolls. a walnut-sized brain, are gray-green in color, and
lurch along slowly dragging your long snaky tail. You
Eyes of the Tyrant (3 pt. flaw) are most comfortable living in a swamp and eating
Like a Hollywood Tyrannosaurus rex, soft waterweeds. Your Mental Attributes do not
you have difficulty seeing non-moving objects. change, but you have a tendency to think “slowly.”
You receive +3 to the difficulty of sight-related
Perception rolls. If any enemy can remain perfectly
still, you cannot see them at all.
Merits of the Gumagan
Song Owner: (1 pt. Merit)
Fallen Elder/Clutch: (3-5 pt. flaw) You have inherited knowledge of part of a
Whether or not you know it, the elder mystic song of the Dreamtime. This usually concerns
in your clutch has fallen to the Dissolver. The the ancestors and their deeds. You may be the only
nature of the temptation and his weakness are one alive who knows it. Each verse concerns a step
not known to you automatically. The Storyteller of the great journeys made by the ancestors. You thus
will create the situation and reveal it to you in the also “inherit” knowledge of a long series of desert trails,
course of the game. You may become aware of his water holes, etc., although you do not own them.
nature through knowing of cannibalism, alliances These places ritually belong to you, and to anyone else
with fomori or vampires, or other ghastly actions. who knows any verses of the song. You have the right to
If your entire clutch has fallen, you are in serious sing this song and anyone else who shares even a single
trouble. First of all, you effectively have no line of the song will treat you as a relative. You must
clutch. Second, your clutch will want to find you pass the song on to your nephew, niece or some other
and either kill you or make you like them. Third, heir or to your child if you are female. In addition,
other Mokolé will automatically assume that you anthropologists might want to “study” you, leading to
have fallen as well. a useful source of cash and bizarre Weaver-trinkets.

106 MOKOLÉ
Merits of the Makara Flaws of the Zhong Lung
High Caste: (1 pt. Merit) Fear of Iron: (1 pt. flaw)
You were fortunate enough to be born in to the You can be banished by means of iron. A hunter
Kshatriya or Brahmin caste, and thus are accorded a may throw iron into your pond, or strike you with iron.
fair amount of respect among your society. You receive If his Willpower overcomes yours in an opposed roll,
two extra dice to Social rolls when dealing with the you must flee.
humans of your homeland. Only homid Makara may
take this Merit. Fertile Essence: (1 pt. flaw)
You are filled with life-giving essence, to
Char: (3 pt. Merit) the peril of anyone who knows you. If anyone
This Merit is for Gharials only; it indicates a drinks from the same glass as you, uses the same
swollen red lump on your Suchid-form snout. This adds bathing pool, or even handles your clothing or
two dice to Social rolls among other Makara, and allows utensils, they can have children who will resemble
the Mokolé to spend Gnosis to add to chances of siring a you. Even people who are sterile or barren might
true offspring. For each Gnosis spent in mating rites, 1 % become pregnant because of you (Storyteller’s
is added to the chance of a true Mokolé being born. option, and certainly not applicable to metis
characters). This can become annoying, and cause
Merits of the Zhong Lung some serious misunderstandings.

Same-bito Kin: (1 pt. Merit) Stone Blind: (2 pt. flaw)


You are Kin to the weresharks of the East. The You cannot see stones, or anything made of
Storyteller will create the Same-Bito school who are stone. If something is made of stone with other material
related to you, but will not divulge all this information added, such as mortar or paint, you know that it is
to you; you may not know much about them. Should there but cannot really tell what it is. You cannot read
you meet any Same-Bito, they will likely respect you writings on stone tablets or markers and cannot see
and listen to you. stones in your path, even if you trip on them.

NIGHT: LIZARDS SKIN 107


Final Notes
and Suggestions
Mokolé and their concept in WoD where created
balance the game mechanics, but feel free to ignore
them or to take something for your chronicle, also,
if you have ideas for future updates or mechanics for
around 20 years ago, they “travel in time” by activating this book you can send them to:
their genetic memories and dreaming about the past. www.facebook.com/mokoleproject
The game designers taken pop culture, fiction, tribal
and some paleontology elements. Mokolé Origins
This two decades where the scenario of huge Taking as reference most of the Archid Characteristics,
discoveries in matter of paleontology, the people went the weresaurian linage can be tracked back to
from thinking about the dinosaurs like slow, cold blooded somewhere around 251 million years ago, when the
reptilian swamp dwellers; to see them as fast, intelligent, dinosaurs, plesiosaurs, pterosaurs and reptiles had
warm blooded and in some cases even feathered animals. a common ancestor. The sharing of Mnesis trough
Mokolé are werecrocodiles, weremonitor the weresaurians managed to preserve the antique
lizards and weregila monsters, this reptilian nature can dinosaur-like Archid characteristics seen in the
be seen in some of the Mokolé concept, traits and gifts. Mokolé of the modern era.
However, they are also weredinosaurs, this is seen too The Mesozoic era in its 186 million of years
in the game, but it isn’t explored as much as it could. witnessed the rise and fall of the dinosaur kings
The purpose of this section is to give just a and most of their saurian brothers and cousins. 65
few role playing suggestions to enrich the already million years ago a great catastrophe put an end to
amazing traits and mechanics of the dragon race, the saurian reing, just a bunch of reptiles, primitive
the following writings didn’t where made Onyx Path, birds, mammals, sea life and other lucky creatures
they are just suggestions, tweaks and adjustments lived to inherit the world that dinosaurs left behind,
from one player to another, they are suposed to it was the beginning of the age of sleep.
wings or Terrible Claws must be purchased anew for
Mesis Mechanics each set of new limbs (for example, just one Terrible
The game tells about Mnesis rolls, be it a trance Claws to give the craracteristic to the new set of arms).
or whatever other action involving it, most of Each pair of extra legs also adds one die to
the times its up to the story teller to decide the pursuit rolls, and an additional two yards per turn
difficulty of this rolls. when all legs are used to run, also gains a +4 to rolls
Here is a chart with some suggestions about to avoid being knocked down. Each aditional set of
the difficulties when a weresarian tries to remember wings adds 10 mph to the weresaurian’s airspeed. A
something lived by her ancestors. The further back similar advantage can be had by taking the Wings
she wants to go naturally turns harder to see, usually Trait twice, which changes both normal forelimb
it takes 3 successes to remember something as she and hindlimb pairs into wings
wanted to, while just 1 success shows a glimpse of Mokolé with too many limbs are looked
what she was looking for. at strangely by their peers: even clutchmates may
Time Difficulty wonder about their devotion to Sun.
Three to five hundred years. 5 Feathers: Effective Appearance 2 while in Archid, +1
Roughly a millennium. 6 to Social rolls involving Corax or any Mokolé stream.
The Impergium and the beginning 7 +2 to survival rolls withstanding cold weather.
of human civilization. Patagium: The weresaurian ribs stick out of its sides,
The awakening of the mammalian 8 shaping a gliding membrane stretched over them,
shapeshifters. and are partly retractable. The Mokolé can’t quite
The time of the Dinosaur Kings. 9 take flight, but she can glide and soar through the air
for short distances.
Archid Characteristics The character triples her horizontal jumping
Some of the following are retakes of the characteristics distances. As long as the Mokolé has a way to gain
in W20 Changing Breeds and Breed Book Mokolé. some altitude, she can glide up to 9.8 ft (3 meters)
While 4 of the traits in this list are based on “Erinys” for every 3.3 ft (1 meter) she is above the ground.
and “Adamant Siaka” posts in White Wolf forums, She moves at twice her normal Speed rating while
others are completely new. gliding, can change direction at will, and can reduce
her falling speed up to one third.
Back Plates: Archid form has two rows of parallel Cannot take Armor or any size increasing
plates alternating from its neck all the way down to its along with this Trait. Unlike Wings, this Trait leaves
tail. +1 to Social rolls involving any Mokolé stream. the Mokolé’s forelimbs free to do other things.
The character also gains the Merit: Temperature Hollow Bones: Bones are hollow, but strong. +3 to
Control at no extra cost, as the plates can be used as Dexterity for purposes of movement, and may soar
a radiator fin or solar panel. effortlessly for hours if also has Wings Characteristic.
Back Thorns: The back and lower back of the While in archid, substract 1 dice to all soak rolls,
Mokolé is covered with thorns, dealing out two also, soak rolls for bashing damage are made at +1
health levels of aggravated damage to anyone who difficulty. This characteristic reduces Archid form
strikes her from behind bare-handed. Also, if she weight enough to take up to three weight increases
has the Poison Sacks characteristic, she may inject like Behemoth, Tall, Huge Size or Armored Scales
poison from its thorns after an opponent suffered and sill being capable of flight with its Wings
damage from them, poison doses and restrictions characteristic.
stills apply the same way. *Huge Size: Normally, a Mokolé Archid form is
Extra Limbs*: One pair of additional arms or legs nine-foot (2.74m) tall, around twelve-foot (3.65m)
adorns the Mokole’s body every time she takes this long, and weights near 600 lbs (272 kg). Each time
Trait. Each purchase of this Trait increases the dice this characteristic is taken add 9 foot to height, 12
pool of any appropriate split actions by one, not to foot to length, and 600 lbs of weight to the final form.
exceed its normal dice pool. Characteristics such as Each time body mass and size is increased by this

NIGHT: LIZARDS SKIN 109


characteristic, add +1 to Stamina, +2 damage to head increases the difficulty to surprise the Mokole
Body Slam or Tackle attempts, +2 to Perception by 1, to a maximum difficulty of 9. When this Trait is
when Storyteller deems appropriate due to height, selected, the Mokole has one head ( her original) that
and one additional “Bruised” health level. However, is vulnerable, and decapitating this head will kill her.
taking this characteristic 3, 4 or 5 times reduces the However, decapitation of the other heads can be healed
difficulties to hit the Mokolés Archid form by one, if the character has the Regeneration Characteristic.
taking it 6, 7 or 8 times reduces difficulties by two, and Night Vision: Has strangely large eyes. At night, the
taking it 9 or 10 times reduces difficulties by three. difficulty of perception rolls involving sight at are
Extremely large Mokole cannot use Stealth, decreased by two.
sneak up on someone or hide, however they still can Soft Neck Frill: Be it a group of feathers or large
do that things in deep waters. ruff of skin around the neck, a mokolé can spread
Multiple Heads*: The Mokole has two additional out its frill looking much bigger that she really is,
heads for each time this Trait is taken, granting her a frightening any creature who does not know what
+2 die when splitting dice pools for multiple actions is going on. All opponents who do not have specific
involving the heads (however, the bonus die may never Mokolé knowledge react as if their Willpower were
exceed the dice pool of the base roll). Each new head one point lower for purposes of the Delirium Chart.
has the same strength as the first, but characteristics +2 to Intimidation.
such as long neck or terrible teeth must be purchased Can’t stack with the characteristic Air Sacks,
anew for each head. The mokolé gains the Wishbone the Archid form just can have Soft Frill or Air Sacks,
maneuver as described in W20, p. 300 but she can’t have both.
When not attacking targets or manipulating Tail Whip: The mokolé tail can be “cracked” to
objects, may be used either to supplement observation make a deafening sound. All characters (including
to the main head or to maintain a broad passive allies) within close combat range roll Stamina
awareness. In the former capacity, each additional (difficulty equal to Mokolé’s Rage). Anyone who
head is an additional die to scrutinize something within fails is deafened for rest of the scene. Cannot be
the main head’s awareness. In the latter capacity, each taken with Bladed Tail or Tail Club.
Werereptiles, weredinosaur
or dragons? THE FATE OF THE DRAGONS
Mokolé dream their Archid form, which outcome Dragons are real, even now. The elemental
is an amalgam of characteristics of something that dreams that wove the first wyrms together still
maybe never existed or perhaps is the vivid image of flow in the veins of these near-immortal beasts.
something that walked the earth millions of years ago. Dragons are very much alive, as both archetypes
Some Gumagan theorize that the Archid and beings of flesh and bone.
form of a newly changed Mokolé tend to reflect the Ironically, the “ends of the Earth” gradually
link between the individual or his ancestors with leave that Earth for the more accommodating
the Spirit World. A Mokolé with a more dinosaur Realms. By the technological age, the material
or werecrocodie-like form could have less influence world has become too harsh for their kind. Among
from Dragon or the Wani and more influence of the literal dragon-slayers of the Dark Ages and
her genetic inheritance. On the other hand, a more Renaissance, great clashes such as the Battle of
eastern or western dragon-like form could had more Flames and the Concordia War, the darkening of
influence of the Mokolé’s spirit patrons. polluted skies and the dimming of the heart of
Thanks to the huge variety of its Archid wonder, the mighty wyrms of the First Days have
forms, Mokolé may be the origin of most of the been whittled down. As the Great Wheel spins
monstrous reptilian legends. However, there was faster and faster, the souls of dragons have been
actually Dragons roaming the world long time ago, sucked into the slipstream and transformed into
non Mokolé creatures that where embodiment of all other, lesser things (like people).
the unchecked power of Nature. Most surviving dragons have settled into
Umbral Realms by the Industrial Age. Although
Streams some few of them escape to the newer worlds of
As many players know, Mokolé-mbembe and Africa and the Americas, the unrest that soon tears
Makara are the most forgotten Streams in terms of through those lands feeds the pain spreading across
game mechanics or advantages. Mokolé-mbembe the world. Dragons, like many other magical beasts,
are supposed to be the stream of the fighters, but feel the burn of Unbelief as the world becomes a
a Zhong Lung can beat a Mokolé-mbembe (and colder, less magical place. By the end of the 19th
likely any other stream) in a one on one combat century, the mortal world is literally painful to
because of its gift advantages. The Makara are visit. Although many wyrms learn to shapeshift
supposed to be the Stream of the Folk, but their themselves into human forms and walk unnoticed
diplomat skills aren’t any better than a Mokolé- through the crowds, the air soon becomes too heavy
mbembe or even a Gumagan. This section pretends and stale for any dragon’s liking.
to balance that a little. In their rage and despair, some dragons
bind themselves to the great Celestine Wyrm, the
Mokolé-mbembe force of destruction intent on devouring Creation.
No other stream knew the Wars of Rage like In the Umbral Hellholes and the plains of Malfeas,
the Mokolé-mbembe did. While the Zhong lung in the hidden depths of earthly seas or the burning
and some Makara where safe and sound in the heart of the world, angry dragons coil, their souls
beast courts, the Gumagan and their allies where dripping venom and their jaws glowing with
slaughtered forcing them to hide in the Dreamtime righteous fire. For now, they glut themselves on
(Australian Umbra); but Mokolé-mbembe the spiritual misery passed down from the Wyrm
had nowhere to run, and where driven next to itself, and on sacrifices gathered by a handful
extinction. Just the most cunning, strongest and of dragon-cults in the human lands. Some ally
fittest survived the slaughter. To this day, even themselves with Mad Ones and Fallen wizards,
their chills bear the scars of a distant survival life answering their summons’ for short periods of time
pushed to the limit. and spreading havoc when they appear.

111
Whatever Mokolé-mbembe lack in territory.. Harpy eagles are 2 ft 10 in–3 ft 6 in long
organization or pacts with spiritual courts, they (0.8–1 m) and their wingspawn is 5 ft 9 in to 7 ft 4 in
compensate it with raw physical power, use the next (1.7m to 2.2m). They can reach speeds of up to 50
trait modifiers for their base Archid form: mph (80 kph) in flight.
Strength +4, Dexterity +1, Stamina +3, Harpy Eagle: Str: +1, Dex: +2, Per: +3, Rage 3.
Manipulation –3, Appearance 0 Note: Claws do Str +1 Damage.Bite does Str Damage.
Save for the gumagan, all streams lacked of Soak rolls for bashing damage are made at +1 difficulty.
knowledge of the secret ways in the Umbra, and going Crowned eagle: Str: +2, Dex: +1, Per: +2, Rage 4
to the spirit world for whatever the reason was a suicide Note: Can lift up to 66 lb (30 kg) in short flights. Claws
mission. Eventually the Wars of Rage forced most of do Str +1 Damage. Bite does Str Damage. Soak rolls for
the weresaurian to break their bonds with the Umbra, bashing damage are made at +1 difficulty.
this made a lot harder to learn Gifts from denizens of
the spirit world. The mokolé can learn gifts through Makara
Mnesis, but the Mokolé-mbembe managed to be Exclusive Varna: Snakes are an important part
especially talented at it, even to this day. of Hindu culture, some times as gods; and other
When a Mokolé-mbembe attempts to learn a like symbols of rebirth, death and mortality, due
Gift through Mnesis the roll its made at a -1 difficulty. to its casting of its skin and being symbolically
Exclusive Varna: After the passing of the Dinosaur “reborn”. Over a large part of India there are carved
Kings, there was no other kin to the mokolé but representations of cobras or nagas or stones as
crocodiles and monitor lizards, most of the weresarian substitutes. To these human food and flowers are
entered in the sleep of the dragon while others stayed offered and lights are burned before the shrines.
to see the world slowly change for worse. Centuries of the continent culture and the use
Some weresaurians dream of the time of of the gift Steal Shape shaped the Makara in a unique
the Bird Kings, specially the Mokolé-mbembe, physical and spiritual way, adding two creatures to their
who remember like no other the times when their Varna list. Those are the Paradise flying snake and the
feathered cousins where kin for them. Through black-tailed python, at first sight it looks like that would
the course of the strange millennia two bird varna put the weresaurian in conflict with the weresnakes,
persisted in the Mokolé-mbembe lineage, the but the Nagah only take the most poisonous snakes
Crowned Eagle and the Harpy Eagle. as mating partners, leaving behind the constrictor or
Nowadays its no secret to the weresaurian the weak poison ones. Even more, the tales of a snake
society that the stream of the fighters has kin among shapeshifter who ended up being a Mokolé helps a lot
the birds, however no other stream has managed to to keep the idea that Nagah are extinct.
add their feathered cousins to their varna. Paradise flying snake is commonly found in
The crowned eagle lives in the sub-Saharan South and Southeast Asia; it glides by stretching the
Africa; in Southern Africa it is restricted to eastern areas. body into a flattened strip using its ribs. It is mostly
Its preferred habitats are principally riparian woodlands found in moist forests and can cover a horizontal
and various forests. Its wingspawn ranges from about 5 distance of about 100 meters in a glide from the top
feet ( 1.5 m) up to 6 (1.8 m). Despite the spectacular and of a tree. They grow up to 2 meters long.
conspicuous nature of their display flights, the crowned Black-tailed Python is found in many tropic
eagle is sometime considered a “clumsy” flier out in the and subtropic areas of Southern and Southeast Asia.
open, lacking the grace and speed attributed to a few Lethargic and slow moving even in its native habitat,
other eagles in a high-flying context. they exhibit timidity and rarely try to attack even
The Harpy Eagle is the largest and most when attacked. Locomotion is usually rectilinear,
powerful raptor found in the America. Their territory with the body moving in a straight line. They are very
extends from México (almost extinct), through good swimmers and are quite at home in water. They
Central America and into South America to as far can be wholly submerged in water for many minutes if
south as Argentina. The eagle is most common in necessary, but usually prefer to remain near the bank.
Brazil, where it is found across the entire national They usually grow up to 3 meters (9.8 ft).

112 MOKOLÉ
Paradise Flying Snake: Str: –1, Dex: +2, Sta: +1,
Man: 0, Rage 2
Note: Running speed is halved; swimming speed equals
Homid form’s land speed. Can glide 2 meters forward
for every meter she is above the ground. Bite inflicts
Strength –1 damage.
Black-tailed Python: Str: +3, Dex: -1, Sta: +3,
Man: 0, Rage 3
Note: Running speed is one third of homid form;
swimming speed equals Homid form’s land speed. Bite
inflicts Strength damage. Has Constricting Coils like the
Archid Characteristc.
Makara Gifts: All Makara have access to
Kitsune Kojin Gifts save for “Call to Allies” (see
W20CB, p. 131); its not like the Makara are linked to
the Werefoxes, its just they can learn those same gifts.
Makara who are members of the beast courts
cannot take Gifts from the Garou’s Galliard list like the
Zhong Lung do, however they can access to Hengeyokai
Gifts like any otter member of the Beast courts.

Gumagan
The Gumagan are the memory of Bandaiyan and
preserve all of its past, through the Ice and back to
the time of the Kings. The Ancestors who walked
the red desert in the Dreamtime (alcheringa) are the
source of their visions and their Archid forms, which
range from dinosaurs to fantastic Dreamtime things
unknown to science. This powerful connection to
the spirit world, untainted by the Wars of Rage,
has led the Gumagan to have unusual abilities with
the Umbra. All Umbra-related Gifts cost one fewer
experience point for Gumagan to purchase (this
doesn’t apply to freebie points, however). In ancient
times the Gumagan could simply wander in and
out of the Dreamtime at will, but the coming of the
Gauntlet changed all that.

NIGHT: LIZARDS SKIN 113

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