Mokolé (20th) Não Oficial

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About this Book

This is a compilation around the Mokol in Werewolf


20th Anniversary publications. However, much of
the old material didnt make it to those editions.
Maybe because they wanted to save some space or
perhaps because some of the old material where
outdated or just silly (im looking at you Boat of the
Sun). See this book as a enriched version of the
information already given about the Mokol in W20
Changing Breeds.

Ive taken the liberty of copying and adapting
the Gifts that needed be checked in the W20th
Book, and W20th Changing Breeds. Hoping save
search time to players opening other documents or
searching for the Gift in the physical book

I strongly encourage, to all the readers this project
could have, to buy and support Onyx Path products.
Be it in a Kickstarter project, buying some books from

Drive ThruRPG, or at your local Onyx Path distributor.


After all they need our support to keep releasing games.

Some players would like to take only the new
W20 as canon, while others would love to add the
old material to enrich their camping. In both cases
this book assign a color for each of this sources.
Dark Green Text its for all the material taken
from Changing Breed Book 6: Mokol.
Black Text if for all the material taken from
any 20th Anniversary source.

To play a Mokol chronicle to its full potential
try to buy and read most of the following books:
Mokol: Changing Breed Book 6
Werewolf: The Apocalypse

20thAnniversary Edition
W20th Changing Breeds
W20th Book of the Wyrm

Contents

Sunrise: Dragons in our Midst


Introduction and Lexicon

13

Morning: Was 17
Mokol History, Lore and Duties

Noonday: Us 23
Breeds, Auspices and Streams

Afternoon: Dragon Making


Rules and Game Mechanics

35

Evening: Dragons Eye 49


Gifts, Rites, Fetishes, Talens and Totems

Sunset: Dragon Lore 91


Mnesis Details, Umbra, Antagonists and Storytelling Notes

Night: Lizardskin
Merits and Flaws, Final Notes and Suggestions

101

Sunrise: Dragons
in Our Midst
Everyone knows that there are dragons. And, if you
think about it, you always knew. Remember? Lurking in
the corners of folklore and fairy tales; every creature in
your dinosaur books. Under your bed, under the pond,
under the surface of your mind? They were there.

You started to ask questions and the grownups
told you there werent any such things. You didnt believe
them and looked for yourself. Looked into yourself for the
coils and scales. The dragons were real.

You were a dragon.
Modern descendants of the prehistoric Lizard Kings,
Mokol are beings with three forms who can change
between them at will. One form is human, one is
reptilian, and the one in between is a beast out of
time dinosaur, dragon, sea-serpent, or some other
living fossil, an amalgam of dreamed-of power. But
the Mokol are more than just shapeshifters, they are
the Earth Mothers memory, blessed and burdened
with ensuring the past is not forgotten.

The Lizard Kings Kin still walk the earth.
But dont bother looking for some Lost World where
thunder lizards and T-rexes have survived extinction.
Thats a myth distorting the real truth. The Mokol
are lurking, just below the surface, in swamps, seas,
and rivers all over the world.

Weresaurians have survived as alligators
and crocodiles, monitor lizards and Gila monsters,
gavials, caimans, perenties and stranger things
that furtively spawn in the shadowy murk. Too few
to form tribes, the survivors of this evolutionary

pageant have gathered in four major streams based


around four of the primeval rivers of the world.

Once human civilization falls and it will,
for it is merely a brief aberration as the Mokol
reckon time then the great kings will arise from
the wastelands and rule once more. The werelizards
dont want the Apocalypse to happen, necessarily,
but they are more than prepared for what will follow
the Final Battle.

The Mokol band together in clutches, and
gather in wallows, usually in areas where humans
and reptiles can co-exist. They dont seek out the
company of other Fera (which they call Bte), but
some of the younger weresaurids are willing to speak
with them on peaceful terms. Not the older Mokol,
though they remember the War of Rage, and to
them, it might as well have been yesterday.

There are no tribes to command the
loyalty of Mokol. Mokol are neither pack creatures
like the Garou, nor solitary like the Bastet. Instead,
they are united into clutches, family-like groups of
Mokol and Kin. The clutches are localized and
preserve the Memory of a certain area. Wanderers
pass between them to unite what remains of Gaias
Memory. Clutches ally into streams, the four great
rivers out of Eden which are the Mokol. The four
streams are:

The Gumagan, the Stream of the Forerunners,
The Makara, the Stream of the Folk, The Mokolmbembe, the Stream of the Fighters, and The Zhong
Lung, the Stream of the Philosophers.

SUNRISE: DRAGONS IN OUR MIDST

13

The Dragon Society


Mokol are anything but tribal. Their concerns are
at once more global and more local. Their society,
embracing both Changers and Kin, is one of strict
roles and close community.

Mokol live among humans when they
must, but prefer the company of Kin and other
weresaurians. They realize this by grouping into
wallows homes for the human and reptile shapes
that they take. A wallow can be a traditional village,
an apartment building (hopefully with a pool!), a
remote jungle mudhole, or a high-tech alligator
refuge with tourist shows. Visitors can be admitted
(or eaten), but the wallow belongs to the clutch.
Clutches can be rivals to one another, competing for
lands, mates and treasures through courtship, games,
ridicule and even dueling.

A Mokols role in his society is determined
by his sun sign. The Rising Suns are hunters,
explorers and soldiers. The Noonday Suns are
judges, lawmakers and executioners. The Setting
Suns protect and defend, while the Midnight Suns

are clowns, poets and doers of the impossible. The


Shrouded Suns perform the mysteries, while Mokol
born beneath a haloed or Decorated Sun organize.
Finally, the rare Mokol born under an eclipse are
rulers and priests.

Mokol are born either human or reptile,
and live as such, having no special powers, until
adolescence. At maturity, the ancestral memories
of the Mokol emerge, and the young Mokol falls
into a trance. At that time, a new shape is born:
the battle-form, the dinosaur or dragon forms of
the kings. When the trance ends, a true Mokol
awakens. This experience binds all Mokol together
and teaches them the course of life upon Gaias Face.
New Mokol emerging from a ripple in the stream
and often identify with each other (like a human
generation).

Memory is all-important. A clutch defines
itself by the memories it holds and passes down,
generation after generation. Each ripple knows them
again for the first time. Communion with the past is
more than a religious belief for the Dragon Breed. It
is the air that they breathe.

Mokol Lexicon
Age of Kings: The era when the Lizard Kings ruled the earth.
Apocalypse: A time when one civilization falls, leaving
room for another to rise and take its place. For instance,
the Mokol survived an Apocalypse when the dinosaurs
became extinct (see Wonder-Work).
Archid: The battle-form of a Mokol. Unlike most
Changing Breeds, this form varies drastically from Mokol
to Mokol.
Bte: Non-Mokol shapeshifters.
Champsa: A varna associated with Nile crocodiles
(Crocodylus niloticus).
Clutch: A social grouping of Mokol, usually a family.
Most guard and defend breeding grounds.
Designer: The shaper of Life (known to Garou as the
Weaver).
Devisor: The source of all creative power (known to
Garou as the Wyld).
Dissolver: The Unmaker of Life (known to Garou as the
Wyrm).
Drachid: The lost toolmaker form of the Mokol; the
shape of the Lizard Kings. Since the end of the Age of
Kings, no Mokol has been able to assume this form.
Dragons Dream: A half-remembered Dream of the
Age of Kings. Also a future-Dream about a time when
mankinds civilization will fall and the lost races of the
weresaurian will return to the world.
Dreamtime: Australian Umbra.
Gharial: A varna associated with gavials (Gavialis
gangeticus).
Grisma: Summer auspice of the Makara; judges and law
enforcers.
Gumagan: The Stream of Forerunners. Traditionally
from Australia and Oceania.
Halpatee: A varna associated with American alligators
(Alligator mississippiensis).
Hemanta: Winter auspice of the Makara; tricksters and
rogues.
Innocents, the: The ghosts of the deformed and stillborn
children created when two Mokol mate.
Karna: A varna associated with saltwater crocodiles
(Crocodylus porosus).
Lizard Kings: The Mokol who ruled the earth before
their civilization was destroyed by the Wonder-Work.
Makara: The Stream of the Folk. Traditionally from
the Indian sub-continent. Also a varna associated with
mugger crocodiles (Crocodylus palustris).
Mnesis: The ancestral memories of the Mokol. Each
stream (see below) usually has related Dreams, but all
of them include children who share the Dragons Dream
(see above).

Mokol-mbembe: The Stream of Fighters. Traditionally


from Africa and the Americas.
Old Ones: Mokol, especially the pre-Wonder-Work
Lizard Kings.
Ora: A varna associated with some of the more than 70
species of monitor lizards.
Paisa: A varna associated with American crocodiles
(Crocodylus acutus).
Stream: An interwoven group of related Mnesis
bloodlines native to a specific area. Not tribes as such;
more relatives that have grown apart.
Suchid: When capitalized, the reptilian form of aMokol.
When not capitalized, a Mokol born from two reptilian
parents.
Syrta: A varna associated with caimans (Caimaninae sp.)
Unktehi: A varna associated with Gila monsters
(Heloderma suspectum).
Varna: The species of reptile into which an individual
Mokol can transform.
Vasanta: Spring auspice of the Makara; warriors.
Wallow: A home for suchid breed Mokol and other
crocodilians or reptiles. Known as Caern to Garou.
Wonder-Work (of the Wyrm): The Apocalypse that ended
the civilization of the Lizard Kings; known to human scientists
as the CretaceousPaleogene extinction event, which
occurred 65.5 million years ago. Mnesis dreams of the event
vary greatly, and many of these dreams may be false or distorted,
but most attribute the event to the work of the Dissolver.
Zarad: Autumn auspice of the Makara; mystics and
spiritualists.
Zhong Lung: The Stream of Philosophers. Traditionally
from Asia and a part of the Emerald Courts of the
Hengeyokai.
Age of Sleep: The time between the Wonder Work and
the beginning of mankind.
Bandaiyan: The Land of Fire; Australia.
Bataa: African mages, often Kin to Mokole.
Blood-devil: A vampire, also called Leeches.
Dragon Kings: Legendary progenitors, found in the Umbra
Dream Hunter: A monster inhabiting the depths of
Mnesis, a dream of terror come alive.
Egg-smasher: A deadly insult, or description of the Garou.
Eshu: African fae, rarely Mokol Kinfolk.
Matre: Mystic power gained through parentage.
Proudest Monkey: Human.
Wanderer: An office given to some Mokol; indicates
those who travel from wallow to wallow bearing tales and
new mnesis.
Wani: Dragon Kings and Princes of the East; mighty spirits
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.


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

Things hunted. Things killed. And now
Things remember.

Mans history. Wolves history. The history of
all who walk in fur and fang. This time and place and
all that exists here is but a flicker in the bonfire of what
has come before. Before humanity, before science,
before this mammal-led heartbeat. In a past far older
than any but They-Who-Remember can recall, life
thrived. Countless creatures lived, evolved and
eventually died. All with no more fanfare or legacy
than humanity will leave behind when it is gone.

Man is not the first. He is not the only. He
is not even the best. Time passes, and in time this
cacophony of human civilization will exist no
more. There will be no record left behind of this selfimportant sour note in the symphony of time.

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

The Mokol look forward to that time.
Their numbers have dwindled for centuries, as they
hid in the darkest corners of the wilderness, hunted by
those who misunderstood their Dreaming. But now,

in the Final Days, their numbers have increased, and


their territories have been secured. As mans world
dies as it was always destined to do the Mokol
are preparing for whatever comes next. Because they
know, no matter how many times the cycle turns,
they will be there to witness it.

To witness. And to remember.

The Age of Kings



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

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

Like the Mokols true forms, these memories
are patchwork abominations, blending things that
were, things that could not be, and things that never
should have been. What truly was is uncertain,

MORNING: WAS

17

and each Mokol believes differently about where


the lines of Dreammemory and Dream-illusion lie.
Still, some Dreams occur so often that they have
become accepted more than others as possible if
not probable truth. These Dreams make up the
legendary tales of past Ages.

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

THE END


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

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

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

18

MOKOL


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

For millennia, Gaias first and favored children
ruled the earth, the seas, the air, and all of existence.
Following in their Creators footsteps, the Mokol
took the clay of the earth and the heat of the sun, and
from it they fashioned the first tools, the first weapons,
the first villages, the first civilizations and the first
war. Kingdoms grew up and went to battle to prove
their superiority. Each faction struggled to destroy all
of its evolutionary rivals, until the Lizard Kings arose
from the wastelands of carrion that was all that was
left of their enemies. They ruled the earth mercilessly,
with wit and wrath, with spear and razor-sharp tooth.
It was the time of the Mokol, the Age of Kings, and
none dared challenge their superiority.

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

The Age of Sleep


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

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


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

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

The Age of Beasts


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

The many Changing Breeds could have
shared the Earth, but they warred for petty and
primal reasons, contesting for territory, herds of
breeding stock, or foolish pride. The most territorial
shapeshifters were the Garou, werewolves who
waged war against all the other Breeds. The stillrecovering Mokol were among their favorite targets.
Those weresaurians who took huge and monstrous
forms were easy targets for wolf packs, as were those
who moved slowly, or bore bright colors rather
than camouflage. Many varna recovered from the
Wonder-Work only to fall to the claws and mindless
fury of their wolven cousins. Those that took the
form of lesser saurians and reptiles, however, fled to
the shadowy places of the Earth, lurked beneath the

MORNING: WAS

19

surface of swamp and sea, and some although not


all escaped the Garous wrath.

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

The Age of Man


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

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

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

The Mokol Today


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

Some cautiously venture into the human
world in search of clues as to when the Dragons
Dream will become real. Others slink around the
campfires and caerns of other Shifters looking for
20

MOKOL

word about how the War against the Wyrm is faring.


While subterfuge and subtlety are key components in
the Mokol arsenal, with increased numbers comes
increased risk of detection.

For millennia, Mokol have survived by
hiding from the Garou and other enemies. Many
elders of the streams believe their races survival
depends on continuing to hide and breed until their
numbers are so great that no one can stand against
them. Younger weresaurians defy such reason,
forming imperfect clutches to venture away from
their wallows and sway destiny in their Breeds favor.
The latest generation of Mokol wants to do more
than witness and remember history; they want to
create it.

The Duties
The Sun has given his Children a series of moral
and personal imperatives by which to live their lives.
Called the Duties, these are the Mokol precursor to
the Garou Litany.

Each Duty is connected to one solar auspice,
although all Mokol are bound by them. Violations
of the Duties merit reprimands, loss of status, and
other punishments. The Unshading enforce the
laws, although even Midnight Suns will chastise an
undutiful Mokol.

The Rising Sun says Cull the Fallen. The
creatures of the dissolver, Mokol who have fallen
or broken the Duties and Gaia-wrecking humans
are fair game. The Corollary of this Duty is the
obligation to avoid unlawful prey. Likewise,: Mokol
do not hunt Garou or other shapeshifters wantonly.
Reality: Mokol cant keep killing humans,
or so many reptile Kim will be killed in return that
more Mokol cant be born. Garou, thinking that the
Mokol themselves are Dissolver-spawn, have slain
so many of the Dragon Breed that missions against
the Dissolver are rare. The Mokol have enough
problems of their own.

The Noonday Sun says Let No Shade
Accuse You. At all costs, avoid breeding with other
Mokol. When judging, judge fairly. When making
war, remember the death that it brings. Accept a
surrender when you can. There are nor enough
Mokol left to waste. Moderation is the way to bring
justice to Mokol society.

Reality: Mokol seldom breed with other


Mokol, and regret it when they do because of the
Innocents, who harry any Mokol in the Umbra.
Mating rites ensure that Mokol have suitable Kin
partners. Mokol often deal leniently with violations of
the Duties, as so few Mokol remain that the harsher
punishments would only weaken Suns children further.
Duels are almost unknown anymore save in Mnesis.

The Setting Sun says Guard the Wallow.
Children. Kin, and old or sick Mokol as well as the
sacred sites and objects of the Dragon Breed need
protection. The laws of sanctuary mandate refuge
for the needy. Likewise, respect another wallows
territory and Memory, including the wallows of
Nagah and Corax. As for the wolves, stay away.
Setting Suns never ask how many foes there are.
Only where they are.

Long ago, rivalry between Mokol and
between clutches ended in violence. Nowadays, the
rarity of Mokol means that the lives of the Dragon
Breed are too precious. To kill a clutchmate is the
ultimate horror. Warding Mokol have recently asked
whether, as Gaia dies, non- Mokol shapeshifters
could also be clutchmates.
Reality: The Setting Suns are still readv to
die on a heap of the slain to save the clutch. Merely
lighting isnt enough, though. Mokol now have to
manage things like acquiring legal title to land and
protected status for their reptile Kin. Strangers are
more and more commonly accepted as it becomes
painfully obvious that the Mokol need help just
to survive. Killing a clutchmate is still punished
by death. Unlike the Garou, the Mokol enforce
tending a relatives sickness, rather than forbidding it.

The Shrouded Sun says The Veil Must Not
Be Lifted. The Veil ensures the Mokols survival,
and their exis-tence must be kept secret. Likewise,
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.
As the Mokol drop in number, even the other
shapeshifters begin to believe that they are extinct.
In most chronicles, a non- Mokol character will
need Mokol Lore even to know that the Dragon
Breed-exist at all.

The Midniight Sun says Test the Clutch.
The tricksters see what other Mokol dont. They
prepare their clutchmates for the unexpected

by being it themselves. Many tales mention the


elaborate practical jokes and teaching pranks of the
No-Suns. There are tales, dances and shapeshifting
plays that convey the wisdom of the Midnight Suns
in a way that everyone can understand and enjoy.

Reality: The Shining perform their function
gladly, to the chagrin of their clutchmates.

The Decorated Sun says All Are Of Gaia.
Know that Kinfolk, humans, reptiles, and other
Awakened are here for a reason. You have a place,
and so do they. Respect the Crowning, listen to the
Concealing, follow the Gathering. Leaders may be
questioned, but authority does not come from winning
a fight. Honor the Eighth Sun, who enable the Mokol
to survive. Make sure that all resources, including
food, are distributed fairly and in proportion. Heal the
sick, help the wounded, allow the dying spirit to pass
on into Gaias Memory.

Reality: The Mokol do not understand why
many Garou treat their Kinfolk so brutally. Mokol
are much more concerned with having children than
the Garou, but their attitude is that mating is there
to be enjoyed.

Mnesis helps a great deal in making this Duty
real, however. Mokol know the pain of childbirth,
the bite of hunger, and the lash of slavery. Almost all
Mokol have Mnesis from members of the opposite
sex, from humans and reptiles. This makes them
unusually understanding.

The Eclipsed Sun says Remember. Sun made
you Mokol for a reason. You are part of the Memory
of Gaia. Dont forget this.
Reality: Many Mokol are too busy fighting
for their lives to worry about Gaias great plan.
However, their mere existence and the perpetuation
of the Dragon Breed are enough to assure that Gaia
has a Memory.

The Mokol of the East, the Makara and Zhong


Lung, adhere to the Mandates of the Emerald
Mother, the Hengeyokai law. These rules are
somewhat different from the Duties, but are
based on the same principles.
(More about the Hengeyokai, the Beast Courts
and their Laws in W20CB, p. 37 & 270)

MORNING: WAS

21

Noonday: Us
Breeds
Mokol only have two breeds: homid and suchid
(reptilian). Their Metis die before they are born.

Homid: The human- born, are at a
distinct disadvantage in Mokol society because
their awareness of their reptile side is mostly learned
rather than instinctual. Suchids make fun of them for
their ineptitude at hunting and swimming. A homid
Mokols ethnicity usually depends on its stream.
Mokol-mbembe walk among humans in the Americas
and Africa, from the streets of the first world to the
rainforests and jungles of the third world. The other
streams of Mokol Indian Makara, Aboriginal
Gumagan, and Asian Zhong Lung contain many
of the stereotypical populations associated with those
regions. However, just as nations are culturally diverse,
a stream is not limited to any one ethnic group. As
the End Times approach, unexpected individuals are
awakening to the Dragons Dream, rediscovering their
reptilian heritage.

Beginning Gnosis: 2

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

They are as limited as lupus Garou when it
comes to purchasing Abilities. They cannot purchase

Drive, Etiquette, Firearms, Computer, Law, Linguistics,


Medicine, Politics or Science with initial points, only
with freebie points or experience. Furthermore, they
may not buy Resources, Allies, or Contacts at character
creation, save with freebie points (although theyre free
to make friends and accumulate wealth during the
course of play). Their only Kinfolk are reptiles. In the
First Times, most Mokol were suchid, but as reptile
species become endangered, homids have become as
numerous as suchids.

Beginning Gnosis: 4

The Innocents

Mokol have no metis and never will. While a


Garou wears a war form that has been the same
since the Last Times, every Mokols battle form is
different and must be dreamt into being. A Mokol
with two Mokol parents would have to dream
her Archid form in the shell, which is impossible.
The result of Mokol-Mokol mating is a deformed
fetus (or a clutch of horror-eggs with monstrous
embryos inside) constantly shifting shape. The
Mokole mother usually has to shapeshift to Archid
form to avoid being ripped apart by her freakish
offspring, who sometimes claw their way to Suns
light through her body. The child dies, unable to
maintain a stable shape, and becomes an Innocent.

These hungry ghosts prowl from the
Shadowlands to the Near Umbra and back, without
memory of who and what they realy are.
(More info about Innocents on page 97)

NOONDAY: US

23

Organization
Wallows

Mokol live much humbler lives than they did


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

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

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

their numbers, but (unfortunately) does little to


quell rivalries between clutches.

A healthy, functional clutch depends on
the relationships between the different aspects (the
weresaurian version of auspices) of Mokol society. In
the West, a grouping that contains representatives of
all seven aspects is known as a perfect clutch an
extremely rare occurrence. Some young weresaurians
venture into the world specifically to form a perfect
clutch, for there are legends and prophecies of what
such groups can accomplish. A group that includes
five auspices is known as an imperfect clutch.
These are becoming increasingly more common as
more young heroes leave isolated wallows to seek
their way in the world.

Gathers

The gathers of the Dragon Breed are quite different


from the moots of the Garou. Since the decimation
of the Mokol in the Wars of Rage, and their
subsequent difficulty in regaining their numbers,
gathers are also less frequent: though the Mokol
are gregarious, they are few in number. However,
Mokol all over the world learn of gathers through
Mnesis, and more or less know what to do in one.
They hold gathers before wars, at the summer and
winter solstices, when a Crowning takes office and
for some other occasions. While a gather ideally
includes all seven sun auspices, sometimes requiring
that several clutches meet, necessity demands that a
Mokole act in substitute of any sun auspice which is
not represented. In particular, when no Eclipsed Suns
are present, an elder takes the role of supervising the
gather instead.

Auspices
Dragon-Dreams regarding the auspice factions of the
original Lizard Kings are a source of great controversy
among the Mokol. Each streams Dreamers have
Mnesis that supports their own groups auspice
patterning, leading some saurian sages to believe
that the Lizard King kingdoms may have had diverse
factions as well.

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

A Mokols role in his society is determined
by his sun sign. The Rising Suns are hunters,
explorers and soldiers. The Noonday Suns are
judges, lawmakers and executioners. The Setting
Suns protect and defend, while the Midnight Suns
are clowns, poets and doers of the impossible. The
Shrouded Suns perform the mysteries, while Mokol
born beneath a haloed or Decorated Sun organize.
Finally, the rare Mokol born under an eclipse are
rulers and priests.

Solar Auspices

Rising Sun, Striking: Between the reddening
of the eastern sky and noon, sunlight strikes at the
heavens. Mokol born at this time of day excel as
soldiers, hunters, explorers, and seekers. They are
fascinated by the present, especially in times of danger,
when they must live for the moment. In Dreams of
such times, the sky reddens with the blood of their foes,
usually the same hue as the light of the rising sun.

Beginning Willpower: 3

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

Quote: Oh, do not fear, little one. There
shall be companions for our deaths.

Noonday Sun, Unshading: At high noon,
the sun reigns supreme over the Earth, seeing all.
Mokol born within an hour of noon may inherit
this aspect. (It is just as likely, however, that one
born slightly before noon will be Striking, or one

born slightly after will be Warding.) Most either


become judges, enforcers of law (in its many forms),
or guards who patrol the areas surrounding wallows.
They are also known as the Laws of the Sun, or the
Will of the Crowned.

Beginning Willpower: 5

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

Quote: You think that the darkness will hide
your actions, but I have eyes of the Sun ans can see
you wherever you cower.

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

Beginning Willpower: 3

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

Quote: Lord Sun dies in blood, and so shall
I. But you shall die first.

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

Beginning Willpower: 4

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

Quote: You who look into darkness, know
that there are also mysteries in light.

NOONDAY: US

25


Midnight Sun, Shining: When creatures of
the sun are born at night, strange and contradictory
events occur. Drawn to darkness, they still burn with
Helios light. Midnight Suns are born between sunset
and sunrise. They tend to love puzzles and paradoxes.
Many act as poets, jokers, artists, mythmakers, or
guides to the dead.

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

Night-Suns are born by moonlight, under
Lunas glow. They seek Gifts from the moon, calling her
the Sun of the Night. At the Storytellers discretion,
they may learn Garou Gifts taught by Lunes.

Many-Suns are born under the stars (before
the moon has risen or after it has set). They often claim
that every star is a sun, and thus insist that they are a
thousand times more blessed than their brethren. They
follow as many paths to truths as the stars themselves,
falling in love with wild ideas.
26

MOKOL


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

Beginning Willpower: 4

Auspice Benefit: When all is hopeless, a
Midnight Sun shines with courage. When a Shining
Mokol brings humor or courage in the midst of
a hopeless situation, the Storyteller may bestow
an extra die to be used on any one dice pool. The
Storyteller should not grant this benefit more than
once per scene.

Quote: Maggots from meat, weevils from
rye, Dragons from stars in a empty sky...

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


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

Beginning Willpower: 5

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

Quote: Even a dragon cannot do everything
alone.

Solar Eclipse, Crowning: In moments of
astronomical wonder, fantastic events can occur.
The rarest of all Mokol are born during a solar
eclipse. They are the ruler-priests of Mokol society;
all weresaurians defer to a Crowning Mokol. This
respect is not without a cost, however. Crowning
Mokole are expected to aid those in need, and to
put the greater good of their Breed, stream, and
clutch before their own personal desires. Those who
do not quickly lose the respect normally afforded to
their auspice. The Crowning solicit advice from the
Concealing, while depending on the Gathering for
their practical knowledge.

Beginning Willpower: 5

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

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

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

A child born during the night of a lunar
eclipse is called Moon-Crowned. Such legendary
and reckless heroes are known for ridiculous whims,
deadly practical jokes, and highly inspired ideas that
may save the day. Once per scene, the Storyteller

may choose to award an extra die to a dice pool


related to an act of inspired lunacy.

Quote: Sun be with you, and with us all.

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

Zhong Lung

The Zhong Lung have four auspices each
corresponding to a season, a color, and a wind.
Each also has a rough correspondence with a Solar
Auspice, for the purpose of learning Gifts. Zhong
Lung who are a part of the Emerald Court may also
choose from the general hengeyokai Gifts. All Zhong
Lung begin game with 4 Willpower.
The Tung Chun are the warriors and lovers,
born in spring. Their color is blue and green, and the
east wind blows on them. They resemble the Rising
and Setting Suns in demeanor. They begin with
a Rage of 4 and receive the same sun dice as the
Rising Suns.
The Nam Hsia, born in summer, are the
judges and lawgivers. They are favored by the
South wind and its warmth. They are most like the
Noonday Suns or even the Eclipsed Suns. Their
color is the emperors yellow, the color of summer,
and they begin with a Rage of 3. Nam Hsia have the
same sun dice benefits as the Decorated Suns.
The Sai Chau, whose color is deathly white,
are born in autumn. They are the seers and scholars
among their scholarly people. The are the Shrouded
Suns of their people, and somewhat like the
Decorated Suns as well. They are also the keepers
of the wallows of the east, called dragon nests, and
often reside in them all the time. The West Wind
from the Queen Mother blows on them, and their
beginning Rage is 2. Sai Chau receive the same sun
dice as the Shrouded Suns.
The Pei Tung, whose beginning Rage is 1,are
the jokers and tricksters. Born in winter, they are
warmed by the North wind, and like the Midnight
Suns, are contrary and love paradox. Their color is
black, the black of the daylight as they say. They
share the same sun dice benefits as the Midnight Suns.

NOONDAY: US

27

Makara

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

The role of the Makara within Mokol society is
determined by this seasonal auspice, though all Makara
are expected to try to aid Gaias other children in order
to carry out their duties as the stream of diplomats.
The Hemanta, or winter auspice, are
tricksters and rogues. They are expected to be crafty,
but are often attributed with frivolous behavior. The
Hemanta have a beginning Willpower of 2 and the
same auspice benefit as the Shining solar auspice.
The Zarad, or autumn auspice, are thought
of as mystics and spiritualists. Those of backgrounds
that preclude priestly duties often become bhagats
(godly ones), who try to blend their daily life with
the rituals of religion. The Zarad have a beginning
Willpower of 3 and share the auspice benefits of the
Concealing solar auspice.
The Grisma, or summer auspice, are the judges
and police of the Makara. They are expected to seek truth
and justice. This can be a rigorous duty in a society born
of strong beliefs in duty according to caste and karma.
The Grisma have a beginning Willpower of 4 and share
the auspice benefit of the Gathering solar auspice.
The Vasanta are the spring auspice and are
the warriors of the Mokol of India. They are also
travelers and are the most ready to hear of new things.
The Vasanta have a beginning Willpower of 5 and
the same auspice benefit as the Striking solar auspice.

Name

Tung Chun

Nam Nsai

Sai Chau

Pei Tung

Streams
The Mokol do not have tribes, as do several of their
younger siblings among the Changing Breeds. Their
Mnesis has preserved a degree of unity among the
isolated clutches that has led some outsiders to assume
that the Mokol are so rigidly traditional as to be unable
to change. This isnt completely true: environment and
time have shaped the Mokol on Gaias face into four
branches, called streams by the Wanderers.

The four streams arent enemies, but they do
have different interests; they arent allies, but have
much in common. Each is a collection of Mnesis
lineages organized in a geographic area with its local
Gifts and rites; each has a different approach to the
problems that the Mokol face.

The streams are all shaped by the nature
of their chosen lands and the reptile Kin found
there. In this, theyre more like Bastet tribes, split
by feline and human Kin, than they are like Garou
tribes, divided by territory and philosophy. Even
so, the word tribe just isnt appropriate. However
different a high-caste Bombay Makara and a
Louisiana Mokol-mbembe might be, they consider
themselves of one family even if each looks on
the other as one of those crazy second cousins.

The Mokol are fairly widespread, although
there are far more of them in the Southern
Hemisphere than in the Northern. There are no
Mokol in Antarctica, although its said that once
there were. With Mnesis 4 or 5, a true adept can
see the southern continent as the green and pleasant
land it was before the coming of the ice.

ZHONG LUNG AUSPICES

Solar Equivalent
Setting Sun, Warding
Noonday Sun, Unshading
Solar Eclipse, Crowning
Midnight Sun, Shining

Season
Spring
Summer
Autumn
Winter

MAKARA AUSPICES

Wind Color
East Blue/Green
South Yellow
West White
North Black

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

MOKOL

Mokol-mbembe

Gumagan

The Stream of the Fighters, traditionally have


stalked the swamps and waterways of Africa and the
Americas. They are renowned among other saurians
for their rage and their prowess in battle. Of the four
streams, they suffered more than any other in the
Wars of Rage. First they saw the Grondr, Apis and
Kamazots die, then they themselves were driven
nearly to extinction. A few clutches swam to the
Americas, and eventually so many Mokol had fled,
died or gone to sleep that the Garou gave up the war
against them.

Named fot the progenitor of their kind, the
Mokol-mbembe are the furthest-flowing stream
and the boodiest, they are the Mokol to the
Garou, and by far the largest of the four streams, and
as the current End Times approach, their numbers
are steadily growing. Decades ago, the Mokolmbembe were rarely sighted outside the depths of
the Amazon Rainforest. Now, a more diverse variety
of humans have awakened to the Dragons Dream,
and their human and reptilian Kin are growing ever
more diverse.

The streams most common varna are
alligators and crocodilians (including the American
crocodile and Nile crocodile), but a few take the
shapes of caimans or Gila monsters.

Initial Willpower: by Auspice

Auspices: Solar

Rage: By Suchid Varna

A stream represented primarily by Aborigines and


Melanesians, are the Mokol of Bandaiyan called
Australia by whites. They also occupy Tsalats (New
Guinea) and assorted islands of Oceania. They are
the Mokol most commonly found away from water,
and indeed some spend their whole lives in deep
deserts. Once found all over the continent, they are
today only a remnant of their previous numbers.

At first, they never experienced the Wars of
Rage until Europeans came, bringing vampires with
them. After that, furious Garou slaughtered the
Bunyip and their allies left and right. The Gumagan
held out as best they could, but against technomagic
and silver bullets, they could not prevail. All they
could manage was to hide the last desperate remnant
of the Bunyips Kinfolk, but eventually everyone
was murdered or disappeared into the Dreamtime
to never been seen again. This slaughter would be
known later as the War of Tears.

Known as the Stream of the Forerunners, they
are well-respected by other Mokol for their insights
into the spirit world, particularly the Dreamtime.
Unlike other streams, all Gumagan are capable of
entering the Umbra. 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.
They are known for their extensive and primeval
Mnesis: their memories of the earliest days of the
Earth. Most Gumagan varna are saltwater crocodiles
or perentie monitors.

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
and smell the coffee, if any are left at all.

Makara: They like humans too much. How
can they cull them properly? It could be nice to have
two-legs at your beck and call like that, though.

Zhong Lung: What wed be if it werent
for the wars. Id like to see if their fancy courts and
philosophy schools could survive Garou attacks.
They are very wise, though.

STEREOTYPES


Makara: They all want to be humans. Dont
they remember our duty?

Mokol-mbembe: Colors are the deeds and
sufferings of light. They have suffered much. Let us
hope that they can remember something more cheerful.

Zhong Lung: Snooty dragons. There is
more honor in following your own dreams than the
words of a hundred sages.

NOONDAY: US

29

Makara

Zhong Lung

The Indian subcontinent serves as the spawning


grounds of the Makara, the Stream of the Folk. Their
homeland is swept each year by monsoons that bring
death and destruction but also water the land to make
it fertile. More than any other Mokol, the Makara see
themselves as preservers of Gaias living thinkers, not
just memories of the long-dead. The human politics,
religion, and mysticism of the Indian sub-continent
have heavily influenced this stream. The Makara
consider themselves diplomats to the other Changing
Breeds. Also of great importance is Dragon, the
Father of the Wani, or Dragon Kings. Hindu Mokol
in particular usually interact with spirits through the
sacrifice of fire, and revere Dragon as Agni, the God
of Fire, the Conveyor of Oblations, the Speaker of
the Wani. Of course, their images of Agni are more
reminiscent of the Wani than of humans. They also
acknowledge Chandra the moon. Above all, the
Makara place Rta, Jya (or Gaia) and the Trimurti.

Beneath Jya the Makara place the Trimurti,
composed of the Creator, Preserver and Destroyer.
An interesting difference between most Makara
and many of the other Changing Breeds is that they
believe in Rta, or the cosmic order.

Their four auspices are determined by the
seasons, and are further subdivided by the caste systems
of their homelands, to such a great extent that outsiders
rarely understand the finer distinctions between them.

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

Initial Willpower: by Auspice

Auspices: Seasonal

Rage: By Suchid Varna

Working with the other Asian Changing Breeds,


the Zhong Lung are known as the Stream of the
Philosophers. Although they have inherited the
millennial Mnesis of countless scholars and teachers,
because of their association with the Emerald Courts,
they have the fewest memories of conflict with other
shapechangers. Throughout the Middle Kingdoms
of China, Korea, Japan, and Vietnam, they have
endured as the stream least harmed by the Garou,
and so the Zhong Lung do not hate and fear the
Hakken as the Mokol-mbembe do the Garou.

They are often noble and wise before the First
Change. Their ability to look deep within others
souls (and their own) is legendary. Alas, there are
not many Zhong Lung left. Wars, the destruction
of reptile species, and their own slow breeding have
taken their toll.

Zhong Lung revere the Emerald Mother, and
the Wani, the dragon ancestors. Like the Makara,
the Zhong Lung believe in the Balance, a supreme
principle governing the entire universe. The Balance
of yin and yang, light and dark, of the Devisor, Designer
and Dissolver, is more important than the inherent
goodness or badness of one of the Three. Zhong Lung
recognize four solar auspices which determine their
role in the dragon society and the beast courts.

Their varna are most often Chinese alligators,
saltwater crocodiles, and monitor lizards.

Initial Willpower: 4

Auspices: Seasonal

Rage: By Auspice

STEREOTYPES


Gumagan: Savages, but masters of arts
long lost to us.

Mokol-mbembe: So scarred from
endless war that they hardly know peace when
they see it. Their karma must be deeply tainted, but
all of us are bound to the Wheel.

Zhong Lung: Prideful creatures! They give
themselves too much credit for their status we
didnt start the Wars.

STEREOTYPES


Gumagan: We have watched their decline for
centuries: are there any left? Had the Middle Kingdom
yet ruled the seas this would never have happened.

Makara: Enmeshed in human coils, the
Water Monsters forger what came first. I only hope
that they dont lose sight of the Emerald Mothers
purpose for them.

Mokol-mbembe: Brutal warriors savaged
by the barbarians way of life. Harmony between
Heaven and Earth is the way, and soldiers are less
than peasants, for they only destroy.

NOONDAY: US

31

STEREOTYPES
Radiant Tsanga remembers the Bte:

Garou: Some of you talk of forgiveness, of
sorrow. I remember you showing neither when you
slaughtered my people.

I do not care if the dragons forgive us or hate
us to their graves. I care that they realise that we are not
their greatest enemies. Caspar Van Lutyens

Ajaba: We remember every atrocity, every
feud. We will remember the Ajaba as choosers of the
slain, not as refugees from their own homeland.

You will remember our story and it will teach
future generations: do not trust the Simba.
Musonda Crushing-Jaws

Ananasi: We remember what happened.
The others do not. For now, I will remain quiet. But
remember this: you will aid us now, or the world will
know of your treachery.

They did what we needed of them once. They
will do it again. The lizards make excellent pawns, so
easy to goad. Genevieve Monfort

Corax: Our cousins. You learn so much,
but you gave up the Memory to do so. If you talk, we
will listen, but do not expect much in return.

They hang out in lots of places that dont suit
our temperament ever seen a goth in a rainforest?
Yeah. But if you can catch one in a talkative mood, its
so worth it. Raina Fader

Gurahl: Oh, the bear-men. They could heal
anything, even death. We thought that they lived
only in our memories. Im glad that I was wrong.

We each fought our wars against the Garou.
If we had stood together, we might have saved the
others. But they divided us, and we each stood
alone. Orphea Lightwalker

Rokea: They live for so long, in a world
where so many of us will never see. But they are so
very insular and single-minded.

You remember us. You think you know us.
We do not remember how we were. We change. We
survive. Bleeds-Night

Bastet: When it suits them, the catskins
are willing to work with others. There have been
times when we our races have had to help each
other, particularly in the Amazon. When we
have no common cause, however, they remain

aloof, hiding their own mysteries from the other


shapechangers of the world.

Nagah: They act in secret; some say they
pass judgment, or carry secrets Gaia did not entrust to
our memory. In the time before time, they worshiped
dragons as their gods. In the age before the War of
Rage, they kept the balance between the many Fera.
Now the world is out of balance, and who they serve,
or how, or where, remains a mystery.

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

Blood Devils (Vampires): Stalkers of the
night! Easy enough to step on them. You think you
hate those things? Imagine how we feel. The blooddevils are destroyed when they see Suns face. I hear
that there are a lot of different kinds of them. Those
who serve Set are the worst. They took Egypt away
from us and destroyed it.

Mages: There are different kinds of witches
and spook-men too. The Bataa are friends to
Mokol-mbembe in Africa and America. The mob
knows another kind called Dreamspeakers. They
have some honor; many are Kin. In Khem there were
some cunning men called Hem-ka Sobk a long time
ago. They worshipped Sobek, Crocodile spirit of the
Nile, and were good to us. Of the rest we know little.
Dont they destroy Garou wallows? Then theyre not
all bad.

Mummies: Yeah. Mummies and such.
Made em by magic, so theyd never die. We know
it worked. The Memory sees em. When I see them
in the Memory, theyre right sad. Cant die, and their
world is gone. Fight each other, Id think. Its all they
have left.

Wraiths: Real as your hand, mate. Buggers
what die bad dont stay in the ground, thats all.

Changeling: Theres other odds an
sods out there too. Some calling themselves eshu.
Blackfellas from Africa. Good enough blokes. Like
to visit Gathers for the party. They have lots of good
stories, all full of knights, princes and castles. Maybe
its all true, somewhere. I wouldnt know.

NOONDAY: US

33

Afternoon:
Dragon Making
New Abilities

If youd been present in Verona,



Romeo and Juliet would have

lived happily ever after.
Even the fiercest Crowning bows his

head to you and calls you auntie.

Skills

Brood Kenning
Brood Kenning is the ability to match mates so as to
maximize the chance of a desired offspring, a happy
union, or some similar goal. If trying to maximize
the chances of a Mokol babe, the matchmaker
observes her charges carefully, anywhere from a
day to a month or more, and finally makes a Brood
Kenning roll (usually paired with Intelligence,
Perception or Wits at the Storytellers discretion).
The difficulty is typically 9, but can be reduced with
extra observation. The number of successes is added
to the chance for a Mokole offspring; a particularly
insightful and ridiculously lucky matchmaker could
thus increase the odds of breeding true up to 20%.

This skill can only be used once for any given
couple, at least when enhancing the odds of breeding
true. It can also be used to make matches that will
wind up happy, or to recognize the signs of hidden
trysting (such as if two Mokol are secretly mating
and might produce an innocent). Brood kenners
are compensated and esteemed, whether they are
Mokol or Kin. It is a common choice for Gathering.

You can arrange blind dates that arent

total disasters.
Your clutchmates sneak off to you

for romantic advice.
You patch up stormy, confused teenage

relationships on a regular basis.

Knowledges
Miaieusis

Originated by Greek and Egyptian philosophers, the


rare skill of Maieusis enables a practitioner to bring
out memories lost in the recesses of anothers soul.
Called the midwifes art, it involves questions,
ritual dialogue and the pronunciation of syllables
whose meaning is obscure. The player must specify
how many levels of Mnesis he wishes to evoke in
the subject, or how many memories he wishes the
subject to recall, and the two participants must
speak the same language (usually the Dragons
Tongue). The subject must have the Mnesis to
do this, or the potential to remember the subjects
involved. The practitioner must spend a number of
hours equal to the level of Mnesis desired to call out
the memory, then make a Manipulation + Maieusis
roll. The difficulty is 6 for ordinary memories, 7 for
Mnesis, and 8 for difficult or obscure subjects. For
each success, one memory is recalled.

Maieusis is a daring art. Memories long
forgotten can emerge, and a soul be made anew. The
Unshading sometimes send lawbreakers to receive
the midwifes art rather than die, hoping that their
memories will contain enough righteousness to return
them to good. It is said that the Fallen have been

AFTERNOON: DRAGON MAKING

35

overcome with grief when subjected to Maieusis,


realizing the horrors that they have become, and
have died voluntarily in their remorse.

You can remind your partner of that night

in Rio.
You can bring new insight to people.
You are known as a lover of wisdom.
You are revered as a teacher/counselor.
Watch out for the hemlock...

a Perception + Saurimancy rating roll, difficulty


7. For each success, she may gain one insight of
the Storytellers choice. The omen may be vague or
quite clear, as the Storyteller thinks appropriate.

You heard a lizard once.

You knew when Father had died.
You know tomorrows weather.
You are a famous fortuneteller.
The alligators tell all.

Mnesis Emulation

Backgrounds

This strange knowledge may be learned only by


Mokol. It enables a Mokol to learn almost any
skill or knowledge that could have been known to
an ancestor.

The Mokol must meditate on the ability
desired and enter a Mnesis trance. The trance is
usually not long perhaps one night. Finally, she
makes a Mnesis + Mnesis Emulation roll, difficulty
7. For every two successes, the seeker gains a dot
in the given Ability for one day (rounding up); she
may spend dots to increase the duration, however.
For instance, five successes could give her a skill of
3 for one day or a skill of 1 for three days. Mnesis
Emulation cannot grant any supernatural abilities
(such as Gifts, rites or powers of other Awakened
creatures). For example, a Mokol may use Mnesis
Emulation to learn the language of the Bastet, but
would not be able to turn into a cat even if she had
a Bastet ancestor.

You can call up a hint of memory.

You can usually see the right place and time.
You have something to say to everyone.
You are at home everywhere.
You can imitate anyone who has ever lived.

Saurimancy

The giant reptiles of the world, because of their


profoundly different thought processes, have always
fascinated humans. The slither of alligators and
the chirping of lizards have for ages been thought
to hold mystic insights. This skill, the art of saurian
divination, allows Kin and Mokol to divine the
future or the will of Sun from saurian omens. It is
most common among Kin in India. The diviner
must listen to lizards chirping at dusk, meditate on
the tracks of crocodiles, or use a similar method. For
each day that she spends in such study, she may make
36

MOKOL

Mokol do not possess the Ancestors Background,


replacing it with Mnesis instead.

Mnesis

Any Mokol (even one without this Background)


may place himself into a Mnesis quest a sort of
autohypnosis in which the character journeys deep
into the halls of ancestral memory, much like the
Umbral vision-quests of the Garou. Because a Mnesis
quest can easily last for hours and renders the seeker
oblivious to the outside world for its duration, most
Mokol will only enter Mnesis while in the safety
of their wallows. The rating of the Background
determines how far back the Mokol may remember.
0
Roughly a century.

Three to five hundred years.
Roughly a millennium.
The Impergium and the beginning

of human civilization.
The awakening of the mammalian
shapeshifters.
The time of the Dinosaur Kings.

Wallow

The Wallow Background means that you have ties


to a Mokol wallow, one with some history and other
Mokol residents. If you are a homid, this may be a
village, rural homestead, or isolated island such as
Komodo. If you are a suchid, it may be an ancient
temple, jungle swamp, zoo, or gator farm. Any
Allies, Contacts, or Kinfolk you may have likely live
at the wallow. The wallow is a place where you can
meditate to regain Gnosis in Suns light, hold gathers
and perform rites. You may live there all the time;
of course, if you dont have Resources, your home
might not be very luxurious.


A poor wallow. One Mokol lives there

or perhaps only Kin.
No palace. A few Mokol and Kin live there.
The wallow has lots of land (maybe a national

park) or places to live.
A nice place: a village, isolated creek,

or lake.
A temple, alligator farm, or large village.

Totem

The Rite of the Totem (see W20, p. 213) is particularly


calibrated to the sensibilities and capabilities of
the Garou those Fera who cannot innately step
sideways would have particular difficulty with it. The
equivalent rites used by the other Changing Breeds
are similarly specialized.

A rare and particular rite exists, however
the Rite of the Joined Circle which may be
used to attract a spirit to act as a totem for a diverse
pack of Fera. Mechanically identical to the Rite
of the Totem, it requires the ritemaster to prepare

a ritual space decorated with items pleasing to the


spirit they hope to attract while singing of Gaias
need for renewal. Some Mokol with powerful
Mnesis remember this rite from the times before the
War of Rage, and a few African packs have recently
independently re-discovered or re-created the rite.
More about Totem Background in W20 p. 140 & 371.
Check also p. 87 of this book to see Mokol Totems.

Forms

Mokol have three forms: Homid (human), Archid


(draconic), and Suchid (reptilian). Their legendary
Drachid form was lost in the Wonder-Work and no
Mokol since has been able to achieve it.

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

AFTERNOON: DRAGON MAKING


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

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

During character creation, a player can
choose enhancements to the creatures Archid
form. When the player knows his characters final
starting Gnosis Trait, he can purchase a number
of Archid Characteristics equal to the characters
Gnosis. (Thus, a character with Gnosis 3 can choose
3 points of Archid Characteristics.) Some (where
specifically listed) may be purchased multiple times.
All Gumagan start with the Gills characteristic.

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

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

Suchid: This is the reptilian form of the
Mokol. Each stream contains specific suchid forms,
called varna which are most commonly associated
with that stream. Because of vastly different sizes
and body shapes, a Mokols Rage and statistics for
its suchid form are both determined by its varna.
Champsa (Nile crocodile): Str +3, Dex 2,
Sta +3, Man 4, Rage 3
Gharial (Gavails): Str +1, Dex 1, Sta +3,
Man 4, Rage 4
Halpatee (American alligator): Str +2, Dex 1,
Sta +3, Man 2, Rage 4
Note: Running speed is halved; swimming speed equals
Homid forms land speed.
38

MOKOL

Karna (Saltwater Crocodile): Str +3, Dex 2,


Sta +3, Man 4, Rage 3
Makara (Mugger crocodile, Chinese alligator):
Str +1, Dex +0, Sta +2, Man 3, Rage 3
Ora (Monitor lizards): Str +0, Dex +0, Sta +2,
Man 4, Rage 5
Note: Running speed same as Homid form; sprints are
possible; limited swimming. Poison Sacs, per the Archid
Characteristic above.
Piasa (American crocodile): Str +2, Dex 1,
Sta +3, Man 2, Rage 4
Note: Running speed is halved; swimming speed equals
Homid forms land speed.
Syrta (Caimans): Str +1, Dex 1, Sta +3, Man 4,
Rage 4
Unktehi (Gila monster): Str 1, Dex +0, Sta +1,
Man 3, Rage 5
Note: Half human running speed, cannot swim. Bite
inflicts Strength 1 damage. Poison Sacs, per the Archid
Characteristic above.

Archid Characteristics

The Archid form is the size of a Crinos Werewolf


unless the Mokol dreams of a size increase
characteristic, or belongs to the Unktehi (Gila
monster) varna wich tends to be smaller. In the case
of Mokol with beaks, flippers, or the like, bite or
claw attacks may be impossible. Of course, a Mokol
may have body parts that in nature didnt occur on
the same animal, such as armour on a carnosaur their forms are dreamed, not strictly remembered.

The following characteristics are appropriate
for a Mokols Archid form. All bonuses and
penalties are effective only while in Archid form.
Starred characteristics may be purchased more than
once, the bonuses from each stack.
Armored Scales*: +2 Soak.
Behemoth*: Body mass doubles, height remains
same. Stamina +1, +2 damage to Body Slam or
Tackle attempts.
Binocular Vision: +2 on all visual-based Perception
rolls. 2 to opponents attempts to surprise.
Bladed Tail: Gains a tail lash maneuver (Str +2
aggravated damage, difficulty 7).
Color Change: +1 difficulty to spot the Mokol
while hiding. *This characteristic can be taken more
than once, although the dificulty to spot the Archidform Mokol can never go over 9.

Constricting Coils: +3 dice to attempts to


immobilize target; a captured foe may be crushed in
the Mokols coils for 1 unsoakable health level of
damage per turn.
Deep Lung: Can swim underwater for up to an hour
or hold breath up to 5 minutes in combat.
Fiery Pearl: +3 to Intimidate versus vampires and
wyrm creatures. This pearl often appears in the
Mokoles forehead or beneath his chin.
Fins: Double swimming speed.
Fire Breath*: Can breathe fire (or a corrosive
aerosol) once per day for each time this trait is
taken. The cloud is a fire with soak difficulty 7,
damage per turn 2, and extends out to (Rage)
yards in front of the character. The attack lasts
only one turn but may ignite flammable objects for
continued damage.
Gills: Fully amphibious.
Grasping Hands: Normal manual dexterity in
Archid form.
Hinged Jaw: May extend jaw to swallow (nonresisting) objects up to Archid forms Size. The
Mokoles jaw can dislocate, allowing her to swallow
anything that can fit into her stomach. She never
has to chew. A creature swallowed alive has a
number of turns equal to her Stamina before she
begins to suffocate. She may, of course, try to
escape, and if she is able to somehow slash open
the Mokoles gullet (3 or more health levels of
aggravated damage), she can get loose. This form
of eating is unnerving to watch.
Hollow Bones: Bones are hollow, but strong. +3 to
Dexterity for purposes of movement, and may soar
effortlessly for hours if also has Wings Characteristic.
However, this bones may break more easily (GMs
discretion as to rule effects).
Horn: Gains a gore maneuver (Str +2 aggravated
damage, difficulty 7).
Long Neck: Can attack targets up to 10 feet away
with Bite attack.
Long Teeth: Bite damage is increased to Strength +3.
Long Tongue: Tongue is as long as Archid body, has
Strength 1 and Dexterity equal to Mokols Dexterity
in Archid form. *Although for each extra point of
Gnosis spent on this trait, the tongues Strength is
increased by 1. The tongue is covered with sticky
goo and can be used for feeding, picking things up,
or for grabbing objects or people.

Poison Sacs*: May inject poison once per day for


each time this trait is taken. On a successful bite
attack, the victim must soak four additional dice of
poison damage. It is claimed that Nagah are immune
to this venom, and that some vampires actually
benefit from it. The truth is unknown. The Mokole
may choose to specify that sacs are located elsewhere
than his mouth, and may dip his claws into them
instead of biting to inject the venom.
Predators Roar: Gains roar attack usable once per
scene. All characters (including allies) within close
combat range roll Willpower (difficulty equal to
Mokols Rage). Anyone who fails the roll must flee
as though in a fox frenzy.
Prehensile Tail: May use as if it was a hand, including
wielding a weapon. Normal attack limits apply.
The tail has as much Strength and Dexterity as the
Mokoles other limbs. If bought with the Sacral Plexus
characteristic, the character may add the sacral plexus
dice to the tails Attributes instead of other skills.
Resplendent Crest: +3 to Appearance and +1 to
Charisma.
Royal Crest: +2 to Social rolls involving Nagah or
any Mokol stream.
Sickening Slime: Any opponent that bites you loses
their next full turn retching. 2 to non-Mokol
Social interactions.
Tall*: Body mass and height doubles, +1 Stamina. Can
reach/see over obstacles more easily. +2 to Perception
when Storyteller deems appropriate due to height.
Some Mokole are up to 100 feet long in Archid form.
Terrible Claws: Claw damage increases to Strength +3.
Tongue Flick: +2 to tracking rolls involving scent
Upright Walking: Frees up forelimbs when walking.
Webbed Feet: May swim at 150% speed and walk
without trouble on soft surfaces. They impose an
additional -1 penalty to Dexterity when on dry land.
Wings: Can fly at 20mph for 1 hour per point of
Stamina, then must rest for 8 hours. Can be combined
with Hollow Bones for longer flight. Cannot be taken
with more than one weight increase like Behemoth,
Tall, Armored Scales or Hugue Size. Mokole who are
too large and heavy simply cannot fly (although they
may have wings anyway). In addition, certain body
shapes, such as a Velociraptor or Tyrannosaurus, cannot
fly at all. These wings take the place of forelegs. To have
both forelegs and wings (i.e. to be a dragon instead of a
wyvern) Extra Limbs must also be purchased.

AFTERNOON: DRAGON MAKING

39

Air Sacs: The Mokol can swell up with air until he is


huge, frightening any creature who does not know what
is going on. All opponents who do not have specific
Mokol knowledge react as if their Willpower were
one point lower for purposes of the Delirium Chart.
In addition, the Mokol can wedge himself into tight
places and swell up, making it impossible for others to
pass. He is also unsinkable, even if he cant swim.
Back Sail: One extra die to soak attacks from the
rear; the character also gains the Merit: Temperature
Control at no extra cost, as the sail can be used as a
radiator fin or solar panel.
Contact Venom: When enraged, the Mokol
exudes poisonous ooze. This venom causes
paralysis to anyone who touches or ingests it. The
damage dice pool is equal to the Mokols Stamina,
and is soaked as if it were aggravated damage.
Count each health level of damage as 5 minutes of
complete paralysis. If reduced below Incapacitated,
the poisoned character will die unless somehow
resuscitated. This venom has the same effect
when injected, although it loses potency after
40

MOKOL

a few minutes of exposure to open air (even so,


the Mokol can always secrete more). Undead
(mummies, vampires, corporeal wraiths) are not
paralyzed by this venom, but lose one die to their
dice pools for each health level they suffer.
Crop: The Mokol has a sac for food storage and can feed
the ill, aged, or hatchlings with crop milk regurgitated
from the crop. As much food as the Mokol cares to eat
can be stored in the crop and brought back as crop milk.
Dragon Maske: The Mokole has an awe-inspiring
face in his Archid form, similar to Dragon Himself.
The Mokole gains an extra die when using Bellow,
Dragonfear, or any terror-inducing Gift or rite, if
the targets can see his face. His opponents react to
the Delirium Chart as if they were at -1 Willpower.
When seeking the favor of Dragon, the Wani or of
any ancient reptile totem, the Mokole gains a -1 to
Social difficulties.
Duck Bill: Two extra dice of Expression but
excludes the Mokole from having sharp teeth of
any kind; the Mokoles bite does bashing damage
instead of aggravated.

Extra Limbs*: Must be purchased with Sacral


Plexus. The Mokol has one extra limb per Gnosis
point spent. If she wants them to have claws, be
useable as hands, etc., she must buy these as separate
characteristics. This may be taken more than once,
but Mokol with too many legs are looked at strangely
by their peers: even clutchmates may wonder about
their devotion to Sun.
Eye Cones: The Mokols eyes are mounted on
movable cones; the Mokol has a 360 field of vision
and can look in any direction without moving her head.
It is very difficult to sneak up on her. Gains the Merit:
Danger Sense at no extra cost (See W20 p. 483).
Feathers: Effective Appearance 3.
Food Storage: The Mokol can live for one season
per point of Stamina without eating anything. The
storage may be fat sacs beneath the tail, a hump (like
a camels), or an obese belly. The Mokol must gorge
in order to refill her fat storage.
Fur: The Mokol can withstand cold weather,
including arctic regions.
Gecko Pads: Allows the Mokol to climb any
surface within reason; the surface must, of course, be
able to bear the Mokols weight. The Mokol must
have feet which can grip a smooth surface. Cannot
be taken with Huge Size or Tall.
Hard Skull: Three extra dice to soak damage to the
head, and three extra dice of damage on head butt
attacks (not cumulative with Horns).
Huge Size: One extra dot of Stamina, and two extra
damage dice to Body Slam or Overbear maneuvers.
The Mokole is up to 20 feet longer per Gnosis point
spent on Huge Size, and gains weight in proportion
to added size. This can be taken more than once,
and some Mokole are up to 100 feet long in Archid
form. This also grants one additional Health Level
each time it is taken. It is not clear exactly how large
a Mokole can be, but extremely large Mokole cannot
use Stealth, sneak up on someone, hide, or walk on
ordinary floors. Taking this characteristic more than
four or five times, then, is asking for trouble.
Jacobsons Organ: May sense infrared radiation,
using a Perception roll to see in the dark. The
organ is located in the roof of the mouth.
Multiple Heads: The Mokol has an extra head
in her Archid form for each point of Gnosis
she spends. This head does not add to Mental

Attributes. Any characteristics such as Long


Teeth or Horn must be purchased anew for each
head. This allows use of the Wishbone maneuver,
and grants one extra die per head for the purpose
of splitting dice pools for multiple bite attacks.
In unusual circumstances, the different heads
of the Mokol may demonstrate slightly-variant
personalities nobody knows why this is.
Neck Frill: Two extra soak dice against frontal attacks.
Nictating Membrane: The Mokol may see normally
underwater.
Regeneration: The Mokol may spend a point
of permanent Gnosis to regrow a lost body
part over a long period of time (at least several
months, possibly longer). The process is extremely
painful, so much so that living as a cripple is often
preferable. The Storyteller will have the final say
on whether a body part can regrow, how long it
will take, and any special care required (such as
healing baths, food, rest, etc.).
Sacral Plexus*: The Mokol may tap into a
secondary brain located in the spinal cord. For
each Gnosis point spent on the sacral plexus, the
Mokol can add one point to an Ability involving
the lower body, such as Dodge, Brawl or Expression
(dance).The sacral plexus can perform actions
without involving the brain, and therefore the
Mokol can take extra actions without spending
Rage if they involve the skills of the sacral plexus
however, these extra actions are limited to
three dice total, plus an extra die for every time
this characteristic is bought.
Snorkel: The Mokol may remain underwater or
under earth and breathe comfortably with only her
nostrils exposed. The snorkel is usually on top of the
head. Difficulty to spot her is usually 10.
Spitter: Must be purchased with Poison Sacs, but
the Mokol can spit his venom 1 yard for every point
of Rage he has.
Tail Club: May attack with a tail lash for Strength
+3 damage (bashing).
Thorns: The Mokol is covered with spines, dealing
out two health levels of aggravated damage to
anyone who strikes her bare-handed.
Throat Sac and Wattles: +1 Expression, and two
extra dice when using the Gift: Bellow. This can also
be a hollow crest with resonators inside.

AFTERNOON: DRAGON MAKING

41

Dragons Blessings

The Dragons Tongue

Frenzy

Mokol frenzy as Garou. Rage rolls are always


difficulty 6, save for Shining Mokol, who set their
difficulties the same as Garou (see W20, p. 262).

Vulnerabilities

Mokol, as creatures of both Sun and Moon, take


unsoakable aggravated damage from gold and silver.
Gold affects the Mokol and their kin the Corax
because these two Breeds are children of Helios.
Garou can hunt them with gold weapons while
themselves unhurt by the gold.

Of course, this isnt exactly an open secret.
Most non-Mokol and non-Corax have no idea of
this vulnerability whatsoever. Whats more, gold
doesnt have to be 24k to harm the Dragon Breed,
but gold-plated items dont do any good. What strikes
the Mokol must be gold; and gold plate, leaf, foil or
wash doesnt do any more than make them itch a
little (more info about silver and game mechanics
also applicable to gold in W20, p. 258 & 261).

Stepping Sideways

Other than the Gumagan, Mokol cannot enter


the spirit worlds of the Umbra without specific
Gifts that allow them to cross the Gauntlet. Once
in the spirit world, a few saurian spirit-paths lead
to the Astral Umbra, a realm of abstractions and
high ideals. There, mystics may contemplate places
that never were, but could have been imaginary
realms where the Tyrant Kings continued to evolve.
In recent years, the Pangaea Realm and Legendary
Realm have become gathering places for Mokol
seeking insight about the potential ramifications of
the coming End Times, and the future-Dream of a
new Lizard Empire.

The Veils Effect

The mortal mind cannot cope with the horror of a


Mokol wearing his Archid form. Terror long ago
beaten into the very code of human DNA rises up,
clouding memories and engaging the fight-or-flight
reflex. Thus is the Veil preserved.

Mokol in Archid form incites full Delirium,
save in other awakened beings and kinfolk.
42

MOKOL

All Mokol instinctively share a common language,


the Dragons Tongue spoken by all Lizard Kings in the
time before time. Mnesis memories reveal the simplest
parts of this language when a Mokol undergoes its
First Change. Many old-fashioned Mokol refer to it
as the Speech and will refuse to admit that rats
chitter is capable of fluent expression.

Mnesis brings knowledge of the Speech
when a new Mokol dreams her shape. If the newly
Changed one has never heard the Dragons Tongue,
she will understand it but be hesitant to speak until
she has heard more. Expression is idiomatic in the
Dragons Tongue, and figures of speech are common.
She has dug her nest means that someone has
made up her mind, while to lash my tail means
to move towards a goal. The Speech can be written
phonetically but is more often written using the
original claw-print script. In classic tales, hand and
body motions accompany the speech. The Dragons
Tongue is also the language of Mokol in Archid,
and even Suchid form allows some halting, primitive
converse in the Speech. Shrouded Sun adepts tell
their students that the original form of the language
was as a dance. The hand and body movements are
called the Language of Claws and must be learned
separately. Someone who knows this language can
speak volumes without making a sound.

Its an arduous task to learn the Dragons
Tongue, and only Mokol Kin are likely to have the
time and opportunity to do so. A rare few Corax,
Nagah, and Bastet allies have managed to squeeze
out some remedial knowledge of the language, but
almost none are fluent. The language is not strictly
a secret, but it is difficult to understand. Add in the
fact that Mokol themselves dont learn it, but know
it through Mnesis, and the coosts in experience
point costs for learning the language (three times
that of gaining another dot in Linguistics the usual
way), even if a Mokol agrees to teach it.

Matre

The Mokol recognize a mystical power in fertility,


which they call Matre (MOTT-ray). A Mokol female
mates every year, but lays eggs, or births babies, if
Homid, every two or three. For each egg hatched
or baby birthed that is Mokol, the mother gets one

permanent die to add anywhere. These are her Matre


dice. Once Matre dice are distributed, they cannot
be changed, although the mother can gain more by
birthing more true Mokol.

Alligators and crocodiles lay perhaps a dozen
eggs in each clutch, and each clutch has a 10% chance
of containing one Mokol. No matter how many eggs
a suchid female lays, there is still only a 10% chance of
one Mokol appearing; multiple Mokol from the same
clutch are so rare that theyre legendary. It is therefore
impossible to gain huge amounts of Matre instantly
by laying a nest full of eggs. However, the skill: Brood
Kenning, and the merits Retain Seed and Retain Eggs
make breeding easier. In the present day, as Mokol
lands shrink and the Dissolver poisons the world,
Matre is not the never-ending fountain of power that it
might seem. Player characters who wish to gain Matre
must roleplay courtship and safeguard their offspring.
Mokol have great affection for children, using the Rite
of the Nesting
Mound to
safeguard
them.


It might seem that only female Mokol can
gain Matre dice. However, if a male directly fathers
a Mokol (rare, for the gene is quite recessive; most
often the birth is due to a recessive gene), he, too, can
gain a Matre point at the Storytellers discretion. Since
Matre is a connection to Gaian fertility, the male will
know when he is a true sire if he gains Matre.

Kin are sometimes spoken of as having
Matre. If a Kin character has a true Mokol child,
then the Storyteller may allow a point of Matre.

Rage

The Mokol have as much Rage as any Garou, and use


it in much the same manner they may frenzy, gain
extra actions, change forms instantly, recover from
stunning, or make Rage rolls to remain active when
critically wounded. They regain it in similar fashion,
when angered or humiliated, or between stories as
usual (more information W20, p. 144, 256, 262, 288).
Furthermore, Mokol regain Rage the first time that
they see Sun during the day, such as at sunrise. The
amount recovered depends on how bright Sun is.
Light Conditions
Rage Regained
Sun is completely obscured by
None
mountains, buildings, etc; the
Mokol is indoors.
Suns disc is hidden by clouds or
1
is seen through windows.
Suns 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 Mokol 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 ManySuns 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 its not their
season.

AFTERNOON: DRAGON MAKING

43

Gnosis

Mokol may not regain Gnosis if cut off from the


sun, save when sleeping the Sleep of the Dragon.
The less Sun is visible, the more time Mokol must
spend meditating in his Light. Naturally, Mokol are
usually uncomfortable in cities, unless they are in
the tropics. They regain Gnosis in the typical fashion
of meditation (which they must do while basking
in sunlight) or by bargaining with spirits, and may
regain Gnosis between stories as usual (more info
W20, p. 146).

Healing

Mokol regenerate wounds at the same rate as


Garou, following the standard rules for healing and
regeneration (More info in W20, p. 256).

Willpower

Same as Garou do (see W20, p. 147). Characters


may also regain Willpower by acting according to
their auspices.

Renown

Mokol come together in Gathers before wars, at


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

Mokol gain Renown and advance in rank
in largely the same manner and categories as Garou
(See W20, p. 142 & 246). They also use the system of
Glory, Honor and Wisdom, acknowledging five ranks.
Mokol gain 1 point each of Glory, Honor and Wisdom
for passing through their coming of age Mnesis trance.
They do not get Renown for subsequent Mnesis use
(save Mnesis quests, see below). The Mokol-mbembe
and Gumagan use the same Rank system.

When awarding Renown, allow for a few
differences from the Renown chart in W20. Some
examples:
3 Wisdom for completing a Mnesis quest
1 Wisdom and 1 Glory for inwitting a good story
1 each for awakening a Sleeper
44

MOKOL

1 each for surviving a long sleep (more than a


human lifetime) in Sleep of the Dragon
3 Wisdom and 3 Honor for retrieving lost Mnesis
1 Glory for wandering for a year
3 Wisdom for mating and producing a child of any
sort
1 Glory for producing a Mokol child
1 Honor for mating as is best for yourself, your
clutch and the Mokol, that is, choosing a proper
mate. Monogamy is not mandatory.
1 Honor for each year of proper mating
-1 Honor for mating unwisely
-7 Honor for mating with another Mokol

Renown Chart

Mokol-mbembe and Gumagan


STRIKING AND WARDING
Rank
1
2
3
4
5

Title
Glory Honor Wisdom
Hatchling
1
1
1
Son/Daughter 4
2
2
Brother/Sister 6
3
3
Father/Mother 8
4
4
Grandfather/ 10
5
5
Grandmother

UNSHADING AND CROWNING


Rank
1
2
3
4
5

Title
Glory Honor Wisdom
Hatchling
1
1
1
Son/Daughter 2
4
2
Brother/Sister 3
6
3
Father/Mother 4
8
4
Grandfather/ 5
10
5
Grandmother

Rank
1
2
3
4
5

Title
Glory Honor Wisdom
Hatchling
1
1
1
Son/Daughter 2
2
4
Brother/Sister 3
3
6
Father/Mother 4
4
8
Grandfather/ 5
5
10
Grandmother

CONCEALING AND GATHERING

SHINING

Rank Title
Renown Total
1
Hatchling 3
2
Son/Daughter 9
3
Brother/Sister 14
4
Father/Mother
19
5
Grandfather/Grandmother
24

Makara and Zhong Lung who dont 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 Mokol 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
Combat Maneuvers

Tail Lash: The Mokol slashes at an
opponent with her tail. Characters in Suchid form
may only use this maneuver if the opponent stands
directly behind them. Damage is bashing, unless the
Mokol has a spiked tail.

Usable by: Archid Suchid

Roll: Dexterity + Brawl
Difficulty: 7

Damage: Strength + 1
Actions: 1

Head Butt: This maneuver is a charge
forward, head lowered. It works exactly like Body
Slam (see W20, p. 298) save that the Mokol doesnt
suffer damage if in Archid form, and the target isnt
unbalanced unless knocked down.

Usable by: Homid Archid

Roll: Dexterity + Brawl
Difficulty: 7

Damage: Strength
Actions: 1

Jaw Shear: This maneuver requires that
the Mokol successfully used a bite attack in the
previous turn. Through this attack the Mokol can
snap his head back and forth, tearing the victim to
shreds with his powerful jaws. Unless the victim can
break the Mokols grip (using an opposed Strength
roll), the weresaurian can continue attempting this
maneuver each turn.

A similar maneuver, Rolling Bite, sees the
Mokol rolling repeatedly with the victim in her
mouth.


Usable by: Archid Suchid

Roll: Dexterity + Brawl
Difficulty: 6

Damage: Strength + 2
Actions: 1

Swallow Whole: The prey must be half the
characters size or less, and the attacker must land a
bite attack, and then make an opposed Strength roll.
If she succeeds, her opponent is swallowed whole.
The opponent can continue to take limited actions
for (Stamina) rounds before being smothered. If the
attacker changes to a smaller form while her victim
is alive inside of her, she suffers five levels of lethal
damage as her victim erupts through her innards.

Usable by: Archid

Roll: Special
Difficulty:
Special

Damage: Special
Actions: 2
Great Bite: The Mokol takes hold of her opponent
by the shoulders, and attempts to bite her victims
head off. To grab hold of the opponent, the player
must perform a standard grapple roll. The bite attack
is administered in the same turn.

Usable by: Archid
Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength + 3
Actions: 2

Jaw Lock: This Mokol tactic can force a
smart opponent to surrender without injuring her.
The attacking weresaurian grips his rivals throat
with his teeth, but does not bite her... yet.

This attack can be performed only if the
attacker is in a position to use his mass to his
advantage. Its usually done once the rival has been

AFTERNOON: DRAGON MAKING

45

flipped over or knocked to the ground. The attacking


wolf then wraps his jaws around the rivals throat
a bite roll with an additional +1 to its difficulty.
If the rival chooses to fight back, both players roll
a resisted Strength + Athletics roll; if the attacker
wins, he forces the other wolf to the ground and pins
her; if the attacker loses, he fails to immobilize his
target, but inflicts the usual bite damage.

Many animals instinctively surrender at
this point. If the defender chooses not to give up,
her player can roll her Strength + Brawl on the
next turn, in a resisted roll against the attacker
Strength + Brawl. The defenders difficulty is the
attackers Brawl + 4, while the attackers difficulty
is the defenders Brawl +2. If she fails, she remains
pinned; if she matches his successes, she pulls free
but takes damage equal to the attackers 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


Wishbone (solo): This maneuver usually
requires either multiple heads or sufficiently large
talons. The Mokol latches onto his target in two (or
more) separate areas, then begins to tug his victim
apart. This is a continuous hold, and the Mokol may
continue to inflict damage until the target escapes by
succeeding at a contested Strength roll.

Usable by: Archid
Roll: Dexterity + Brawl
Difficulty: 6
Damage: Strength
Actions: 2

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
Mokol Gift).

Step Five:
Finishing Touches


Record Rage by Suchid Varna
if Mokol-mbembe, Gumagan or Makara(if Zhong Lung,
record rage by auspice), Gnosis by breed, Willpower
by Auspice if Mokol-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

Mokol can learn Gifts from each other, from spirits, or


from Mnesis. The rules for learning them from another
Mokol or from a spirit are the same as for Garou, except
that many spirits which help Garou are not friendly to
Mokol. Such spirits as Wolf, Bear, Porcupine and the
like will not usually help Mokol. However, the Mokol
may yet make some kind of deal with them or failing
that, threaten them in some way.

Gifts can be learned through Mnesis, if the
Gift is present anywhere in the Mokols Mnesis
line (Storytellers option). The character must go
into a Mnesis trance, then must spend as much time
entranced as it would take to learn the Gift from
another Mokol. Then she must make a Mnesis roll
and score a number of successes equal to the level
of the Gift (she must, of course, be of high enough
Rank to learn the Gift she seeks). If she succeeds,
she learns the Gift. Experience point costs are the
same as normal. To learn Mokol Gifts, the difficulty
of the roll is 8. With non-Mokol Gifts it is 9 or 10.

Mokol begin with one Auspice Gift and one
general Mokol Gift.

General Mokol Gifts


Falling Touch (Level One) This Gift
allows the Mokol to send her foe sprawling with but
a touch. Normally taught by a spirit of the Dinosaur
Kings or Bird Kings.

System: The player rolls Willpower (difficulty
of the opponents Stamina + Athletics). Even
one success sends the victim to the ground. This
Gift may be employed through even the lightest,

brushing contact at no cost, or may be delivered


through an attack by paying one point of Willpower
or Rage. Such attacks inflict full damage in addition
to knocking the target prone.

Fatal Flaw (Level One) The Mokol
can spy a targets weakness, gaining an advantage in
combat. A Stormcrow teaches this Gift.
System: The Mokol concentrates for one
full turn, then the player rolls Perception + Empathy
(difficulty equals the targets Wits + Subterfuge). Success
grants the Mokol an extra die of damage during combat
with that target. Additional successes grant knowledge
of further weaknesses, but not more dice.

Inspiration (Level One) Other
weresaurians look to the Mokol for leadership in
battle, and this Gift helps them to live up to that
trust. The Mokol employs this Gift to lend her
resolve and righteous anger to those who share her
cause. A lion- or wolf-spirit teaches it.
System: The player spends one Gnosis point.
All comrades (but not the Gifts user) receive one
Willpower point, which disappears if it is not used
before the end of the scene.

Razor Claws (Level One) By raking his
claws over stone, steel, or some other hard surface,
the Mokol hones them to razor sharpness. A
monitor lizard- or eagle-spirit teaches this Gift.
System: The player spends one Rage point
and the Mokol takes a full turn sharpening her claws.
All claw attacks do two additional dice of damage and
are made at 1 difficulty for the rest of the scene. Only
usable in Archid.

EVENING: DRAGON EYE

49


Sense Dissolver (Level One) The Mokol
can sense nearby manifestations of the Dissolver
(Wyrm to garou). This Gift involves a mystical sense,
not a visual or olfactory image, although Mokol often
describe the Dissolvers spiritual emanations as a
stench. This Gift doesnt necessarily sense dedication
to the Dissolver, merely contact with its spiritual
essence, which can cling to even blameless souls.
Sense Dissolver requires active concentration; the
spiritual sense it provides doesnt function passively.
The Gift may be taught by any Gaian spirit.
System: The player rolls Perception +
Occult. The difficulty depends on the concentration
and strength of the Dissolvers influence: sensing a
single fomor in the next room would be difficulty 6,
while detecting the stench of a Bane that was in the
room an hour ago would be difficulty 7. Vampires
register as Dissolver-tainted, save those with
Humanity ratings of 7 or higher.

Shed (Level One) The Mokol can
shed a layer of skin and/or feathers, slipping from an
opponents grasp or escaping from bonds with ease.
A lizard-spirit or snake-spirit teaches this Gift.
System: The player rolls Dexterity + PrimalUrge (difficulty 7). If the roll succeeds, the character
loses a tuft of feathers or skin (revealing healthy new
hide), allowing her to slip free of grapples or bonds
such as ropes or chains.

Sight of the True Form (Level One)
The Mokol is able to scent the truth of those she
meets, literally sniffing out an individuals true form.
This Gift is taught by a spirit of the Predator Kings
or a vulture-spirit.
System: The Mokol can smell Kinfolk or a
fellow Mokol automatically. In all other cases, the
player must roll Perception + Primal-Urge (difficulty
6). One success will identify a normal human
or animal; two successes will detect a vampire,
changeling, demon, mummy, or Fera; four successes
are needed to sniff out a mage, ghoul, or fomor.
The Imbued register as normal humans to this Gift.
Unfamiliar scents arent automatically recognized:
A Mokol that has never encountered any Rokea
might not immediately recognize the scent she
detects as wereshark.

Speed of Thought (Level One) The
Mokol doubles her running speed. A roadrunneror cheetah-spirit teaches this Gift.
50

MOKOL

System: The player spends two Gnosis


points. The Gift lasts until the end of the scene.

Find Land (Level One) By focusing his
attention onto the balance of land and water, the
Mokol can locate the nearest fixed land amidst
the waters of swamp or sea. This Gift is taught by a
Turtle-spirit.
System: The player makes a Perception +
Survival roll, difficulty 6. One success indicates the
direction of the land. Three successes indicate the
distance; five allow the Mokol to tell whether the
land is dangerous or contaminated.

Find Water (Level One) As the Gift:
Find Land, save that the Mokol can find any water
within twenty miles, and likewise tell if the water is
contaminated if he achieves enough successes. This
Gift is taught by a Lizard-spirit.

Scent of Sweet Nectar (Level One) A
target the Mokol touched at some point during the
last hour begins to exude a wonderfully sweet aroma,
and becomes slightly sticky to the touch. All manner
of vermin quickly appear and coat the victim. The
resulting coat of gnats, flies, bees and beetles crawls,
stings, and generally impairs vision and hearing.
Insect-spirits teach this Gift.
System: The player spends one Gnosis point
and rolls Wits + Subterfuge (difficulty 7). The target
suffers a 1 penalty to all actions for one hour per
success; the smell will not wash off during this time.

Sense Moon (Level One) This Gift
enables the user to detect a child of the Moon
usually a fellow shapechanger (save for Corax, Ananasi
or Nuwisha). This Gift is taught by a Sun-spirit.
System: The player rolls Perception +
Occult, difficulty 7. With three successes, he can tell
what kind of moon creature is involved; five allows a
rough estimate of rank and abilities.

Sense Prey (Level One) This Gift lets
a weresaurian locate enough prey to feed her clutch.
In the urban environment, this tends to guide suchid
to prey in parks, sewers, animal shelters or even
zoos, drawing her unfailingly to the presence of prey
animals. A wolf-spirit teaches this Gift.
System: The player rolls Perception +
Primal-Urge. The difficulty is 5 in wilderness
environments and 7 in urban environments. Success
indicates the location of enough prey to feed a large
clutch for a day.


Tailbiters Mumble (Level One) The
Mokol 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 Mokol 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
Mokol 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 Mokol
becomes automatically capable of speech in all
forms. With a successful Mnesis roll, difficulty 8, the
Mokol can also speak any of the other Betes (other
fera) languages for the duration of a scene.

Blessings of the Nest (Level Two)
Hissing a blessing in the Dragon Tongue, the
Mokol 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 Gifts power is insufficient to make
metis fertile.

Reptoid Form (Level Two) Through
careful refinement of her shapeshifting capabilities,
the Mokol 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 Mokol, Helios has granted the ability to
sense a Mokols greatest weakness. This Gift,
taught by Suns, allows the Mokol to detect
the presence of Gold.
EVENING: DRAGON EYE

51

System: The player rolls Perception + PrimalUrge (difficulty 7). If successful, she can detect the
presence of any gold within 100 yards. Three successes
allow her to pinpoint the golds location.

Silver Claws (Level Two) Luna sends
her children to teach this powerful but painful Gift
to those warriors who gain her favor. When invoked,
it transforms the Mokols claws into silver.
System: The player rolls Gnosis (difficulty 7)
to activate this Gift. Silver claws inflict aggravated
damage to all targets, and are naturally unsoakable
to Garou and most other Fera. The Mokol suffers
searing agony while manifesting these silver claws.
Each turn, she gains an automatic Rage point, and
all non-combat difficulties increase by one because
of the distraction. On each turn that her Rage points
exceed her Willpower, she must check for frenzy.
The Gift lasts for one scene, unless the Mokol takes
a turn to voluntarily end it sooner.

Stinking Breath (Level Two) The
Mokol can amplify his natural musk until it
incapacitates his foes. This Gift is taught by a
Garbage-spirit or a Monitor-lizard spirit.
System: The player spends one point of
Gnosis. For the duration of the scene, all beings other
than the Mokol and her clutchmates that can smell
and are within 20 feet (6 m) of the Mokol subtract
two from all dice pools as they fight to breathe.

Axis Mundi (Level Two) The Mokol
reaches out with her spirit to feel the presence of
Gaia, centering herself with relation to her Mother.
She always knows what direction she is traveling
or facing in, so long as she travels within the Gaia
Realm. The spirits of migratory birds teach this Gift.
System: This Gifts effects are permanent.

Tides of Lust (Level Two) This Gift is
most common among the Gila monsters and Mexican
beaded lizards of the American Southwest, the
Unktehi, who learn it from a Rooster-spirit. It gives
them power over the tides within someones body.
System: The Mokol begins to dance and
rolls Rites + Expression, difficulty 7. If the target
already loves someone else the difficulty is 8, or 9
if the target is very old or attracted to the same sex.
The number of successes determines the number
of hours that the person will be unnaturally lusty.
Impotence, if any, disappears, the target becomes
fertile if ordinarily sterile (unless the target is metis,
52

MOKOL

of course), and the target also becomes a little more


open-minded about potential partners. Even so,
the Mokol must still seduce the person through
roleplaying, as this Gift does not implant obvious
desire it merely removes barriers.

Waxwork Monster (Level Two)
Brought to light recently by the Shining, this Gift
lets a Mokol take advantage of the fact that
dinosaurs are extinct to hide in plain sight even
in Archid form. Essentially, the Mokol takes on the
appearance of a model or dummy. A Tuatara-spirit
teaches this Gift.

System: The Mokol spends a Gnosis point
and rolls Stamina + Expression. For each success, he
can freeze in place for one hour unnoticed by anyone.
In Suchid form, he appears to be a stuffed crocodile;
in Homid form, he seems to be a mannequin or
waxwork. In Archid form the Mokol appears to
be a life-size fiberglass or cement dinosaur model,
but cannot cause the Delirium unless he moves
or speaks. Some Shining will even carry around a
small label designating the species of dinosaur that
they are supposed to be. Of course, the statue
will arouse suspicion if there is not supposed to be
a statue in the place where the Mokol is hiding.
Whole clutches have concealed themselves this way
as roadside attractions and the like.

Dragonfear (Level Three) The Mokol
displays his full, terrifying might baring teeth or
claws, roaring, or simply looming ominously over a
foe. Terror strikes one foe into quiescence. Dragon
or spirits of fear teach this Gift.
System: The player rolls Strength +
Intimidation (difficulty equal to the targets
Willpower). Each success cows the enemy for
one turn; the victim cannot attack during this
time, but may defend himself and otherwise act
normally (although his actions are likely guided by
overwhelming terror).

Dragons Breath (Level Three) The
Mokol can spit fire. This Gift is taught by Dragon
himself.

System: The player spends one Rage
point and rolls Dexterity + Brawl (difficulty 8)
to aim the attack (range 30 feet). It inflicts two
automatic levels of aggravated damage, plus two
additional levels per extra point of Rage spent
after the attack is rolled.


Walking Between Worlds (Level Three)
The Mokol can breach the Gauntlet and enter
the Umbra in the same manner as Garou. Lunes teach
this Gift.
System: This Gifts effects are permanent.

Bark of the Mudpuppy (Level Three)
This Gift allows the Mokol to bark loudly at any
one person or object, shattering glass, splintering
light wood or even opening wounds on a living being.
This Gift is taught by Mudpuppy.
System: The bark does one health level of
aggravated damage, but automatically strikes its
target. There is no actual cost.
Attunement (Level Four) The Mokol may
commune with the spirits of a city or town and gain
information about the area from them, including a
rough population estimate, enclaves of Mokol or
other beings, and any secret tunnels. A rat-spirit
teaches this Gift.
System: The player spends one point of
Gnosis and rolls Perception + Streetwise (difficulty
6). The amount and accuracy of the information
depend on the number of successes rolled.

Cocoon (Level Four) The Mokol
wraps himself in a thick, opaque, chitinous
sarcophagus, immobilizing himself but also becoming
nearly impervious to harm. The cocoon provides
immunity to fire, starvation, gas, high pressure, cold,
and similar environmental hazards. An insect- or
Weaver-spirit teaches this Gift. Mokol adepts often
use the cocoon to protect themselves when they do
the Sleep of the Dragon.
System: The Mokol spends one Gnosis point.
While the weresaurian remains in the cocoon, any
attack that strikes him must do damage at least equal
to his Stamina + Rituals; the cocoon keeps him safe
from any lesser amount of damage, but is destroyed if its
pierced. The cocoon lasts for one day, but its duration
may be extended by spending more Gnosis to renew it.
The Mokol may emerge from it at any time he chooses.

Serenity (Level Four) The Mokol 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 targets Willpower). For one turn per success,
the target automatically fails all Rage rolls, cannot
frenzy, and cannot spend Rage.


View the Seed (Level Four) This Gift
comes from the belief that all things are but a dream
of the idea or object that birthed them. It allows the
user to see the seed of anything, from the parents of
a child to the mastermind of a plot. Note that some
things result from the growth of several seeds.
A Mokol looking at America, for instance, could
see any number of things (John Locke in his study,
Native Americans planting maize, Africans bought
with Boston rum...). The Gumagan are most likely
to learn this Gift, which is taught by Finch.
System: The Mokol rolls Perception +
Mnesis, difficulty 7. If the thing to be seen is outside
the Mnesis of the Mokoles line, the difficulty is
8. In the case of truly alien causes and effects, the
difficulty could be 9 (Vhujunka plotting to sail into
the Deep Umbra, etc.).

Grasp the Beyond (Level Five) The
Mokol may carry things in and out of the Umbra
without having to dedicate them to herself (see the
Rite of Talisman Dedication, W20 p. 211). This Gift
affects objects, people and animals, both willing and
unwilling. An opossum- or kangaroo-spirit teaches
this Gift.
System: The character must grasp the object
or person he wishes to take to (or from) the spirit
world, and spend a number of Willpower points: one
for small items (a knife or cell phone), two for larger
items (a backpack or shotgun), and three for mansized items (including people). The player makes
the usual Gnosis roll to pierce the Gauntlet and
step sideways; if successful, both he and the desired
object or person pass into the Umbra. An unwilling
subject may resist with a Willpower roll; each success
subtracts one from the Mokols successes.

Song of the Great Beast (Level Five)
The Mokol travels to the deep wilderness and lets
out a long, mournful roar. One of the Great Beasts
of antiquity answers the call, appearing in the Realm
near the weresaurian a mighty and savage being
that walked the Earth in ages past. Such creatures
include the Willawau (giant owl), Terror Birds from
the Cenozoic, the great Megalodon sharks that
swam the seas eons ago and the mighty Dinosaurs,
who arrives in herds. Who knows what else the
Song might call up? The Great Beasts possess power
in the physical world to rival that of mighty spirits
in the Umbra. Once the ancient creature arrives,

EVENING: DRAGON EYE

53

the Mokol may make a request of it, but the Great


Beast will fulfill it in its own way, according to its
nature. Using this Gift is risky, but the results can
be truly spectacular. Usually the Dinosaur Kings will
teach this Gift only to suchids. Note, however, that
such monsters as sea scorpions and giant sharks also
lie within Mnesis, and if the Kings decided to teach
these Songs, then they could do so.
System: The player spends two Gnosis points
and rolls Charisma + Primal-Urge (difficulty 8).
More successes improve the Great Beasts disposition.
Traits are left to the Storytellers discretion, but
should always be impressive.

Stream Gifts
Gumagan


Songlines (Level One) This Gift covers
the landscape with songs. The Gumagan can navigate
from one end of Bandaiyan to the other using legends.
This Gift is taught by an Ancestor-spirit.

System: The Gumagan sets out on a journey
and begins the Song. He rolls Gnosis and adds to the
number of successes the number of sacred songs he
knows. The difficulty is 6 in his tribes territory, 7
outside. In lands other than Bandaiyan it is 10. The
number of successes is the number of times by which
the distance is divided when calculating the length
of the trip.

Dreamwalk (Level Two) The Gumagan
may use her connection to the Dreamtime to lower
the Gauntlet. A Dreamtime-spirit teaches this Gift.

System: The Gumagan must concentrate on
the spirit world for a full turn; for the duration of the
very next turn, the local Gauntlet is lowered by 2.

Bunyips Boom (Level Three) The
Gumagan may reach into Mnesis and imitate the
mournful cry of the Bunyip. This Gift is taught by
servants of Mu-ru-bul Tu-ru-dan the Bunyip.

System: The player spends one Gnosis and
rolls Charisma + Performance (difficulty 7). Anyone
who hears this roaring noise lose one temporary
point of Willpower per success, and cannot regain
Willpower until they have retreated from the Gift
users immediate area (roughly earshot) or until the
scene ends. No victim can be affected by this Gift
more than once in any sunset-to-sunrise or sunriseto-sunset period.
54

MOKOL


Landspeak (Level Three) The Aboriginal folk
of Bandaiyan know the land as a series of interconnected
songlines, the Ways of the Law. By listening carefully,
Gumagan can hear the songs of the earth. A servant
of Ngalyod the Rainbow Serpent teaches this Gift.

System: The Gumagan puts his ear to the
ground or into a waterhole. He then makes a Gnosis
roll, difficulty 6. The number of successes is the
number of miles within which he can hear The Song.
He will know what the Earth thinks of events on its
surface within this area, if he makes a Mnesis roll
instead, he can hear echoes of the past. Note that
this Gift is not considered eavesdropping, but rather
overhearing the Earths commentary.

Nightmare Mnesis (Level Four) The
Gumagan can overcome any foe with Mnesis, forcing
them to remember the atrocities committed on the
Aboriginal peoples and animals of the land. This
Gift is taught by a Bunyip ghost.

System: The Gumagan looks into her foes eyes
and makes a Mnesis roll, difficulty of the opponents
Willpower. If she succeeds, the foe will remember
lifetimes of slaughter, torture, rape and defilement.
He must make a Willpower check, difficulty 7, or fall
into despair (usually Harano). Many who have been
struck by this Gift have harmed themselves or sought
to atone for the crimes they recall.

Billabong Walk (Level Five) Gumagan
uses this Gift to successfully cross large expanses of
Australian terrain by using water as a shortcut. The
Mokol enters one body of fresh water and emerges
from another such body any distance away; salt water
fouls the Gift, and cannot transport the Gift user.
He must have bathed in the water where he plans to
emerge before using this Gift. This Gift is taught by
servants of Mu-ru-bul Tu-ru-dan the Bunyip.

System: The player spends two Gnosis points
and announces her destination. At the Storytellers
discretion, using this Gift to leave or arrive in an area
of high Gauntlet may require a roll to step sideways
to make the transition safely. The Gift user cannot
take anyone with her while using this Gift; only
those items dedicated to her complete the journey.

Bloody-Mindedness (Level Five) The
Gumagan can point herself at a chosen goal or foe,
a life-enemy. She will pursue this goal until death
and beyond. A servant of Mu-ru-bul Tu-ru-dan the
Bunyip teaches this Gift.


System: The Gumagan spends two points of
Willpower. Afterwards, she neither eats nor sleeps
unless she wishes to do so. She may add two to her
dice pools for any task related to her goal. The sheer
intensity of her search will usually frighten anyone
into helping her: Bloody-Minded Gumagan are often
on the edge of frenzy every minute. She may not be
persuaded to abandon her quest by any supernatural
means (treat as the Merit: Iron Will). In combat
against her life-enemy, she will gain one extra attack
per round, with the difficulty of attacks against her
target reduced by one. She may not dodge attacks
from any other combatant, but her dice pool to soak
damage is doubled.

Makara


The Thousand Arrows (Level Three)
This Gift allows a Makara marksman to greatly
multiply his missiles in mid-flight; an archer can send
a swarm of arrows, and a machine gun spits forth a
cloud of bullets. This Gift is taught by a Wasp-spirit.

System: The Makara spends one Gnosis
and one Rage. Whatever firearm, bow, crossbow or
hurled weapon he is using gains the benefits of firing
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 Mokol cancels the Gift. If the Mokol 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.

Mokol-mbembe


Beak of the Finch (Level Three) This
Gift is taught by Finch, the master of adaptation.
Finch helps Mokol adapt to new situations in order
to survive. They do so by reshaping themselves into
a form which can accomplish a goal.

System: The Mokol 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

neck she would stretch. This Gift cannot create


anything new, but can adapt existing body parts to
new situations. Arms could grow into wings, but a
new pair of limbs would not appear from nowhere.
Likewise, lungs could become gills, but to breathe air
again, the Mokol would have to change back. The
effects last for one scene per Gnosis point spent.

Heat Wave (Level Three) The Mokol
can bring the heat of Lord Sun to burn his enemies.
Many can stand chill, but no living thing can stand
endless heat. A Sun-spirit teaches this Gift.

System: The Mokol dances the Steps of
the Sun and spends 1 Gnosis. She then rolls Wits
+ Expression, difficulty 5 if it is warm, 6 if cool and
8 if cold. If below freezing, the difficulty is 9. The
difficulty drops by 1 for each hour of dancing, and
increases by 1 if the Mokol cannot dance except
with hand motions (due to injury or imprisonment).
For each success, one mile of territory surrounding
the Mokol is heated to heatwave temperatures
(130F). Any creature vulnerable to heat will lose
one die from their dice pools per hour. The effects
last for one hour per point of Gnosis spent. They
cannot last for more than one hour after sunset.


Walk into My Eyes (Level Four) This
powerful Gift allows weakness to become strength.
The Mokol have been endlessly persecuted: under
some circumstances, this can be an advantage. An
Ancestor-spirit teaches this Gift.

System: The Mokol stares into the eyes of a foe
and rolls Mnesis. The difficulty is 5 for a relative (including
Nagah, Gorax and Kin), 7 for a being who shares even
one common ancestor (anyone born human, any saurian,
and any Changer), and 9 for something completely alien.
For each success, the foe is overwhelmed for one turn
by memory as he sees all of life from the Mokols point
of view. During this time he will not attack the Mokol
(although he may defend himself if attacked) and will
not be able to use any specific Gifts or powers of his
own kind (such as Garou-only Gifts, shapeshifting, or
vampiric Disciplines). After returning to himself, the
target is often profoundly changed. Reactions vary:
Garou have withdrawn into eternal Harano, while a
Sabbat Priscus blessed by this Gift ended his unlife after
seeing what he had lost centuries ago. The Storyteller
should determine fairly what each target would do.

Zhong Lung

All Zhong Lung who are members of the Beast


Courts can take Gifts from the Garous Galliard list
as Auspice Gifts. To see more about Beast Courts
Gifts and creation check W20CB p. 284.

Chiih Ming (Level One) This Gift, taught
by a bird-spirit, allows the Zhong Lung to walk on air.

System: The player spends a Gnosis point
and rolls Stamina + Athletics. Each success allows
her to walk or run on air for one minute.

Dragon Milk (Level One) The Zhong
Lung channels spiritual power through her blood,
mending the wounds of any other living creature.
This Gift may not heal the Zhong Lung herself,
spirits, or the undead. Other Mokol cannot learn
this Gift even from a Zhong Lung directly.

System: It requires the character to mix
his blood with that of the one to be healed, spend
one Gnosis point and roll Intelligence + Empathy
(difficulty is the targets current Rage, or 5 for those
with no Rage). Each success heals one level of lethal,
bashing, or aggravated damage. The healer may even
heal fresh Battle Scars (see W20 p. 259) in this manner,
if the Gift is applied during the same scene in which the
scar is received and an extra Gnosis point is spent.
56

MOKOL


Shou (Level One) All weresaurians
have an innate connection to their ancestors a
spiritual, racial unconscious accessible through
intense meditation. The Zhong Lung can tap into
these deep memories to remember ancient lore. An
ancestor-spirit teaches this Gift.

System: The character must meditate for a
short time, concentrating on the past. The player
then rolls Gnosis (difficulty 9, 1 for each dot of
Mnesis the Mokol possesses). The number of
successes determines how detailed and exact the
answer he receives will be.

Clap of Thunder (Level Two) The
Zhong Lung slams her hands together, creating a
mighty thunderclap that stuns those who hear it. A
Stormcrow teaches this Gift.

System: The player spends one Gnosis
point. All characters within 20 feet (6 m) must
succeed in a Willpower roll (difficulty 8 for foes, 4
for clutchmates) or be stunned and unable to act for
one turn. The Mokol must be in Homid, Reptoid (if
able), or Archid form to use this Gift.

Send the Dream (Level Three) This
Gift enables mental communication, even over vast
distances. The user must either know the target
personally (although friendship isnt necessary) or
have something that belongs to that person, such as
a lock of his hair. Bird-spirits and spirits of intellect
teach this Gift.

System: The player rolls Charisma +
Empathy (difficulty 8) and spends a Willpower
point; the effects last for a scene. The character
may hold a mental conversation with a target at a
maximum distance of 10 miles (16 km) per success.
Mind reading isnt possible, but the weresaurian may
use social Abilities such as Intimidation.

The Dragons Tongue (Level Three)
The Zhong Lung calls down lightning upon his
enemy. A storm-spirit teaches this Gift.

System: The player spends a Willpower
point and rolls Strength + Intimidation (difficulty
7). The target suffers one level of aggravated
damage per success.

Anger of the Wani (Level Four) The
Mokol can summon nearly any weather effect she
desires: Fog, tornadoes, blizzards, and thunderstorms
all await her call. A spirit of the Wani, the dragon
princes of the east teaches this Gift.


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 targets 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 turns
concentration.

ZHONG LUNG: UNBALANCED?


System: The player spends one Gnosis
point and rolls Willpower. (The difficulty varies
based on how conceptually close the desired effect
is to the current weather patterns of the area). The
storm covers 10 miles per success. If the Mokol
summons a thunderstorm, she may spend Gnosis
to call lightning down on her enemies (Wits +
Occult to hit, 10 dice of aggravated damage). The
mokol falls into a deep sleep for an hour after
using the Gift, during which time he dreams his
thanks to the Dragon Princes.

Players may be inclined to wonder: Doesnt the


Zhong Lungs position among the Beast Courts
give them a leg up on other Mokol, 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
heartof the Beast Courts since time immemorial,
and have better relations with the spirit courts
of Asia than just about any other shen. While
the rest of the Mokol have hidden away in
their wallows in isolation, the Zhong Lung have
moved openly, enjoyed widespread support, and
accumulated great power. Of course, as the Zhong
Lung themselves would be the first to point out,
the quantity of power laid at ones feet matters
far less than how one uses it.

EVENING: DRAGON EYE

57

Auspice Gifts

Rising Sun (Vasanta)


Bellow (Level One) The Mokol
releases a powerful and terrifying reptilian roar. This
Gift is taught by a crocodile-spirit.

System: The player spends one Rage point and
rolls permanent Rage (difficulty of the targets Willpower).
If successful, the target reacts as though afflicted by the
Delirium. Subtract the Mokols Glory from the targets
Willpower before consulting the Delirium chart. Other
shapeshifters can spend one Willpower point to resist
the Gifts effects for the rest of the scene.

Eye of the Raptor (Level One) The
Mokol can see clearly for miles. A raptor-spirit
teaches this Gift.

System: The player rolls Perception +
Alertness (difficulty 8). The number of successes equals
the number of miles the character can see clearly.

Master of Fire (Level One) Firespirits were among the very first to make pacts with
Dinosaur Kings, allowing then to warm themselves,
drive off wild beasts, and clear the land. The
cornerstones of civilization were laid in these simple
acts, granting the spirits of flame much prestige.
Mokol remember and continue to call upon these
ancients pacts to protect themselves as the final fires
of the Apocalypse loom. An ancestor-spirit or fire
elemental teaches this Gift.

System: The player spends one Gnosis point.
For the rest of the scene, fire inflicts bashing rather
than aggravated damage to the Mokol.

Paint the Meadows (Level Two) The
Mokol may utter pitiable moans and groans to draw
prey closer. Margay-spirits teach this Gift.

System: The player rolls Wits + Expression
(difficulty of the targets Willpower). The victim
moves closer for one turn per success; if the victim is
harmed, the Gifts effects end.

Sense Silver (Level Two) To those truly
born Mokol, Luna has granted the ability to sense
some of the mokols greatest weakness. This Gift,
taught by Lunes, allows the Rising Sun to detect the
presence of silver.

System: The player rolls Perception +
Primal-Urge (difficulty 7). If successful, she can detect
the presence of any silver within 100 yards. Three
successes allow her to pinpoint the silvers location.
58

MOKOL


Combat Healing (Level Three) This
Gift allows the weresaurian to mend his injuries
without rest or hesitation even in the heart of
combat as claws and bullets tear fresh rents in
his flesh. While other Mokol struggle to mend
their wounds under fire, the Rising Sun never stops
fighting. Elemental spirits teach this Gift, although
they must generally be bested in battle first.

System: The Rising Sun no longer needs
to pause or roll Stamina to heal during combat,
and automatically regenerates one non-aggravated
health level every round. This benefit is permanent.

Dragons Tongue (Level Three) So long
as even a single cloud hangs in the sky, the weresaurian
may call down a lightning bolt to strike her foes.

System: The player spends one Rage point
and rolls Dexterity + Survival to aim it (difficulty 8 in
relatively clear conditions, difficulty 6 during a storm).
The bolt inflicts (Glory) dice of lethal damage.

Hot Ichor (Level Three) The Mokol
may use her Rage to heat her blood, enhancing her
prowess in battle or on the hunt. A raptor-spirit
teaches this Gift.

System: The player may spend Rage to
increase her physical Attributes at a rate of one point
of Rage per Attribute dot gained. This enhancement
lasts for a number of turns equal to the Mokols
lowest permanent Renown category.

Lash of Ages (Level Three) The
Rising Sun can destroy any man-made substance.
Plastics, alloys, and other materials not found in
nature disintegrate with just a touch. Lawn chairs
dissolve into oily puddles and steel melts into iron
and carbon. A cockroach-spirit teaches this Gift.

System: The character must touch the
material; only materials that are not naturally
occurring are viable targets. For instance, a wooden
table would be unaffected, whereas a plastic table
would melt to the ground. The player makes a Rage
roll (difficulty 7); each success reduces twenty pounds
of the target material to its base components.

Call the Tides (Level Three) This Gift
makes the Mokol able to bend the tides to his will.
The Gift is taught by Tidekeeper.
System: The Mokol must be in sight of a
tidal body of water (ocean, sea, river estuary). The
player then makes a Gnosis roll, difficulty of 8. The
number of successes determines the result:

1
The tides come in or go out twice as fast

as usual.
2
Tides can be reversed, and will come in

instead of go out or vice versa.
3
High tide or low tide can be brought

in one scene.
4
Unusual tides (spring tide or neap tide) can

be brought in one scene
5+ Freakish tides (i.e. 30 tides in Florida) can

occur in one scene.

Might of the Kings (Level Three) The
mokol can increase his strength tremendously, the
better to slay his foes. This Gift is taught by a spirit
of the Dinosaur Kings or the Bird Kings.

System: The player spends one Gnosis and
one Rage, then rolls Willpower (difficulty 8). The
Mokols Strength doubles for one turn per success.
This Gift can only be used once per scene.

Anger of the Wani (Level Four) As the
Zhong Lung Gift.

Scream of Gaia (Level Four) The
Mokol emits a horrible, ragged scream imbued with
Rage and the pain of Gaia. The force of the scream
batters foes and knocks them off their feet. Stormspirits teach this Gift.

System: The player spends a Gnosis point
and rolls Rage. Everyone within a 50-foot (15 m)
radius, except for the mokols clutch, is blasted to
the ground to suffer one unsoakable health level
of bashing damage per success as a shockwave rips
through the area.

Jointsnakes Mojo (Level Five) The
Mokol may rejoin severed body parts without even
touching them; they simply wriggle back to the
stump, reattaching themselves. This Gift is taught
by jointsnake-spirits.

System: The player need only spend one
Gnosis to call back and reattach a severed body part,
so long as that body part is within (Glory x 2) yards.

Wall of Granite (Level Five) Rising
Suns have a stronger relationship with the
elementals of the earth than other weresaurians do;
just as the earth upholds those upon it, the Rising
Sun uphold the Duties that sustains their people.
While in contact with earth or rock, the Rising Sun
can invoke a wall to protect himself. This wall moves
with the Mokol, defending him from all angles.
Earth elementals teach this Gift.


System: The player spends one Gnosis point.
The walls dimensions are three yards high, two yards
long and one yard thick (or a similar number of
meters), and if the Mokol desires, it may be extended
to encircle a number of allies up to the mokols
Gnosis, so long as they huddle close. It has a soak pool
of 10 dice, and 15 health levels must be inflicted to
penetrate it at any point. The wall lasts for one scene
or until released into the earth by the Mokol.

Noonday Sun (Nam Hsai)


Fangs of Judgment (Level One) It falls
upon the Noonday Sun to levy not only judgment
but also punishment against those who have fallen
from their proper stations. This Gift, taught by an
ancestor-spirit, causes the mokols claws and fangs
to burn with the righteous power of law.

System: The player spends one Willpower
point. For the next full day, all of the Mokols natural
weaponry attacks do two extra dice of damage to all
beings who have fallen from their original purpose to the
service of the Dissolver (Wyrm) (such as Black Spiral
Dancers, fomori, and corrupted nature spirits; Banes
which came into existence as agents of the Dissolver
are, regrettably, exempt from this Gifts sanction).

Persuasion (Level One) This Gift
imbues a Noonday Sun words with intrinsic
credibility and conviction, causing them to ring true
to the ear and lay heavy on the heart. An ancestorspirit teaches this Gift.

System: The player rolls Charisma +
Subterfuge (difficulty 7). Success lowers the difficulty
of all social rolls by one for the rest of the scene, and
allows successful rolls to have uncommonly strong
impact (such as changing long-held political views,
or causing an addict to seriously reconsider the
course of his life).

Truth of Olodumare (Level One) As
judges of the Duties, Noonday Suns may easily separate
truth from falsehood. This Gift is taught by a Sun-spirit.

System: The player rolls Intelligence +
Empathy (difficulty equals the subjects Manipulation
+ Subterfuge). This Gift reveals only which of the
words that have been spoken are true and which are
false. It doesnt reveal the truth behind a lie unless
the speaker utters it. If the speaker is uncertain
whether his words are true or false, the Gift identifies
them as neither.

EVENING: DRAGON EYE

59


Gold Claws (Level One) This Gift is
mainly used against fallen or undutiful Mokol.
When invoked, it transforms the Mokols claws
into gold.

System: The player rolls Gnosis (difficulty
7) to activate this Gift. Gold claws inflict
aggravated damage to all targets, and are naturally
unsoakable to Mokol and Corax. The Mokol
suffers searing agony while manifesting these gold
claws. Each turn, she gains an automatic Rage
point, and all non-combat difficulties increase
by one because of the distraction. On each turn
that her Rage points exceed her Willpower, she
must check for frenzy. The Gift lasts for one scene,
unless the Mokol takes a turn to voluntarily end
it sooner.

Calm (Level Two) This Gift imparts
the secret of quelling the anger in others. A Tuataraspirit teaches this Gift.

System: The player spends one Gnosis and
rolls Charisma + Empathy (difficulty equals the
targets Willpower). Each success removes one of
the targets Rage points, which may be regained
normally. If used on a creature capable of frenzy
which has no Rage (vampires, some fomori), the
Gift cancels the frenzy if the player scores at least
three successes.


Strength of Purpose (Level Two)
Noonday Suns use this Gift to fortify themselves in
the face of the Apocalypse, turning hot passion and
burning Rage into cold, steely resolve. A wolf-spirit
teaches this Gift.

System: Once per scene, the player may
roll Stamina + Rituals (difficulty 7). For every two
successes, the Noonday Sun recovers one point of
Willpower, up to her maximum.

Tame Sunbeam (Level Two) The sun
has long been the staunchest ally of the Mokol, and
sends his light when they need it most. A servant of
Helios teaches this Gift.

System: The player spends a Gnosis point
and rolls Intelligence + Occult, difficulty 6. An
aura of bright sunlight surrounds the Mokol for
the rest of the scene, illuminating everything out to
(successes x 2) yards.

Clear Mind (Level Three) This
Gift encourages clarity of thought, no matter the
distractions; it is taught by a crow-spirit.

System: The player spends one or more
Willpower points, then chooses a Mental dice pool
(such as Intelligence + Enigmas); each Willpower
point spent adds one die to that pool until the sun
next rises.

Weak Arm (Level Three) By watching
an opponents 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


(difficulty 8). Each success grants one bonus die to add
to her attack or damage rolls against that opponent.
For instance, a Noonday Sun who gets four successes
could add two dice to her attack rolls and two to her
damage pool, or four to her damage rolls, or three to
attack and one to damage whatever combination
suits her. However, the distribution of dice cannot be
changed once the Gift has been activated. This Gift
can be used against a given foe only once per scene,
and its benefits are lost at the end of the scene. A full
turn of concentration is necessary to use this Gift.

Dragons Tongue (Level Three) As the
Rising Sun Gift.

Eye of the Cobra (Level Three) With an
unearthly stare, the weresaurian can draw anyone to
within striking distance. A snake-spirit teaches this Gift.

System: The player rolls Appearance +
Enigmas (difficulty equal to the targets Willpower).
The Mool needs three successes to bring the target
to his side; fewer successes will at least start the
victim moving in the right direction. Once there,
the target can do as he pleases, but he must try his
best to get to the Galliard until then.

Raptors Gaze (Level Four) One of
the Mokols eyes glows a livid red, and all enemies
caught by his gaze are stricken with terrible agony. A
pain-spirit teaches this Gift.

System: The player spends one Rage point
and one Gnosis, then rolls Perception + Occult
(difficulty 8). For the rest of the scene, any foe
at whom the Mokol glares must roll Willpower
(difficulty 8) and exceed the players successes or
double over in pain, suffering a 5 wound penalty as
though Crippled, regardless of their current health.
Any characters already at Crippled are considered
Incapacitated by the pain.

Strength of the Dominator (Level Four)
The weresaurian draws on a targets anger to feed
his own. A Stormcrow teaches this Gift.

System: The player rolls Wits + Intimidation
(difficulty equals the targets Willpower). For a
number of turns equal to the successes scored, the
target will lose a point of Rage per turn, while the
Shadow Lord gains that Rage. The character can use
this Gift only once per target per scene.

Geas (Level Five) This Gift binds an
individual or group to a sacred oath. While the geas

cannot force and individual to act against her nature


(such as to allow herself to be killed), it also doesnt
allow her to act against the task the Noonday Sun has
set before her. This Gift is taught by an Incarna avatar.

System: The player spends one Gnosis point
and rolls Manipulation + Leadership (difficulty of
the opponents Willpower, or the highest Willpower
in a group). The compulsion to complete the task
set out in the geas lasts until the task is completed or
the target is harmed to the point of incapacitation in
pursuit of the quest.

Wisdom of the Sun (Level Five) By
meditating beneath Lord Suns face, the Noonday
Sun becomes a channel for the wisdom of the
Tellurian, and can find the answer to almost any
question. A Chimerling teaches this Gift.

System: The player spends one Gnosis
point and rolls Intelligence + Enigmas (difficulty
7). If successful, the player can ask any one simple
question of the Storyteller and expect an answer that
is honest, if vague and wrapped in symbolism. The
clarity of the information depends on the number
of successes, and it is rare to gain a complete and
straightforward answer.

Sleep of the Dragon (Level Five) This
Gift allows the Mokol to enter a state of estivation.
She sleeps for a time limited by duration (for instance,
three moons) or condition (when the lake fills with
water). In either case, she sets the waking condition
herself. The Mokol does not age as she sleeps, though
she may dream. Usually the Mokol buries herself in
mud as she sleeps. The sleeping Mokol is awakened
by being moved or touched, but not by ordinary
noises. A Dragon-spint teaches this Gift.

System: The Mokol may enter the sleep as
an act of will. If she sleeps for longer than the duration
of one story, then she regains all her spent Gnosis.

Setting Sun (Tung Chun)


Burrow (Level One) This Gift grants
the ability to burrow through the earth, creating a
tunnel roughly the size of the diggers body, which
others can follow through. The weresaurian must
be in a form possessing claws to use this Gift. Molespirits teach this Gift.

System: The player rolls Strength + Athletics
against a difficulty depending on the substance to be
excavated (4 for loose mud, 9 for solid rock). Some

EVENING: DRAGON EYE

61

metals (such as steel and titanium alloys) and other


reinforced structures wont yield to the mokol no
matter how hard she digs. The character can burrow
one yard per turn for each success. After the initial
roll, the character does not need to roll again to
continue at the same speed.

Mothers Touch (Level One) The
Setting Sun channels spiritual power through her
hands, mending the wounds of any other living
creature. This Gift may not heal the mokol herself,
spirits, or the undead. A bear- or unicorn-spirit
teaches it.

System: The player spends one Gnosis point
and rolls Intelligence + Empathy (difficulty is the
targets current Rage, or 5 for those with no Rage).
Each success heals one level of lethal, bashing, or
aggravated damage. The healer may even heal fresh
Battle Scars (see W20 p. 259) in this manner, if the
Gift is applied during the same scene in which the
scar is received and an extra Gnosis point is spent.

Resist Pain (Level One) Fortifying
herself with purpose and will, the mokol shuts out
the pain of her wounds. A bear- or badger-spirit
teaches this Gift.

System: The player spends one Willpower
point; the character ignores all wound penalties for
the rest of the scene.

Clap of Thunder (Level Two) As the
Zhong Lung Gift.

Paint the Meadows (Level Two) As the
Mokol Rising Sun Gift.

Rage of the Nest Mother (Level Two)
When confronted with a threat to a helpless member of
the mokols family or clutch, the Setting Sun can rise
above her normal limits to defend them. The spirit of
any animal that mates for life may teach this Gift.

System: The Storyteller must agree that the
member of the Mokols family or pack is indeed
helpless and unable to defend himself. (With rare
exception, any human facing a werewolf should be
considered helpless.) The player may then spend one
Rage and add one die to all her characters Physical
Attributes for every point of permanent Honor the
character possesses, for the duration of the scene.

Warding Dance (Level Two) Pushing
the fire in his heart into his limbs, the Setting Sun
hurls himself unharmed through the ranks of Gaias
foes. A mongoose-spirit teaches this Gift.
62

MOKOL


System: The player reflexively spends one
Rage point, allowing the character to dodge one
attack with his full dice pool, regardless of what other
actions he has taken during the round. Alternately, a
Rage point may be spent to enhance a normal dodge
action, adding three dice to the defense.

Armor of the Tortoise (Level Three)
The Mokol may form a hard shell around his skin,
protecting himself from harm. This Gift is taught by
a turtle-spirit.

System: The player rolls Stamina + PrimalUrge, difficulty 6, and the weresaurian spends a
turn in concentration. Add the number of successes
rolled to the Mokols soak rolls. The Gift lasts for
(permanent Honor) turns, and may be used only
once per scene.

Clarity (Level Three) This Gift grants
the ability to see through fog, pitch darkness, and
invisibility, and to recognize illusions. A wind-spirit
teaches it.

System: The player rolls Perception +
Enigmas (difficulty 7). If the Setting Sun attempts to
see someone elses illusion, the number of successes
rolled by the creator must be matched or beaten by the
Mool; otherwise, this Gift negates visual penalties.

Combat Healing (Level Three) As the
Mokol Rising Sun Gift.

Might of the Kings (Level Three) As
the Mokol Rising Sun Gift.

Clenched Jaw (Level Four) The
weresaurian bites down with such power that her
grip wont loosen until she chooses to let it; even
in death, her jaws remain locked. A wolf- or hyenaspirit teaches this Gift.

System: After making a successful bite
attack, the player may spend a Rage point to
invoke this Gift. For each successive turn she
chooses to maintain her grip, she makes a bite
attack roll (difficulty 3). While foes can make a
resisted Strength roll to break the grip (suffering
an additional health level of damage in the process
of trying to tear free), the Mokol may add half her
Willpower to her dice pool (round up).

Hand of the Earth Lords (Level Four)
By drawing on the lands energies, the Setting Sun
can move any one object weighing up to 2,000 pounds
(900 kg) simply by gesturing at it. An air elemental and
an earth elemental must teach this Gift in concert.


System: The player spends one Gnosis
point and rolls Dexterity + Occult (difficulty 7).
Concentration is necessary to move the object,
which travels at roughly 20 mph (32 kph). The
Mokols control lasts for one turn per success.

Hot Ichor (Level Four) As the Mokol
Rising Sun Gift.

Halo of the Sun (Level Five) The
character speaks an ancient word sacred to Helios
and is immediately surrounded by a sphere of blazing
sunlight. Those Dissolver (Wyrm) creatures who
fear the sun may flee before the mokol. This Gift is
taught by a servant of Helios.

System: The player spends one Gnosis point;
the effect lasts for one scene. The character receives two
extra dice to the damage of any hand-to-hand attacks
and causes aggravated damage while he is in Homid
and Reptoid (if able) forms. Anyone directly facing the
weresaurian adds three to all attack difficulties due to
the glare. Any vampires within 20 yards (18 m) suffer
three levels of aggravated damage per turn.

Fossilize (Level Five) This Gift allows
the Mokol to consign an enemy to memory
by fossilizing him for the edification of further
generations. Paleontologists, needless to say, would
probably be baffled by the results. A Death-spirit
teaches this Gift.

System: The Mokol points a bone at an
enemy; the player rolls Gnosis, resisted by the
enemys Willpower. For each success, one health
level of unsoakable aggravated damage cripples the
target. If the target dies from the effects, he becomes
a petrified fossil instantly.

Midnight Sun (Pei Tung/ Hemanta)


Darksight (Level One) The ambient
light of the Penumbra illuminates the physical world,
even when darkness surrounds the Mokol. A Lune
teaches this Gift.

System: The player spends one Willpower
point, and suffers no penalties for lack of light for
the rest of the scene.

Brothers Scent (Level One) Drawing
upon the universal brotherhood of all creatures of
Gaia, the mokol seems to fit in wherever he goes.
Those given no reason to suspect the Midnight Sun
presence simply overlook her. A servant of Unicorn
teaches this Gift.

System: The player spends a Gnosis point
and rolls Appearance + Empathy (difficulty 6). All
individuals not specifically on guard against intruders
overlook any incongruity in the Mokols appearance
for example, a naked man covered in blood and
carrying a grand entoban spear walking through a
high-society ball would draw no particular notice, nor
would a crocodile wandering through a residential
neighborhood. The Mokol isnt invisible, he simply
doesnt stand out when he otherwise should, and his
appearance is considered unremarkable even when
hes interacted with. If the weresaurians actions alone
would draw attention to himself (shouting, starting a
fight, attempting to kick down a locked door) the Gifts
illusion is immediately broken. Those specifically on
the lookout for individuals who dont belong (security
guards at a private facility, for example) dont succumb
to this Gift unless their Willpower is lower than the
Mools successes on the activation roll.

Spirits of Laughter (Level One) The
Midnight Sun invokes spirits of good humor, lightening
everyones 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 Mokol for the rest
of the scene. All attacks against the Mokol suffer a
+1 difficulty penalty while this Gift persists.
63


Sense Sun (Level One) This Gift enables
the user to detect a child of the Sun such like Mokol
and Corax. This Gift is taught by a Moon-spirit.

System: The player rolls Perception +
Occult, difficulty 7. With three successes, he can tell
what kind of moon creature is involved; five allows a
rough estimate of rank and abilities.

Breaking the Tomorrow Wall (Level Two)
The Mokol swims upstream through the river
of Mnesis, catching vague glimpses of the future. A
crane-spirit teaches this Gift.

System: The player spends one Gnosis point
and rolls Perception + Enigmas, difficulty 6. The
Mokol gains one vague insight of the Storytellers
choice per success.

Dreamspeak (Level Two) The Midnight
Sun can walk among anothers dreams and thereby
affect their course. The werewolf doesnt have to be
anywhere near the target, but she must know or have
seen the dreamer. A Chimerling teaches this Gift.

System: The player rolls Wits + Empathy
(difficulty 8). If the dreamer awakens while the Galliard
is still within the dream, the weresaurian is thrown out
of the dream world and loses a Gnosis point.

Glib Tongue (Level Two) Listeners hear
whatever the Mokol wishes them to. The Midnight
Sun can say anything, even total nonsense, but
anyone listening will agree heartily. A rabbit-spirit
teaches this Gift.

System: The player spends one Gnosis
point and rolls Wits + Expression (difficulty equals
the listeners Wits + Alertness). The target agrees
completely with the Mokol for one turn per success,
after which sanity reasserts itself

Become Log (Level Three) The Mokol
can become completely invisible to all senses, spirits
or monitoring devices by remaining still; must be in
a natural environment, or one comfortable to his
varna (such as a golf courses pond for an alligator
varna). A chameleon-spirit teaches this Gift.

System: The player rolls Stamina + Stealth
(difficulty 5). Each success subtracts one success from
the Perception + Alertness rolls of those looking
for the character. If no one is actively seeking the
mokol, one success provides perfect concealment.

Invisibility (Level Three) The Mokol
can vanish from sight, though she must concentrate
to maintain her invisibility. She cant move faster
64

MOKOL

than half normal walking speed, and cant draw


attention to herself. A spirit-servant of Uktena
teaches this Gift.

System: The player spends one Gnosis point
and rolls Intelligence + Occult (difficulty varies: 4 if
already concealed, 6 if in the open, 9 in plain sight).
Anyone looking for the Mokol must score more
successes on a Perception + Alertness roll (difficulty
8) than the player did on the initial roll. Anyone not
actively seeking the Mokol will not spot her at all.

Open Sun Bridge (Level Three) The
weresaurian has the ability to open a sun bridge,
with or without the permission of the totem of that
wallow. This is taught by a Sun-Spirit.
System: The player spends one Gnosis point.
See the Rite of the Opened Sun Bridge (p. 207 for
more information on opening sun bridges). The
maximum distance that can thereby be covered is
1,000 miles (1600 km).

Fools Luck (Level Four) This Gift
grants temporary immunity to bad luck. A rabbitspirit teaches it.

System: The player spends one Gnosis point.
The character cannot botch any rolls until the sun
next rises; treat any botches as normal failures.

Shadows by the Firelight (Level Four)
As The Midnight Sun invokes shadows and dreams
to set the stage for a play in which other mokol play
a part. The Midnight Sun narrates the tale, and the
actors are swept along in the narrative, willing or no.
The Gift is often used at moots, since it allows many
to participate in the retelling of legends. It is also used
as an object lesson for the wayward and stubborn.
Mokol often tell stories as sunshafts burn dazzlingly
through the trees into the wallows darkness. When
this Gift is combined with Mnesis, the result is a
unique art called inwitting, in which the teller sends
her audience into the memory-dreams of the Dragon
Folk. This enables a storyteller to set tales in the past
as far back as the Mokol who is telling the story can
remember. A Shadow-spirit teaches this Gift.

System: To press an unwilling actor into
the shadowplay, the player spends one Gnosis point
per target and rolls Manipulation + Performance
(difficulty equal to the targets Willpower). The
effects last until the story ends (one scene), or until
the actor is attacked. Willing participants require no
roll or expenditure.


Take the True Form (Level Five) The
Midnight Sun can force a being into its true form. A
wolf-spirit teaches this Gift.

System: The player rolls Manipulation +
Primal-Urge (difficulty 7). If successful, Changing
Breeds (including Garou) are forced to revert
to their breed form for one turn per success.
Other shapeshifted creatures (such as vampires
masquerading as wolves) targeted by this power are
likewise forced to revert to their true forms.

Thousand Forms (Level Five) The
weresaurian with this Gift may change herself into
any animal between the sizes of a small bird and a
bison. The Mokol gains all the special capabilities
(flight, gills, poison, sensory abilities, etc.) of the
animal she mimics. She may not take the form of
Dissolver-beasts (not that she would wish to!),
but with some extra effort she may take the form
of mystical beasts (such as a griffon or unicorn),
provided the beast remains within the usual size
limitations of the Gift. Wyld-spirits teach this Gift.

System: The player spends a point of Gnosis
and rolls Intelligence + Animal Ken (difficulty 6).
One success allows the character to assume the shape
of any normal animal. For the duration of the scene,
he may make additional transformation rolls without
spending additional Gnosis, provided he only takes
the shape of normal animals. To allow the character
to take on a mythical form, the player must spend
an additional point of Gnosis and succeed against a
difficulty of 9.

Sleep of the Dragon (Level Five) As
the Mokol Noonday Sun Gift.

Steal Shape (Level Five) This Gift is
rare: only two lineages possessing it are known to
have survived the Wars of Rage. It enables a Mokol
to study the shape of another being for a span of time,
and then to take that shape as her new breed form.
In this way, the Mokol have survived millennia of
evolution on Gaias Face. This Gift is taught by a
Lungfish-spirit.

System: The Mokol must study the new
shape for at least a year. At the end of that time,
she may spend a point of permanent Gnosis and
assume the new shape. The shape must be close
enough to the old one that her soul will inhabit
it. The Storyteller is free to rule on what will and
will not work. Normally the Mokol will then pass

this shape on to her offspring, and they will replace


one of her forms with the new. Only a few Mokol
have managed to make this work, but it is how a
new varna comes to be able to incarnate shapeshifter
souls, and is allegedly responsible for the rise of both
the Corax and Nagah. Some loremasters say that all
the Changing Breeds originated this way. However,
this is unlikely.

Shrouded Sun (Zarad)


Call the Rain (Level One) Raising his
arms and reciting a spontaneous poem, the Mokol
calls down the rain. A sky-spirit teaches this Gift.

System: The player spends one Gnosis
point and rolls Wits + Expression (difficulty 8).
Success causes rain to fall across an area (Wisdom)
miles in diameter around the Mokol for ten
minutes per success.

Mothers Touch (Level One) As the
Mokol Setting Sun Gift.

Sense Designer (Level One) As the
Genral Mokol Gift: Sense Dissolver, save that it
detects the presence of the Designer (weaver).

Sense Magic (Level One) The
weresaurian can sense the pulse and flux of
mystic energies, whether the righteous Gifts of
the Mokol, the arrogant wizardry of mages, the
debased powers of vampires, or even the black
arts of the Dissolvers minions. A spirit-servant of
Uktena teaches this Gift.

System: The player rolls Perception +
Enigmas. The difficulty is based on the strength and
subtlety of the magic. The Shrouded Sun cannot tell
the exact nature of the magic, although clues such
as Gaian, dreamcraft, or blood magic might be
granted with three or more successes. The radius is
20 feet per success.

Spirit Speech (Level One) This Gift
bestows understanding of the language of the spirit
world, permitting the Mokol to clearly understand
and speak with any spirit he encounters. The Gift
doesnt influence spirits attitudes toward the
weresaurian in any way, nor ensure that they have
any desire to communicate with him. Any spirit
can teach it.

System: This Gifts effects are permanent.

Breaking the Tomorrow Wall (Level Two)
As the Mokol Midnight Sun Gift.

EVENING: DRAGON EYE

65


Command Spirit (Level Two) The
Shrouded Sun can give commands to spirits she meets
and expect obedience. The Gift doesnt grant the ability
to summon spirits only to compel them to obey.
As always when dealing with spirits, clear wording is
essential, as some clever spirits may attempt to twist the
spirit of issued commands while obeying them to the
letter. Any Incarna avatar can teach this Gift.

System: The player spends a Willpower point
and rolls Charisma + Leadership (difficulty is the
spirits Gnosis). The character can issue successive
commands once the spirit is under her control; each
additional command requires that the player expend
an additional Willpower point. The spirit cannot be
ordered to leave a place or object (or, in the case of
fomori, person) to which it is bound.

Send the Dream (Level Two) As the
Zhong Lung Gift.

Walking Between Worlds (Level Two)
As the Mokol general Gift. Shrouded, Decorated, and
Eclipsed Suns alone may buy this as a Level Two Gift.

Become Log (Level Two) As the
Mokol Midnight Sun Gift.

Dream the Matres Mind (Level Two)
This Gift, taught by human Ancestor-spirits or an animal
spirit especially renowned for a long memory, such as
Elephant, allows the Mokol to leave her body behind as
her spirit slips into the astral realm, or Deep Umbra.

System: The player must roll Gnosis, difficulty
of the local Gauntlet rating. Successful use of the Gift
renders the Mokols physical body unconscious while her
spirit slips into the astral realm. Five successes indicates
that the Mokol may even travel into the true High
Umbra, though she is still attached by a silver cord to her
body. Failure means the character cannot leave her body
and a botch casts the astral self to a random destination
or breaks the silver cord. For more information on Deep
Umbral travel, see the Sunset chapter.

Deeper Lungs (Level Three) The
Mokol may reserve air within herself, allowing her
to live for a period of time without breathing. This
Gift is taught by a turtle-spirit.

System: The Mokol may hold her breath for
(Stamina) hours. This Gifts effects are permanent.

Exorcism (Level Three) This is the Gift
of ejecting spirits from places, objects, or even people,
whether they are bound or in voluntary possession.
Any Incarna avatar can teach this Gift.
66

MOKOL


System: The mokol must concentrate for three
uninterrupted turns. If the spirit does not wish to leave, the
player must roll Manipulation + Intimidation (difficulty
of the spirits Willpower). If the spirit was bound to its
lodging, the exorcist must gain more successes than the
binder did when tying the spirit to its location. This Gift
can be used to cure fomori, although doing so inflicts
ten levels of aggravated damage at a rate of one level
per turn as the Bane tears free of its fleshly home. This
ensures the hosts swift demise unless a powerful healer
manages to preserve his life during the exorcism.

Shadow Wings (Level Three) Few enemies
would expect something like a Tyrannosaurus to attack
from above an excellent reason to do so, in the eyes
of the Shrouded Suns. The Mokol using this gift may
hover, fly, or float. Any bird spirit can teach this Gift.

System: The player spends one Gnosis point,
and with an audible rush of mighty-but-unseen wings,
the character takes to the air. The Mokol can fly
at 20 mph and hover as she desires. The difficulties
of all combat maneuvers increase by one. This Gift
lasts for one hour.

Call Water Spirit (Level Three) The
Mokol is able to call a water elemental to her aid,
must have a water source. The water spirit will move
water, dampen a foe, or short out a power system at the
Mokols command. An elemental teaches this Gift.

System: The player spends one Gnosis
point and rolls Gnosis (difficulty is equal to the
areas Gauntlet). She must then roll Manipulation
+ Occult (difficulty 7) to make the summoned
elemental amenable to helping her. The elemental
vanishes at the end of the scene.

Open Sun Bridge (Level Three) As the
Mokol Midnight Sun Gift.

Umbral Shadow Wings (Level Three)
This Gift allows a Mokol to fly through the
nothing of the Umbra, ignoring the various paths
and tracks in favor of a more direct route from Realm
to Realm. This Gift is taught by a Sky-spirit.

System: The Mokol must have the Gift:
Walking Between Worlds (or be Gumagan) to enter
the Umbra, and must move to a place where flying
between the Realms is possible. She may be using
Dream the Matres Mind. Should she be able to
reach an Anchorhead, she may fly through the Deep
Umbra as well. No roll is necessary: the Mokol
simply wills her wings to unfold.


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 Mokol 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 Mokol
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 Mokol shouts the enemys 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 Mokol Gift.

Walk the Matres Mind (Level Four)
Similar to the Gift Dream the Matres Mind, this
Gift lets the Mokol 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 Mokol
are versed in it, but it allows the Mokol to enter
the embodiment of Gaias memory without leaving
a helpless body behind and without a silver cord.
Some Mokol 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 Mokol who has used the Gift: Dream
the Matres Mind and passes into the High Umbra
may use Walk the Matres 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 Storytellers discretion).


Gorgons Gaze (Level Five) The
Mokols eyes burn red, gold, and green as this hideous
power of legend transforms living flesh into stone with
but a gaze. Difficult to find and even more dangerous
to approach, legendary Basilisk teaches this Gift.

System: After making eye contact, the player
spends one Gnosis point and rolls Appearance +
Occult (difficulty of the targets Willpower). The victim
is completely paralyzed for one turn per success; five
successes permanently transform the target to stone.

Malleable Spirit (Level Five) The
Mokol can change a spirits form or purpose. A
Chimerling teaches this Gift.

System: The player must best the spirit in a
resisted Gnosis roll. The difficulty is based on what
the Mokol tries to accomplish, while the spirits
difficulty is the Mokols Gnosis.
Change Difficulty
Characteristics (Willpower, Rage,
6
Gnosis; one point changed per success)
Disposition (Friendly, 7
Neutral, Hostile)
Type (Naturae, Elemental, Bane, etc)
9

Decorated Sun (Grisma)


Mercy (Level One) Decorated Suns see
no use for lethal force when not fighting minions of
the Dissolver, but even they succumb to frenzy. This
Gift allows the Mokol to use her natural weaponry
and Rage without fear of killing her opponent. A
dove-spirit teaches this Gift.

System: The player spends one Gnosis point.
For the rest of the scene, all damage that the Mool
inflicts with her own body is considered bashing.
A creature killed by such damage merely falls
unconscious, and he may heal the wounds at the usual
rate for bashing damage (see W20 Healing, p. 256).

Pack Tactics (Level One) While the
Decorated Suns role as the overall leader of Mokol
is questionable, theres no doubt at all who should
take control of the clutch in battle. By taking the
lead and coordinating pack actions, the Decorated
Sun gifts all her clutchmates with great competence
in the heat of battle. A wolf-spirit teaches this Gift.

System: The player spends a Willpower
point before initiating a Pack Tactics maneuver (see
W20 p. 300) and divides a pool of extra dice equal
to her Leadership score among everyone performing
68

MOKOL

the maneuver. The dice should be divided as evenly


as possible, although the player may choose where
to distribute extra dice (or in case of the Decorated
Suns Leadership score granting fewer dice than the
number of clutchmates involved).

Persuasion (Level One) As the Mokol
Noonday Sun Gift.

Cooking (Level One) The Decorated
Sun takes up a small pot (an old coffee can will do)
and a spoon, and fills it with whatever he can find
cigarette butts, beer cans, old newspapers, dead
leaves, whatever adds water (spit will do), and stirs.
The result is a pasty and bland-tasting, but filling and
nutritious mush. A vulture-spirit teaches this Gift.

System: The player rolls Wits + Survival
(difficulty 6). The resulting meal feeds one person
per success.

Mothers Touch (Level One) As the
Mokol Setting Sun Gift.

Pilot Snake (Level One) This Gift
allows Mokol to summon the helpful pilot snake, a
creature who knows how to get places. He can help
find safe havens, drinkable water, wallows, and so
on. The Gift is taught by a Snake-spirit.

System: The Mokol calls on Pilot Snake
and rolls Gnosis. The Mokol must be in a place
where there are pilot snakes (such as the American
Southeast). The difficulty is 6 in wilderness, 7 in sight
of human works, 8 in a park or suburb, and 9 in city
areas. Near the Dissolvers works, it is 10. The number
of successes measures the Gifts success; usually three
is sufficient. Pilot Snake does not speak, but will guide
the group anywhere within reason. He cannot provide
guidance to things that he does not know about, such
as Garou caerns. Once he is done, he departs.

Wind Beneath my Wings (Level One)
This Gift, originated by a Pteranodon Mokol, helps
Mokol travel more easily by marching or flying in
formations. The strength of the whole group can serve
to help each member. This Gift is taught by Goose.

System: The Mokol assembles her fellow
travelers in a line (for marching) or V formation
(for flying) and rolls Stamina + Gnosis, difficulty 7.
The number of successes is the number of travelers
who can share the Stamina of the strongest member
of the group (who will usually take the lead). If the
formation is broken, the extra Stamina disappears. A
botch reduces a group member to 1 Stamina.


Call to Duty (Level Two) Names hold great
power in the spirit world, and the Decorated Sun may
exploit this to summon and command any spirit she
knows by name. Only one command may be given,
and the spirit departs immediately after fulfilling it.
Alternatively, all spirits in the area may be called in times
of great need. An Incarna avatar teaches this Gift.

System: The Mokol must know the name
of the spirit she wishes to summon. The player rolls
Charisma + Leadership (difficulty equal to the
spirits Willpower). The second mode of this Gift
simply requires the player to spend two Gnosis points
to summon all Gaian spirits within a one-mile (1.6
km) radius. If the character has abused this Gift in
the past (in the Storytellers estimation), the spirits
might refuse the call such a general summons
is rooted more in appeal to duty than compulsion.
The mightiest of spirits (Incarnae and above) are
generally able to ignore this Gift if they choose.

Command the Gathering (Level Two)
The Decorated Sun draws all eyes to herself with a
great exclamation, a clap of her hands, the striking
of spear to shield, or some other such gesture. Until
she has had her say, none may depart or interrupt
her. A lion-spirit teaches this Gift.

System: The player spends one Willpower
point and rolls Appearance + Leadership (difficulty
equals the highest Willpower among those whose
attention she seeks to gain). If the roll succeeds, all
in attendance fall quiet and listen. Any individual
who wishes to interrupt the Decorated Sun or walk
out before she has finished speaking must spend two
points of Willpower to do so.

Dragon Drill (Level Two) The Mokol
may organize her allies into a potent workforce,
sharing any Ability known to a single member of
the group with all members. This Gift can empower
Mokol, Kin, and any character with whom the
Mokol shares a totem. Ant-spirits teach this gift.

System: The player spends a Gnosis point
and rolls Manipulation + the appropriate Skill or
Knowledge (difficulty 7). The number of successes
is the number of individuals who gain the targeted
Ability at the rating of the highest-rated member of
the group. This Gifts effects last for one scene.

Walking Between Worlds (Level Two)
As the Mokol general Gift. Shrouded, Decorated, and
Eclipsed Suns alone may buy this as a Level Two Gift.


Long Running (Level Three) The
Mokol can make long trips far more quickly than
should be possible. An air-spirit teaches this Gift.

System: The player spends one Gnosis point
and rolls Dexterity + (Athletics or Drive) against a
difficulty of the local Gauntlet. Each success reduces
the overall travel time to reach the Mokols current
destination by 5%.

Reshape Object (Level Three) The
Mokol can shape once-living (though not undead)
material into something else instantly. Trees may
become shelter, buck antlers spears, animal hides
armor, and flowers sweet perfumes. The item will
resemble the object from which it was created (e.g.,
the aforementioned spear will be made of antler, not
wood). A Pattern Spider teaches this Gift.

System: The player rolls Manipulation + Crafts
against a difficulty defined by the scope and complexity of
the transformation (a broken tree limb into a spear would
be difficulty 5, while a fallen tree into a canoe would be 8)
and spends a Gnosis point. The transformation persists
for one scene per success, or permanently with five or
more successes. Expending an additional Gnosis point
allows a created weapon to inflict aggravated damage
for the remainder of the scene in which it is created.

Infest (Level Four) The Decorated Sun
summons a horde of vermin to invade a structure
no bigger than a large building. The Gift summons
any kind of vermin common to the area usually
a lively variety of insects, slugs and rodents. The
vermin behave according to their natural instincts,
generally settling down for permanent infestation
rather than attacking humans. Any vermin-spirit
can teach this Gift.

System: The player spends one Gnosis point
and rolls Manipulation + Animal Ken (difficulty
7). One success warrants an immediate call to an
exterminator, five makes the building completely
uninhabitable for quite some time.

Shadows by the Firelight (Level Four)
As the Mokol Midnight Sun Gift.

Strength of the Dominator (Level Four)
As the Mokol Noonday Sun Gift.

Chaos Mechanics (Level Five)
Weresaurians pulse with the Wylds energy, but all
creatures with form and nature have something
of the Designer (Weaver) in them as well. Upon
learning this Gift, the Decorated Sun reconciles

EVENING: DRAGON EYE

69

these aspects of his being, enabling him to summon


primal energy and mystical form at the same time.
Luna, who balances mercurial chaos into an orderly
cycle of phases, sends the most powerful of her Lunes
to teach this Gift.

System: A mokol with this Gift may use
Rage and Gnosis in the same turn with no penalty.
This Gifts effects are permanent.

Obedience (Level Five) The Decorated
Sun becomes the ultimate clutch leader, compelling
all others to follow her orders. A Stormcrow teaches
this Gift.

System: The player spends one Gnosis point
and rolls Charisma + Leadership (difficulty 8). All
in the vicinity must roll Willpower (difficulty 8) and
match or exceed the Mokolss successes, or they
succumb to the Gifts effects. If the weresaurian
wins by one success, targets follow any orders that
dont directly inconvenience them. Three successes
cause the targets to treat the Decorated Sun as their
clutch leader and fight for her. Five successes make
the targets follow her into the Abyss or perform
virtually suicidal actions. This Gifts effects last for
one full day.

Calm the Flock (Level Five) This
potent Gift immunizes a human from the Delirium
for a scene. However, the human will forget much of
what he knows if exposed to the Delirium at a later
date. An ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point and
rolls Charisma + Empathy. Only one success is needed.

Eclipsed Sun (Sai Chau)


Aura of Confidence (Level One) The
mokol projects an aura of superiority, preventing
attempts to find flaws or read auras (but not to read the
mokols thoughts). An ancestor-spirit teaches this Gift.

System: This Gifts effects are permanent.

Heightened Senses (Level One)
This Gift sharpens the weresaurians senses to an
incredible degree. She enjoys the olfactory and
auditory acuity of a wolf whenever she is in Homid
and Suchid forms, along with superior night vision.
In Archid, Hispo and Lupus, her senses become
preternaturally potent, allowing sensory feats that
border on precognition. Sudden loud noises, bright
lights or overwhelming scents can be disorienting,
however. Wolf-spirits teach this Gift.
70

MOKOL


System: The player spends a Gnosis point to
activate this Gift for a scene. In Homid and Reptoid
(if able), the mokols Perception difficulties decrease
by two and she may roll Perception + Primal-Urge to
perform uncanny sensory feats such as tracking by scent.
In Archid, Reptoid (if able), and Suchid, Perception
difficulties decrease by three (this is not cumulative with
the ordinary Suchid-form Perception bonuses) and the
weresaurian gains an extra die to Primal-Urge dice pools.

Lambent Flame (Level One) As the
Mokol Midnight Sun Gift.

Bellow (Level One) As the Mokol
Rising Sun Gift.

Awe (Level Two) The Mokol becomes
an unmistakable avatar of primal glory and majesty,
crowned by the sun and cloaked in years. An avatar
of Helios teaches this Gift.

System: The character permanently adds
one die to all Charisma rolls.

Dazzle (Level Two) The Mool can
flood a targets mind with the glory and love of Gaia,
rendering him harmless for a short while. A unicornspirit teaches this Gift.

System: The player rolls Charisma + Empathy
against a difficulty of the targets Willpower (+1 if the
target is a creature of the Dissolver). As long as the
target isnt attacked, he stands mutely in awe for the
remainder of the scene. This Gift can be attempted
against a given target only once per scene.

Walking Between Worlds (Level Two)
As the Mokol general Gift. Shrouded, Decorated, and
Eclipsed Suns alone may buy this as a Level Two Gift.

Dragon-Kings Majesty (Level Three)
The Eclipsed Sun appears to grow larger and more
imposing, becoming a terrible, shadowy version of
herself. This change in aspect can severely intimidate
any onlookers. A Stormcrow teaches this Gift.

System: The weresaurian concentrates for
a turn; the player spends one Gnosis point and rolls
Manipulation + Intimidation, difficulty 7. Anyone
who means the Eclipsed Sun harm must make a
Willpower check, difficulty 8, and score more successes
than the Mokol does in order to act normally. Failure
means that the victims must spend a Willpower point
to attack, take action against or even verbally oppose
the Eclipsed Sun. This Gift doesnt give the Mokol
actual control over her intimidated victims theyre
simply too spooked to actively oppose her.


Eye of the Cobra (Level Three) As the
Noonday Sun Gift.

Wrath of the Dragon (Level Three) The
Mokol shows himself in full, terrible glory as Gaias
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 Mokol during the rest of
the scene must either roll Willpower (difficulty 7) and
equal or exceed the players successes, or flee in terror.

Hot Ichor (Level Three) As the Mokol
Rising Sun Gift.

Mastery (Level Four) The Eclipsed Sun
can command other Mokol even those fallen to
the Dissolver to do her bidding. A falcon-spirit
teaches this Gift.

System: The player rolls Charisma +
Leadership (difficulty equal to the targets Wits + 3).
If the roll succeeds, the Mokol can give the target one
non-suicidal command, which he must obey for one
turn per success. This Gift works only against Mokol.

Sun Enfleshed (Level Four) The Mokol
becomes a living embodiment of the suns holy fire. She
bursts into silent, solar flames, burning her opponents
with a touch. This Gift is taught by an avatar of Helios.

System: The player spends three Gnosis
points to activate this Gift. Any vampires looking
upon the Mokol must roll to resist fear frenzy as
though they beheld the sun at full noon, and the
Mokols natural weapons inflict two additional dice
of aggravated damage, as well as being treated as
weapons made of gold.

Halo of the Sun (Level Five) As the
Mokol Setting Sun Gift.

Stop Continental Drift (Level Five)
The Crowned with this powerful Gift can travel the
world as though it were still the dawn of time. A
journey from the shores of Africa to South America,
for example, may take only a matter of days.
Crocodile-spirits teach this gift.

System: Once the character begins her
journey, the player rolls Stamina + Rituals, difficulty
7. The Crowning leads any companions traveling
with her in a song of the oldest times, of smoking
mountains and gods that walk in thunder. The
group passes in and out of the world as in a dream,

bypassing oceans as though the land were connected


as it was in the days of Pangaea.

Army of the Ancestors (Level Five)
This rare Gift allows a Mokol to materialize her
Archid-form characteristics in an entirely different
way. The Mokol can call on the ancestors who gave
him the shape he wears, bringing them out of the
mists of the Memory to challenge his opponents.
This Gift is taught by an Ancestor-spirit.

System: The Mokol calls on his ancestor
while indicating his bodily gifts that came from them.
He then makes a Gnosis roll, difficulty 8. For each
success, one ancestor appears. For example, a Mokol
with wings could call Pteranodon, while one with
Huge Size could summon Apatosaurus. The ancestors
are as intelligent as the one who summons them, and
usually cooperate (unless the summoner wants them
to do something stupid or ridiculous). The ancestors
stay for one scene, then depart back to the depths of
Mnesis. Depending on the scene into which they were
summoned, they may not wish ever to return.

Dream Semblance (Level Five) This
Gift may be exercised once in a Mokols lifetime. It
allows the Mokol to become a True Dragon for the
duration of one scene. Once the confrontation is over,
the dream will depart. This Gift is taught by Dragon.

System: The Mokol prays to Dragon and
makes a Wits + Mnesis roll with a difficulty of 7. The
statistics of a True Dragon are up to the storyteller, but
such a creature is extremely powerful. Its power is usually
focused on the routing of Dragons foes. The Gift cannot
be invoked a second time, and often Mokol who invoke
it even once die after Dragons foes are routed.

EVENING: DRAGON EYE

71

Rites

As the oldest members of the Pact with the spirit


world, the Mokol employ ancient, traditional
variations of many Garou rites, although notably
they use few rites dealing with the Umbra.

Mokol rites are ancient, some dating to the
Time of the Kings. The Garou and Mokol share the
Rite of Accomplishment, Hunting Prayer, Greet the
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,
the Rite of the Fetish and the Rite of the Totem.
Other rites may also figure in certain wallows. The
Mokol have few or no rites connected with Umbral
travel, as they seldom enter the Umbra because of
The Innocents. They also have few rites of judgment
and punishment. They do have seasonal rites, which
differ from those of the Garou. More info about rites
and mechanics in W20, p. 201.

Rites of Accord
Rite of Breeding


Level One

This rite is practiced by all streams of Mokol.
It consists of elaborate courtship protocols, exchanges
of go-betweens, ceremonial singing and dancing, and
mating. It ensures that Mokol mate with a suitable
Kinfolk partner and not with other Mokol.

System: The Mokol involved dances, sings,
and otherwise celebrates, finally spending a Gnosis
at the rites climax. If the prospective partner is
completely unsuitable (for example, sterile, horribly
diseased, or another Mokol) then the Mokol will
know. If not, then mating can take place.

Shedding Hide


Level One

This rite may be performed alone or in groups.
It is usually done once a year. The Mokol sheds her
skin over a period of days or weeks, and at the same
time sheds any Dissolver-taint accumulated through
toxins or through contact with Dissolver-creatures.

System: The ritemaster rolls Charisma +
Rituals as usual; the difficulty is 5 plus the number
of times she has been Dissolver-tainted, such as by
touching fomori or vampires, eating tainted food,
72

MOKOL

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
taint that pass away. The Mokol will begin to itch
horribly as the toxin works its way up to her skin. As
she scratches, her skin peels off, revealing new skin
beneath. Tattoos, scars or brands usually disappear
during the shedding. This rite is highly refreshing to
the celebrant.

Wallow (Caern)Rites
Rock Art


Level Three

The Mokol dream memories of ages long
past, but they know that weresaurians are not the
only ones who might have need of what they have
learned. This rite enriches Mokol artwork with the
memories she would share with future generations.
Despite the name, she can infuse any form of visual
art with her memories.

System: The artist rolls Wits + Expression
(difficulty 6) with the number of successes indicating
the clarity of the memory stored within the art.
Any character with a Gnosis trait can experience
the memory by spending a point of Gnosis. The
Storyteller decides how much information he gains,
but even one success is sufficient to communicate
the Mokols basic message.
In modern times Mokol Wanderes have used this
rite to share current events and warnings with other
shapeshifters who pass through an area.

Feed the Wallow


Level One

Through this rite, food for one can be
transformed into food for many.

System: The ritemaster blesses the food and
divides it repeatedly. Each success on the ritemasters
roll doubles the number of people the food can
feed. Food affected or created by this rite cannot he
subjected to this rite again.

Rite of the Illuminated Wallow


Level One

This rite is very similar to the Rite of the
Opened Caern, save that Suns light must fill the
wallow with its blessing. For Midnight Suns, a night

sky is appropriate to illuminate the wallow with


darkness. Note that the ritemaster must please not
only the spirits, but the sleeping elder, if there is one.
The method for which these creatures can be bested
varies from wallow to wallow. For example, if the
elder was a mancala player, playing a riotous game
in the wallows sands might illuminate a wallow of
laughter, while an elder who had fought the Garou
all her life might demand a much darker ritual...

System: To open a wallow, the character
engages in a resisted, extended test of Wits + Rituals
(difficulty 7) against the caerns spirit, seeking to
gain a number of successes equal to the caerns level.
The caern spirit uses the caerns level as its dice pool
(difficulty of the ritemasters Gnosis), seeking to gain
(Ritemasters Willpower) successes. The first party
to reach their target number of successes triumphs.

If the character wins the test, she can add
the caerns rating to her dice pool when performing
actions appropriate to the caerns focus. If she
loses, she takes lethal damage equal to the number
of successes by which the caern beat her; a botch
makes this damage aggravated. See W20, p. 310 for
a list of caern types, their powers, and the spirits that
can be encountered near them.

Rite of the Nesting Mound


Level One

This rite enables a mother to pile up earth
and vegetation to create a protective nest for her
eggs. Although this is common behavior among
crocodilians and monitors, the ritual version grants
the eggs an extra measure of spiritual protection.

System: If performed properly, the rite keeps
the eggs at optimum temperature until they hatch.
The eggs will either hatch twice as quickly or twice
as slowly, depending on how the mother performed
the rite and built the mound; some mothers try using
this rite to ensure a certain sun auspice for their
children.

Save Hatchling


Level One

Over 90% of potential suchid Mokol and
other reptiles die in their first year of life from disease
and predation. This rite creates a link between
parent and child, allowing the parent to know any
one childs condition at any one time.


System: Once the rite is performed, the
parent need only concentrate for a turn on a given
hatchling and the childs relative condition (safe, in
immediate danger, wounded, and so on) is revealed.

The Gators Burrow


Level Four

The guardians of the wallow become so
connected to their bawn that they can sense all
that goes on within its boundaries. The ritemaster
enacting this rite gazes intently into a bowl of water,
pool of ink, mirror, or some similar focus. At the same
time, the Mokol pours a small amount of witch hazel
or other strongly scented astringent (even urine)
on the ground in front of her. Any other Mokol
watching or participating encircle the ritemaster and
growl softly in the backs of their throats.

System: The celebrant must make a successful
Perception + Rituals roll against the given difficulty
level. Each success enables the ritemaster (or the Wallow
Warder) to ask one question regarding a defined area.
Failure indicates that the Mokol sees nothing.
Area Difficulty
Small room
5
Ballroom
6
House 7
Acre of land
8
Small forest
9

Opened Sun Bridge


Level Four

This rite enables Mokol to open paths from one
place to another through the heart of the sun. The Sun
Bridge can be invoked when Suns brilliance dazzles the
eyes, and carries Mokol from one wallow to another. A
normal means of using a Sun Bridge is to pass at sunrise
or sunset, allowing the sun path created by the motion
of light in water to serve as a highway across the world.
Travel is instantaneous or nearly so. The wallows involved
must have a pool or body of water to allow passage into the
Umbra. This water must be blessed with the rite at least
once in living memory (not once a year as with a Moon
Bridge). This means that as long as a sleeper remains who
enacted the rite, Mokol can open a way through the Sun
Bridge by using the Gift: Open Sun Bridge or the Rite of
the Illuminated Wallow. However, to create a Sun Bridge,
to decide the destination to be reached, or to ascertain
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 Mokol
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 Mokol cause in mammals. This rite once
allowed Mokol 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, Mokol 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 cant be seen clearly.

Rites of Death
Cast Communion


Level Two

This rite enables a Mokol adept to receive
Mnesis from a comrade. The two Mokol 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
unconscious or dead, the taker can breathe in her
last breath, but the Mnesis transferred will usually
be confused.

Shed the Crocodiles Tears


Level Three

This rite shows a Mokols contrition for
killing a foe. The Mokol, before leaving a battlefield,
weeps over the corpse of a fallen enemy (or friend).
The length of time that she weeps depends on the
depth of feeling involved.

System: The Mokol must expend a point
of Gnosis as she enacts the rite. Success indicates
that the spirit or wraith of the person involved will
not seek revenge on the ritemaster. If the Mokol
sacrifices a permanent point of Gnosis, then even
the kin and allies of the fallen believe that the
Mokol was not a crazed killer, but was only doing
what was necessary.

The Bones of Time


Level Five

This rare rite is known to a few Mokol of
the Americas and China. It allows a ritemaster to
retrieve Mnesis from remains of the dead, including
dragons bones, fossil dinosaurs, and similar
items. To enact the rite the ritemaster must caress
the remains while chanting the Song of the Bones,
which lasts for many hours if all its cantos are sung.
Other Mokol sometimes dance as accompaniment
to the ritemasters song.

System: The ritemaster rolls Charisma +
Rituals as usual, difficulty 7 (if the remains are
mutilated, such as a lizard-skin coat, the difficulty
is 9). When the Song is done, the Mokol may
enter a Mnesis trance for one day. He may then
add the number of successes gained on the rite to
his Mnesis roll. The Storyteller will determine what
memories could be gleaned the dragons bones
of Chinese medicine shops or the dinosaur fossils
of the Smithsonian might possess some interesting
memories indeed. Any number of Mokol may
attempt to gain memories from the bones, but if
more try than the ancestors Gnosis score (or more
than one, if the ancestor was not Mokol), the
remains will crumble.

Mystic Rites

Burning the Library


Level One

This rite is named for the day when fire
destroyed the Library of Alexandria. It can erase
a memory from someone who has witnessed (or
perpetrated) an event; if the rite is performed
communally, remove all of the participants
memories of the event.

System: The ritemaster rolls Charisma +
Rituals, difficulty 7, while describing the memories
that must be destroyed. She then intones the Words of
Unmaking, which seek out and destroy the offending
memories. For each success, one memory (up to a scene
long) can be destroyed. This rite can be performed on
either the ritualist herself, or others; unwilling targets
must be restrained or otherwise subdued.

Silence of the Oracles


Level Two

The Mokols control of memories allows
them to heal minds and well as preserving the
past. This rite allows the weresaurians to protect a
person from memories that cause pain or madness.
The Mokol draws the damaging aspects of a
memory away, quarantining them safely within her
Mnesis. No memory should be lost, especially those
cataloguing the evils of an Age.

System: The ritemaster takes one memory
(up to a scene in length) from the target per success,
storing it in her Mnesis, removing the parts that
cause him pain and suffering. The victim does not
fully forget the events but has a level of detachment
that locks away the pain and harm of the memory.
This rite may also be used on a character suffering
a Derangement or similar state. In such cases the
individual acts free of the Derangement for one
scene per success.

Rite of the Stone


Level Three

This allows the Mokol to attach a mystical
stone to his body. The stone can be a belly stone,
giving strength, or a skull stone, giving wisdom. A
belly stone must be heavy, smooth, and properly
shaped the search for the perfect stone can last
a long time.

EVENING: DRAGON EYE

75


Skull stones (carbuncles, or dragon
stones) are much harder to find, as they must
also be perfect, flawless jewels. The jewel must
be cut by an artisan with stonecutting skill, then
heated to searing heat, such as in Suns fire, in
a forge or in volcanic heat. The stone is then
burned onto the Mokols forehead, where it
is visible in Archid form (in some Mokol, it is
visible in Homid form as well).

System: During the rite, the Mokol must fill
the stone with Gnosis by meditating in Suns light
(save that Gnosis goes into the stone instead of into
the Mokol). The stones maximum Gnosis is equal
to the ritemasters current Gnosis. The stone is
then swallowed, if a belly stone, or branded into the
forehead, if a skull stone. In hunting or battle, the
Mokol may spend the stones Gnosis on a one-forone basis; belly stones add to Strength for one scene,
and skull stones may add to any Mental Attribute.
Once the stones Gnosis is expended, the stone is
absorbed fully into the Mokols body.

Garou who hunt Mokol sometimes seek these
mystic stones, and use them to store Gnosis. In addition,
when an ancient Mokol dies, her stone can be passed
to a younger Mokol without losing its Gnosis. Mnesis
records more powerful stones, and sleeping elders often
have a mighty stone from a past age.

Boat of the Sun


Level Four

This rite allows the ritemaster to borrow Suns
boat for a time to transport himself and colleagues to
any destination under the sun.

System: The ritemaster must behold Suns
Face, then assemble the boats crew, who must sit as if in
a boat and hold their hands as if paddling. He may take
as many passengers as he has current points of Gnosis.
The ritemaster declares the destination, which along
with the port of departure, must be in Suns light. He
must know the destination through having been there,
or through a Mnesis roll (Storytellers discretion). He
then calls out the strokes for the paddlers and enacts
the rite. The difficulty is 6 for a destination that the
ritemaster has seen and 8 if he has only Mnesis to
guide him. For each success, one person reaches the
destination. The others are left behind. If he botches,
then one passenger per 1 rolled is unharmed, but
stranded in between the two places.
76

MOKOL

Walking in your Footsteps


Level Four

This rite enables a Mokol to follow those
who have gone before her. The ritemaster locates the
footsteps of a past Mokole; these may be made the
day before, a hundred years before, or be fossilized.
However, the footsteps must be visible. As the
Mokol enacts the rite, she stands in the footsteps
of the ancestor and calls for the ancestors aid. If
successful, her forebears ability is passed on.

System: In addition to the ordinary rite roll,
the ritemaster must make a Mnesis roll or have a
remembrancer make one for her, in order to know what
the ancestor did, or could do. The Storyteller makes this
roll and keeps die result secret. If the rite is a success, one
Ability owned by the ancestor, including Mnesis is made
available to the ritemaster for the duration of the story.
However, if the Storyteller determines that the Mnesis
roll failed, or that the ancestor did not have this ability,
then another attribute possessed by the ancestor, such as
arthritis, could come to the ritemaster. if the roll is a botch,
the number of 1s rolled is the number of permanent points
lost by the ritemaster in an area of the Storytellers choice.

Rite of Anamnesis


Level Five

This rite enables a Mokol to communicate
Mnesis to another directly. The Mokol who wishes
to do so can pass on visual impressions, thoughts and
feelings. However, the communion is imperfect.

System: The remembrancer and the subject
must share one of the teacher plants of Gaia (a
hallucinogen). The subject automatically takes one
health level of damage from the noxious drugs. The
remembrancer must succeed in a Mnesis roll to
find the desired memory, and then make a Gnosis
roll against a difficulty of the subjects Willpower.
In the case of non-Mokol subjects, the difficulty is
9. The number of successes determines the extent
of memories communicated. In unusual cases, the
rite can be performed more than once on the same
person, resulting in one person with vast amounts of
Mnesis. The memories of lost clutches and bloodlines
have been saved in this way. However, if one person
receives the Mnesis of more people than he has points
of Willpower, then he will almost certainly become
insane. The Mnesis given may then be passed on to the
descendants of the recipient as with any other Mnesis.

Rite of the Eidolon

Rite of Lost Dreams


Level Five

Mnesis is powerful: it is a direct exercise of
the Mokols purpose as the Memory of Gaia. The
Rite of the Eidolon allows the images (eidolons)
contained in Mnesis to take shape. It is different
from the Shadows by the Fire Light Gift in that the
image is not merely backdrop; it is as real as the
mind of the remembrancer who imagines it.

System: The rite may be performed alone
or by a group. The ritemaster goes into a Mnesis
trance, focusing on a person or thing of the past
(such as an Egyptian inscription, African statue
or a long-lost ancestor) and meditates for a
number of hours equal to his Mnesis score (which
must allow him to behold the period of history
that the eidolon is from). He then spends one
Gnosis to materialize the eidolon for one scene.
To preserve it for another scene, he must spend
another Gnosis point. The number of successes
on the rite roll is the number of things that the
eidolon is capable of:
Successes Eidolons Strength
1
The eidolon is visible as a vague

outline to observers.
2
The eidolon can be seen clearly.
3
The eidolon can answer questions by

nodding, shaking its head, or gesturing,

but cannot speak. If the image is of

a nonliving thing, it can be seen clearly

enough to answer any questions about

its appearance and is three-dimensional.
4
The eidolon can speak in response

to a question, but cannot say anything

that the remembrancer does not
already know.
5+
The eidolon can access the deepest

recesses of Mnesis and can speak as

if it were the living thing which it

once was. If an object, it can be

touched and handled as if real.

Note that the eidolon is a memory, not a
ghost. It does not come from the Shadowlands and
it probably does not know any cosmic secrets. The
storyteller can allow this to become a voodoo-like
summoning with dark implications if he wishes to
do so, or allow it to be a glimpse of lost glories.


Level Five

This rite allows any person to be lowered
into the Sea of Shadows with the express purpose of
regaining memories that have been lost on account
of a whole clutch being destroyed. The person who
goes does not have to be Mokol. This is more
than just a dangerous form of Mnesis; it allows the
recipient to make those memories a part of them.
In a sense, it brings a dead clutch back to life. The
reasons for doing this are varied, but are always
serious; this rite is a deadly affair.

System: The ritemaster first summons
spirits of War and Time, who will accompany the
quester. The ritemaster must find some way to
compensate them. The storyteller should keep
track of the spirits and their nature and powers.
When being lowered into the Sea of Shadows,
the subject of the rite will first fall blindly into
the Abyss. If all goes well, the spirit guides will
protect the subject from the ravenous Dead who
lurk there. This wont prevent them from vainly
clawing, screaming and threatening the subject.
They can also offer to grant him favors, or offer to
spare him from harm. They are usually lying, of
course. Occasionally, a powerful monstrosity may
come along, and unless the quester can climb out
of the Abyss very soon, he will probably die, as he
will have to fight the attacker without being able
to see it. He will also risk losing his mind from the
madness that these infernal beings carry or from
fear. If you have Wraith: The Oblivion, use rules for
Spectres. Otherwise, assume that the attackers are
Dark Umbral spirits roughly equal to the traveler in
power. If he passes these spirits, he then goes into
the Sea of Shadows itself.

If the subject goes deep enough into the
Sea, he will experience some part of the memories
sought, and will incorporate them into himself. As
such memories would otherwise be lost, this is one of
the most honorable feats a Mokol can perform.

Rite of the Sleeping Dragon


Level Five

This rite enables the ritemaster to send
another into the Sleep of the Dragon; the effects are
much like those of the Gift of the same name).

EVENING: DRAGON EYE

77


System: The ritemaster must lay the sleeper
down and cover her (in mud, in a hill of stones, in a
mummy case, etc.) while reciting the Chant of the
Dragon. If the sleeper resists, the difficulty is her
Willpower. The sleeper can be awakened by being moved
or touched, or by a condition set by the ritemaster. The
ritemaster can use this rite to put himself to sleep.

Gumagan Rites
Djunggawon


Level One

This Rite of Renown is a rite of passage for
Kinfolk and Gumagan. It takes place when they
are young. The mob will assemble at a waterhole or
sacred site. The men (for a boy) or women (for a
girl) go off together. They then tell the child about
the Gumagan and the spirits of the Dreamtime.
The rite involves body art: painting, circumcision,
or the removal of one tooth. For Kinfolk, this is the
moment at which the adolescents become adults.
Gumagan usually pass from the ceremony into their
great trance in which they dream their Archid form.

System: Men and women who bear the scars
of this rite will be recognized by anyone else who is also
initiated this way, and receive an extra die on Social
rolls with any native people of Bandaiyan. Thereafter
they may learn the rituals and songs that they are in
line to inherit from uncles, aunts and other elders.

Suchids perform this rite as well, but the Mokole
themselves initiate the young one by biting them.

The Oknanikilla


Level One

The Gumagan, Australias native Mokol,
originated this rite and allowed their allies, the
Bunyip, to share it. It is performed alone. The
ritemaster, who must be a gravid female, makes
a journey along the paths of the ancestors
(songlines) to an oknanikilla, a place where a totem
has manifested. Usually this place will be a wallow,
or it once was one. (Of course, many oknanikilla are
now wallows of the egg-smashers). The totems give
special favor to anyone born in their sacred sites.

System: After performing the rite, the
mother-to-be spends one or more Gnosis points, and
lays her eggs or gives birth on the site. She remains
there until the eggs hatch (if suchid) or until she is
78

MOKOL

able to walk after the birth (if homid). The number


of Gnosis spent is the number of additional dice that
the child may roll, when an adult, when trying to call
the totem of the sacred place.

Songs of the Dreamtime


Level One

This rite is associated with spirit songs. The
ritemaster must sing the song for a place (such as a
songline) or a thing (such as a tjurunga; sec below).
He is then able to use the songline to travel or read
the memories of the ancestor, usually via the Gifts of
the Gumagan.

System: The roll is Manipulation + Rituals,
difficulty 6. However, to learn the rite, you must
inherit the right to do so.

Into the Waterhole


Level Two

This rite allows the soul of a dead person to be
free. The body is disposed of by exposure, cremation
or burial. The ritemaster then sings and dances and
burns the dead persons possessions while calling
their name. The soul passes on into a waterhole to be
reborn, and does not haunt the living anymore. Most
souls welcome this rite. Some, frighteningly, do not...

System: Like other Rites of Death, the roll is
Charisma + Rituals.

Tjurunga


Level Four

This Rite enables a Gumagan to put some
of their Mnesis into a carved and painted board, a
tjurunga. The Mnesis can be accessed by anyone
who knows the spirit songs.

Gumagan mobs often trade tjurunga. This is a
common way to establish alliances and unify the people.
The hereditary owners of tjurunga are very choosy about
whom they exchange them with, or at least they used to
be. Tjurunga are exchanged across thousands of miles
among mobs who know each other well.

There are said to be three tjurunga left which
were made by the Bunyip before they perished. No one
knows where these mystic spirit boards are located,
but the Gumagan are looking for them. They hope to
find them before the European Garou do.

System: The ritemaster must sacrifice a
point of permanent Gnosis and carve and paint the

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 wumagicians, 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 Mokol; if the user looks through
it at the subject, the subject appears in his Archid
form, and if touched to a Mokols body, the stone
shines with Suns 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.

Hatchlings Tail


Level One, Gnosis 3

This fetish looks like nothing more than
a dried lizards tail, but when worn attached to a
belt by a Mokol (usually the young) it gives the
wearer something extra when in Archid form. Upon

assuming the battle form of the Mokol, the wearer


of this fetish grows a second tail, which has all the
properties of the owners actual tail. For example,
the individual might gain a second tail lash attack (at
+2 difficulty). All other actions involving the second
tail have a +1 difficulty, but the Mokol also gains a
50% increase in Archid swimming speed. This item is
primarily used by hatchlings who have not yet gained
experience in battle; most grow out of the fetish once
they mature, passing it on to younger Mokol. To make
the fetish, a Glass-snake-spirit, a Palolo-worm-spirit,
or a Father-spirit must be bound into the tail.

Scar Fetishes


Level and Gnosis vary

Like the Garou, the Mokol can and do
bind spirits into scars or brands. They usually brand
themselves with solid gold to make the wound stay
open long enough to scar. Their scar fetishes are
treated like the Garous in all relevant manners.

Tray of the Teachers


Level One, Gnosis 5

This valuable fetish is a tray carved of tropical
marula-wood and decorated with the death-masks
of the Crowning. Usually it is inlaid with bone,
precious stones, etc. When used to store and process
the teacher-plants of Gaia, the potency of the plants
is increased by one level for each dot in the users
Rituals trait.

To create the tray, a spirit of visions must be
bound into the tray, such as the awakened spirits of
ayahuasca, acacia, or cannabis, or such a spirit as Tree
Frog or Snake, who know medicines and poisons.

Egg basket


Level Two, Gnosis 3

This is a reed basket which can be used to
store a Mokol clutch of eggs. The basket itself is
about the size of a single egg, but it can hold an
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


vulnerable to destruction as any woven basket, and
contained within is an entire clutch. During the War
of Rage more than one clutch was lost entirely when
Garou warriors carelessly destroyed such baskets.

To make this fetish, the basket must be
infused with a Weaverbird or Oriole-spirit.

Spirit Jar


Level Two, Gnosis 5

Akin to some vodoun paraphernalia, this
fetish is a handmade pottery jar with the cover sealed
on with tar or wax. It holds an imprisoned spirit. The
owner can bargain with the spirit, promising it favors
in return for the use of its Charms, such as Healing,
Flood, or Create Fires. Favors which the owner might
promise include giving the spirit Gnosis, allowing it
to possess a medium, or setting it free. If the jar is
broken, the spirit is freed. When freed, the spirit is
usually fairly angry.

The spirit which is bound to create this fetish
can be of almost any type. If the spirit is too weak, it
will be no use. If it is too strong, it will probably free
itself and attack the owner.

Mirror of Amaterasu Omikami


Level Three, Gnosis 4

This mirror is made of bronze, with a solar
design molded into the back. There are only a few such
mirrors, said to be cast from the shards of the mirror
used to coax Sun from her hiding place long ago by
the ravens. Though the face seems normal and reflects
as does any other mirror, the reflection of the mirror
contains the image molded on the back. In addition,
the mirror can be used to store Suns light. To do so, the
Mokol must expose the mirror to sunlight for several
hours and expend a number of Gnosis equal to the
number of hours. When he later speaks the name of
Sun and activates the fetish, Suns light shines out of
the mirror as on a cloudless day for a number of turns
equal to the Gnosis spent in storing the sunlight.

Sunstones


Level Three, Gnosis 4

These roughly egg-sized, smooth ovoid
stones retain the suns heat far longer than ordinary
stones would. They are very useful in keeping eggs
warm at night, or during periods of sleep. Also they

can be used in combat against creatures that are


vulnerable to sunlight. When touched by a Sunstone,
a vampire or similarly solar-allergic creature suffers
one health level of aggravated damage just as if
exposed to sunlight; a hurled, activated Sunstone
inflicts Strength + 1 aggravated damage to such a
creature. In either case, this damage can be soaked
with Fortitude.

A Sun-spirit must be bound into the stone to
create this fetish.

Bowl of Mnesis


Level Four, Gnosis 5

This simple earthen bowl is sacred to the
Mokol. Even possessing knowledge of this artifact
is a death sentence to any who are not Mokol. This
bowl can be used to preserve the memories of a fallen
Mokol or those of her enemy. First the corpses
intact brain is placed into the bowl, then filled with
water and allowed to sit undisturbed in the sun for
an entire day. With the setting sun, the liquid is
then drunk by the chosen recipient of the corpses
memories. The Mokol then makes a Perception
+ Enigmas roll at a variable difficulty and spends a
Gnosis point.
Fallen Creature Difficulty
Mokol
6
Mokol Kin, Corax, Nagah
7
Other Bete, mortal, changeling
8
Mummy or true fae
9
Vampire, Bane, Wyrm-beast
10

The number of successes reflects the
amount of memory that is salvaged from the
fallen; in extremely rare cases (requiring at
least 7 successes) the drinker can even retain a
shapeshifters Past Life trait. If the fallen was a
Mokol or Mokol Kin, the drinkers Mnesis now
functions through their ancestral lives as well.
The Mokol truly honor those chosen to have
their memories thus preserved; this fetish is never
used frivolously. In some cases the recipient of
the corpses memories has been driven insane;
this was usually if the donor was a vampire,
Bane, mummy or some shapeshifter other than a
Mokol. This fetish grants abilities similar to the
Rite of Anamnesis, but can be used even without
the knowledge of that rite. An Ancestor-spirit
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
lawbreakers 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 Suns Edge without the sanction of
the Duties is itself a serious offense. To create a Suns
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 Mokols mind to his body. When
used for going within (Mnesis), one end must be
tied to the Mokol and the other to some object
that is of the now. Generally, this object can be
anything created within the individual Mokols
lifetime. When used in this fashion, the tether allows
the Mokol 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 Mokols umbilical
cord immediately after birth. Along with the ritual
mummification process, the spirit within the cord itself
MOKOL

must be awakened. Note that because of this, the usual


practice of wearing the Spirit Tether around ones waist
like a belt tends to give the wearer a much stronger,
almost Oedipan attachment to his mother. Also, a
Spirit Tether must only be used by the Mokol whom it
was a part of, making it useful only for homid Mokol.
Using someone elses tether will cause the user to end
up somewhere else after going within...

Blade of the Kings


Level Five, Gnosis 6

This is a weapon (sword, edged warclub,
halberd, spear, axe, etc.) from the Mokol of old.
Occasionally elders sleep the Sleep of the Dragon
with such a weapon by their side. The weapon causes
aggravated damage and usually has a silver edge. It
also shapeshifts to match its wielder; when the Mokol
changes to Archid, the Blade of the Kings changes to
match. If the Mokol has Grasping Hands, he can use
the weapon in Archid form. These weapons are made
by binding a shapeshifting spirit, such as Butterfly or
Octopus, into the weapon as it is made. With each
blow that shapes the metal or stone of the blade, the
maker must call the spirits name.

Blowpipe of Anamnesis


Level Five, Gnosis 7

This pipe is made of tropical ceiba wood,
harvested without killing the tree, and carved with
the signs of the Kings, it is used to administer the
teacher plants by packing a dust made from them
into the pipe, then blowing it into the nose of the
recipient, one nostril at a time. It allows the Rite of
Anamnesis to be made easier; the ritemaster can
lower the difficulty by one for each level of Rites he
has. A Poison-spirit is bound to create this fetish.

Fetishes of the Gumagan


Lungin


Level One, Gnosis 5

This is a wooden pipe used for smoking tobacco,
or a mixture of tobacco and pituri. A Fire-spirit must
enter the pipe, although they are glad to do so if the
owner of the pipe is a frequent smoker. When smoked,
the pipe adds a die to dice pools for Gumagan rites. In
addition, the smoker may smoke Awakened tobacco or
pituri, and receive twice as much effect as usual.

Pearlshell of Healing


Level One, Gnosis 4

This is an Australian pearlshell used to
divine illness. When it is held over the body of a sick
person, the medicine man or woman must make a
Perception + Rituals roll, difficulty 6. The number of
successes is the number of things that the Storyteller
can tell them about the illness or injury: that it is
contagious, that it is caused by magic, that it is fatal,
etc. A Fish-spirit must inhabit the shell.

Kurdaitcha


Level Two, Gnosis 5

These are shoes made from emu feathers
knotted together with human hair and stuck together
with one health levels worth of the users blood. The
maker must hind a spirit servant of Tokampini the
devil-bird into the shoes. When activated, the shoes
prevent anyone from hearing the wearers footfalls.
Gumagan wear them when stalking an enemy.

Rangga


Level Two. Gnosis 5

This is a figure molded of clay or wax and
used in hunting magic. It represents an animal,
human, or Garou. A Perenty-spirit is bound into it.
To activated it, the hunter speaks the name of the
target softly. He then gets an extra die to one dice
pool of his choice for the remainder of the hunt.

Tokoyanga


Level Three, Gnosis 6

This is a ball of goose down worn round the
neck and imbued with a Bird-spirit. It dispels grief,
and anyone who bites it cannot cry. In addition,
nothing the wearer says is audible to a Suchid-form
Mokol or any other large reptile. At the Storytellers
option, activating this fetish may relieve the effects
of Harano on the wearer for one scene.

Warshell


Level Three, Gnosis 6

This is a shell shaped into a triangle and
sharpened. It can cut an enemy at a distance, at a
range of 10 yards per success on the activation roll.
The user slashes toward an enemy with the shell
and makes a Dexterity + Melee roll, difficulty 7.
The number of successes is the number of health

EVENING: DRAGON EYE

83

levels of aggravated damage taken by the target


(soakable if the target can naturally soak aggravated
damage). A Snake-spirit must be bound into the
shell to create this fetish.

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 persons 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


Beggars 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 maces 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 wielders head. It takes an action to
direct the mace to attack (its attack pool being
84

MOKOL

the Makaras Dexterity + Melee as usual), and


the mace can fly for up to fifty yards away from its
owner. Creating such a fetish requires excellent
metalwork skills, and the cooperation of a Warspirit to empower the mace.

Spear of Mokol-Mbembe

Fetishes of the Mokol-mbembe


Mask of Mnante


Level One, Gnosis 5

This is a carved mask which can be worn as
a necklace, over the face, as part of a headdress, or
so on. It is a tool devised during the Wars of Rage
to enable Mokol to survive. When it is invoked,
anyone trying to determine the Mokols Breed, such
as through Scent of the True Form, has the difficulty
increased by the Mokols current Gnosis, to a
maximum of 10. If the observer fails, she considers
the Mokol to be a member of her own kind. If she
botches, she sees herself and her hatred objectively,
as in a mirror of the soul. This experience should be
articulated carefully by the Storyteller, and may lead
to profound personality change.

This mask contains a spirit of deception,
such as Cuckoo, Chameleon, or Horseshoe Crab, or
a Mirror-spirit.

Sword of Fever


Level Five, Gnosis 8

This sword of Entoban steel incarnates the
wards of fever built by Mokol-Mbembe himself
around Entoban. When it is drawn, even a fingers
width, from its scabbard, it cuts the Sickness-spirits
free, and plague strikes. He who draws it may state
the enemys name, and they will sicken. An entire
nation may be named. However, the Sicknessspirits cannot be contained. Sickness will spread as
rapidly as it can, and many times, Mokol have been
prevented from drawing this sword, lest the plague
slay their own Kin.


Level Six, Gnosis 5

This fetish may or may not have belonged
to Mokol-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 Zhong Lung

Box of Rice (Debabako)


Level One, Gnosis 3

This wooden box contains a Snake-spirit.
It is full of rice for as many people as the number
written on the top. If the number is washed off and a
new number written, the box will contain that much
rice the next day. It fills with rice only once each day;
if the box is broken there will be no more rice.

Dragon Skin


Level Two, Gnosis 4

This is the shed skin of a Zhong Lung,
which glows softly with five-colored light. It is an
item of great prestige among clutches to have a
fine shed skin. Of course, Eastern wizards and
other hengeyokai will also wish to possess it. When
activated, this skin grants armor equivalent to the
Gift: Armor of the Tortoise. It must be shaped by a
professional leatherworker, and a Sun-spirit must be
bound into it.

Pearls of Flood and Ebb Tide


Level Five, Gnosis 9

These are pearls kept in the palaces of the
Dragon Kings at the bottom of the sea and control
the ebb and flow of the tide. They are imbued
with Lune-essence and have Lunes bound into
them. They can cause the tides to rise and fall:
the activator may use the Gift: Call the Tide (pg.
83) with the same number of automatic successes
as her Rank.

EVENING: DRAGON EYE

85

Talens

Arrows of the Sun


Gnosis 5

These are arrows containing the essence
of Sun and decorated with gold. They are
imbued with fragments of Sun-spirit. They cause
aggravated damage, and any vampire hit by one
suffers the effects of full daylight for one turn.
The arrow itself immolates and is gone in one turn
after striking its target.

Cacao Moons Chocolate


Gnosis 6

These beans are grown only in a small
area of Soconusco, Guatemala, near the wallow of
Cacao Moon, a Maya Mokol chieftain who ruled
Tikal for many years before retiring to become a
mystic. He bred a variety of chocolate beans that
are sought after far and wide. Anyone receiving the
beans and brewing A2tec chocolate from them may
share it with another. Any Gifts, rites, or Abilities
that they share are learned twice as quickly while
under the influence of this chocolate.

Note that the Mokol of Soconusco Awaken
the chocolate as they harvest it; Awakening
chocolate from other sources will not work. Brandname chocolate is not recommended.

Matre Medicine


Gnosis 3

This medicine is prepared from the emissions
of crocodiles in the mating season. Its preparation
is a distasteful business, and involves binding a
Fertility-spirit. When applied before mating, the
salve ensures conception, and adds 1% to the chance
of true shapeshifter offspring. It is highly sought after
by humans as well as Mokol.

Quipu of the Amautas


Gnosis 5

The amautas were remembrancers of great
skill in the Inca empire. This bundle of knotted
cords serves to carry a Mnesis message. When tied
in knots by a Mokole-mbembe with the proper skill
(which can be learned from a South American
Mokol, from a mummy of the Andes, or through
86

MOKOL

Mnesis) along with the expenditure of a point of


Gnosis, one memory can be bound into the cords.
(The skill can be listed as Expression: Quipu). The
quipu can be dyed, stained, etc., to retain further
memory. When the recipient reads the knots by
handling the cords, the memory passes into her
mind. There are other forms of memory messages,
such as coconut fibers, chalk drawings, etc., for
other streams of Mokol.

Snake Herbs


Gnosis 4

This is a bunch of powerful herbs from
the deserts of Bandaiyan (similar herbs are
known elsewhere). The herbs have the virtue of
neutralizing snakebite and other poisons. For each
bowl of herbs eaten or made into tea, one health
level of Dissolver-taint or toxins can be healed.
This even allows a Mokol to eat poisonous flesh
without sickening.

Swimmers Medicine


Gnosis 5

This is the rendered fat from a Komodo
monitors tail, extracted after the lizard has died a
natural death. When rubbed on the arms and legs it
grants the recipient supernatural swimming prowess:
he can easily swim up to half a mile underwater and
remain underwater for 15-20 minutes. If he remains
afloat (such as by holding onto something) he can
swim many miles. A Lizard-spirit is bound to the
fat to create this talen. The salve washes off in the
water after use.

Talens of the Gumagan


Bloodstone


Gnosis 7

This is blood extracted from a human
victim by magic and preserved in a hollow tree. It
congeals in a year or so into a stonelike substance.
It is rubbed onto the skin or eaten. For each
blood point of bloodstone used (the talen usually
contains three points), the user can gain 1 point
of Perception or of Primal-Urge for the duration of
the scene. Blood-devils will offer much in order to
obtain this item.

Message Stick


Gnosis 4

This is a stick carved and painted with
symbols. It contains a message of as many words as the
sender has Gnosis points. A Mynah-bird spirit enters
the stick to deliver the message. If the recipient makes
a Gnosis roll, difficulty 5, he understands the message
and knows who sent it. The message then flies away.

Pituri (Plant Talen)


Gnosis 3

Pituri (pitch-oorie) is a narcotic plant
native to Australia. When un-Awakened, it
suppresses hunger and thirst and induces a mild
euphoria. Awakened, the plant can be chewed or
smoked. It adds one health level of healing to all
healing rituals. In addition, the user will feel no
hunger, thirst or fatigue for one day.

Talens of the Makara


Thunder Dart


Gnosis 6

This powerful weapon is as large as any lawn
dart, but much more lethal. When hurled at an enemy,
it strikes with the force of a thunderbolt, inflicting seven
dice of aggravated lightning damage on the foe. To
fashion such a talen, the Makara must craft it from the
bone of a monster and fletch it with peacock feathers,
then coax a Thunder or Rain-spirit into the dart.

Talens of the Zhong Lung


Dragons Spittle


Gnosis 4

This is the gathered spittle of a Zhong Lung.
When prepared with the help of a Dragon-spirit,
it adds Gnosis to other spirit workings. When the
spittle is mixed into ink for mystic calligraphy, used
in rock paintings, etc., allow one extra point of Power
or Gnosis for the work.

Mokol Totems

A clutch usually shares a totem much as a Garou


pack does. Totems attach themselves to wallows.
The Rite of the Totem summons an Incama, who
decides whether or not the clutch is worthy. Mokol
generally cannot have mammalian totems (though
Echidnas egg-laying breaks down barriers between
Mokol and herself); its a gulf of identity rather
than blood kinship. Totems common to Mokol and
Garou include Crocodile (Iwai to the Gumagan),
Quetzal, Anaconda, Shark, Chameleon, Fog, Twister,
Winds, Uktena, Rain, Raven, and many others.
There are Mokol who have remained Children of
Turtle despite the fall of the Croatan, and claim that
Turtle never departed, only withdrawing from the
blood-mad mammals. The Gumagan say the same
about Mu-ru-bul Tu-ru-dan the Bunyip. Note that
Mokol who share a totem with Garou would refrain
from attacking them without cause, and might have
some basis for communication. Indeed, Crocodile
demands that his Children leave Mokol alone, or
try to make peace with them.

Most Mokol follow Dragon, a powerful
Totem of Respect.

Dragon (Totem of (Respect)



Background Cost: 5

Dragon personifies the 150 million years
during which reptiles ruled the earth. Dragon is
great and fierce, burning all those who oppose him
with his poisonous breath. He asks that his children
succor his progeny reptiles and birds, and preserve
the memory of the Dinosaur Kings. Dragon has
never yet accepted Garou as his Children.

Traits: Dragon gives the Gift: Dragons
Breath to those whom he favors; any one member
of the clutch can use the Gift at a time. When his
children are in true need, he may teach them the
Gift of Dream Semblance, allowing them to appear
as a true dragon for a scene.

EVENING: DRAGON EYE

87

Ban: No Mokol may dishonor Dragon.


Definitions of this ban vary, but violations of the
Duties, betrayal of Mokol secrets, or other actions
endangering Dragons Breed would qualify.

Finch (Totem of (Respect)


Background Cost: 5

Finch is a wise totem who personifies
adaptation and change. He revels in his ability to
shift the shape of his beak, which changes according
to the place that he is in. Mokol say that they can
learn much from watching his beak change its shape
and size. Finch is also known to the Corax, who
try to learn the secrets of life from him. Finch and
Horseshoe Crab do not like each other very much.

Traits: Finch, naturally enough, grants his
children the Gift: Beak of the Finch. His children
also receive one temporary point of Honor, and can
draw on three extra Willpower points per story.

Ban: Finchs Children must adapt themselves
to their environment. If they live by a river, they must
eat fish. They must be content with what Gaia provides
and ready themselves to take advantage of Her gifts.

Horseshoe Crab

(Totem of Cunning)


Background Cost: 4

Horseshoe Crab is the ultimate
conservative. This arthropod has hidden in the
sand for two hundred million years, and has not
changed at all in that time. He has thrived while
the Kings rose and fell and plans to outlive human
beings and the Apocalypse. He likes Mokol for
their rigidity.

Traits: Horseshoe Crab teaches the Gift:
Become Log, and his children each receive an
additional point of Willpower. To those who
serve him well, he may allow an additional point
of Mnesis.

Ban: Horseshoe Crabs children must
oppose needless innovation and change and
it sometimes takes some persuading to make
Horseshoe Crab see any innovation or change as
anything other than needless.

Scarab (Totem of Wisdom)


Background Cost: 5

This totem is most familiar to Mokolmbembe, although a few clutches of the other streams
know her as well. She is an attendant of Sun and
rolls Sun across the sky. She chooses as her children
Mokol who honor Sun, who remember Khem and
who dispel darkness wherever they find it.
Traits: To each of her children, Scarab gives
the power to borrow the Sun dice of a clutchmate once
per story. For instance, a Concealing Mokol could
exercise the sun dice of his companion, a Rising Sun,
while taking the initiative. The clutchmate in question
does not lose the sundice for her own purposes.
Ban: Scarab asks that no corpse of her
own children be left to rot, condemning the spirit
to misery. All dead must be disposed of properly,
such as by burial in sand, mummification, or other
appropriate methods.

Snake Doctor

(Totem of Respect)


Background Cost: 6

Snake Doctor is a Dragonfly-spirit, known
best in the American South. He tends to the injuries
of Mokol and Nagah, sewing them up with his
long tail. He does not like other shapeshifters and
may sew up their ears, deafening them, if they
offend him.

Traits: Each child of Snake Doctor may,


once per story, heal one health level of any type of
damage if Snake Doctor may reach them in other
words, if they are anywhere that a dragonfly could
be found. They also gain a temporary point of both
Honor and Wisdom, and may draw on four extra
points of Willpower per story.
Ban: Snake Doctor demands that his swampy
homeland be preserved inviolate.

Whiptail Lizard

(Totem of Wisdom)


Background Cost: 7

Whiptail Lizard is a totem of the American
Southwest. The four known species of whiptail lizard
contain no males: their eggs contain baby lizards that
are genetic copies of the mother. In effect, whiptail
lizards clone themselves naturally. Whiptail Lizard
loves females who are strong and independent. She
will never accept a clutch that contains any male of
any species as her daughters.
Traits: To her daughters she gives the Gift:
Whiptails Clutch, a unique Gift enabling them to sacrifice
three permanent Gnosis points to lay an egg containing
a perfect infant replica of themselves. Furthermore, her
clutches gain three extra dice to any Survival or Enigmas
rolls. The Black Furies admire Whiptail Lizard and her
daughters for their self-sufficiency, although they dont
necessarily try to emulate them.
Ban: Whiptail Lizard forbids any daughter of
hers to allow any male to rule over them for any reason.

Sunset:
Dragon Lore
Mnesis, a Users Guide
Mnesis Quests

Mnesis quests are dangerous. The Storyteller can


emphasize this by being mindful of three kinds of peril.

The passage within has its terrors for the
remembrancer. The realm of Mnesis is inhabited by
Dream Hunters memories so savage and clever that one
past cannot hold them. The Dream Hunter emerges
when the Mokol remembers a scene containing
something dangerous. It may well bide its time, attacking
when the Mokol is deep into remembrance, shattering
the illusion of the past like a bloody John Wilkes Booth
jumping onto a stage. If defeated, it must wait until the
Mokol or one of her descendants again remembers
the scene whence came its shape.

There are three doors that Mokol cannot
open: the start of the Wars of Rage, the First Changer,
and the WonderWork of the Wyrm. To approach any
of these is to invite madness or death Within. There
are many, many other perilous memories. BreaksThe-Chain, a remembrancer of the River of Grass
clutch, delved for memories of the slave trade and
upon emerging, took her own life in horror at what
she had seen. In game terms, the Storyteller may rule
that a Mokol beholding a scene of great evil and
horror must make a Willpower check. Failure means
the Mokol must spend a Willpower point to avoid
Harano or Derangement.

The third kind of peril is much subtler. The
past contains horror, but also endless beauty and joy.
Too many Mokol love Mnesis so much that they

prefer it to their own lives, spending months on end


reliving the glories of the past while Gaia dies. There
is no actual rules system for this, but the Storyteller
can fill Mnesis trances with hints and lures to draw
players further and further in, all the while promising
more and more power and knowledge. Botching a
Mnesis roil is extremely dangerous. The Mokol who
does so is liable to misremember important facts or
to remember things that did not happen. In the case
of important rolls, the Storyteller can make them
and then give the player the information. Another
option is to allow an attack of Dream Hunters.

Remembering
non Mokol memories

Mokol are descended from long chains of human


and reptile ancestors. They carry the memories of
these creatures as well as those of their true Mokol
ancestors.

Memories from human ancestors have clear
views of scenes, and elements of the scene such as
the social status or relationship of people present
are more obvious. Language, if any is used, it a little
easier to understand (the remembrancer gets the
meaning of a speech if the ancestor understood what
was being said), and the thoughts of the ancestor
are more comprehensible in terms of analysis of
the scene or event. Suchid ancestors think in
much more sensory terms, in terms of patterns and
textures or variations in scent. Animals, birds, plants

SUNSET: DRAGON LORE

91

and weather are familiar to the ancestor, though


she may not know the names of them, and any
implications such as a coming storm, are obvious.
The suchid ancestor remembers sounds, including
language but not what the words mean. Suchid
awareness is much sharper than human. They can
identify species and even individuals from a single
footprint, and tell from the smell and taste of the
water what is going on.

In terms of game mechanics, allow the
guidelines above to govern how useful Mnesis will be.
If the character is looking at a swamp through human
eyes, she may see only water, trees and mud. A suchid
looking at a war, however, sees only humans killing
each other and does not see the meaning of the battle.


On infrequent occasions, a Mokol may
see an object or place that is also in Mnesis. When
this happens, the Storyteller may allow an instant
Mnesis roll. If the player gets one success, allow
a vague sense of dja vu. Three successes allow
the character to access the memories of what the
ancestor saw. Five successes grant the story of what
happened. If the roll botches, the character spasms
with nightmares of bad Mnesis for a period of time.
Its likely that the character will be enraptured for a
number of hours equal to the number of successes;
the Storyteller might allow the player to spend a
Willpower point to avoid this.

Mnesis Rapture may introduce a story, a new
theme, or even serve as a catalyst for a First Change.

Mnesis Rapture

The Wanderers

The Mokol link to the past is profound. This is


expressed not only through Mnesis trances but
in daily life. Although spontaneous expression of
Mnesis is rare, it does happen and can be a powerful
Storytellers device.
92

MOKOL

Mnesis is passed from parent to child usually from


mother to children. Mokole are sedentary, usually
requiring only small areas to survive by hunting,
fishing and gardening. As the millennia have
passed, this has led to Mnesis being extremely local.

A clutch knows more of its own past than that of


other clutches. To prevent the lines of memory from
running apart and the Dragon Breed from being
sundered into hostile tribes, the office of Wanderer
was brought into being long ago. There have been
many, many famous Wanderers, from the Time of the
Kings through the Age of Sleep and the Last Times.
The Wars of Rage curtailed Wandering severely.
The first Wanderer of the new era was Ornate Piers,
followed by Seeks-The-Forgotten and others.

Wanderers are called North Suns in the
Northern Hemisphere and South Suns in the
Southern Hemisphere, because the Sun passes across
the south sky for the Northern Hemisphere and the
north sky for the Southern. They are also called HookSuns and Cross-Suns by tale-tellers, because at night
the north sky is ruled by the Hook (Ursa Major) and the
southern sky by the Southern Cross. In both cases, the
image is of a sun outside the ecliptic. Wayward Sun
is another old term for Wanderers. There are Rising
and Setting Wanderers, Rising being younger ones
and Setting Wanderers being old. Young Wanderers
are usually male, while older ones can be either male
or female. Clutches which meet them are obliged to
provide them with food and shelter for at least one day
and to hear their words within one day of their arrival.
A visiting Wanderer usually stays more than a day and
less than a year.

Wanderers have three functions. First, they
bring new stories and tales with them. These pass
to the new clutch whom they visit either as they are
told, through Rock Art or Anamnesis, if anyone can
perform this rites. Second, they breed when possible
with fertile Kin, preventing inbreeding and giving
new Mnesis to the clutch. Third, they forge alliances.
The Wanderers are ritually initiated into their office
before they leave, and they may learn the Rite of
Rock Art and/or Anamnesis before they go to allow
them to spread Mnesis directly. They may also have
the Rite of Anamnesis performed on them at clutches
that they visit, or stay some time reading their Rock
Art created by the ritual of the same name. Their
journeys are arduous; many do not return home.

Player characters may be Wanderers, or
their clutch may receive a Wanderer as a story seed
(possibly with disturbing news and possibly being
a disturbance herself). Many chronicles could be
constructed around Wanderers and their hosts.

Mokol and the Umbra


The Dragon in Flight


Many Garou believe that the Mokol are inept
at Umbral travel or ignorant of the Shadow. However,
the Mokol simply frequent different regions of the
spirit world. As the memory of Gaia, the Mokol are
most interested in the Deep Umbra, also called the
High Umbra by mages. Here ideas and thoughts take
spiritual form, and here the Mokol seek to gather
those memories that have escaped them or been
forgotten. They even search for knowledge of the lost
times of the Wonder Work, although such searching
can lead to Harano and death.

The Middle Umbra


Mokol do not normally like to travel the
Middle Umbra. It is the realm which the Garou
prowl. Indeed, it requires the Gift: Walk Between
Worlds, for a Mokol to be able to step sideways, as
well as a body of water to serve as a gate. Few of the
children of Dragon risk the trip. The Garou are just
as hostile to the Mokol in the Umbra as anywhere
else. In addition, the Innocents attack any Mokol
they see.
Some Umbral paths lead to Pangaea and the Land
of Dinosaurs. Concealing differ on the question of
whether the Land of Dinosaurs is located in the
Near Umbra or in an Inner Umbra Lost World.
However, Pangaea is Gaia as She was, and at least
one Mokol has slept there since the Realm came
into being. Spiteful Mokol travelers sometimes go
there to ambush Garou hunting parties and eat them.
They consider this a hunt for the most dangerous
game and revel in the challenge. Most of the other
Middle Umbra realms are not accessible to Mokol
or would not interest them, such as Wolfhome. In
the Summer Country, Mokol say that they meet
Garou who are not hostile to them. As no one can
reliably enter the Summer Country to verify this, the
truth remains unknown.

The Deep Umbra


The Deep Umbra is the portion of the spirit
world that reflects the Mind of Gaia. Its relation
to the Realm is defined in a manner similar to that
of the Middle Umbra, but a different way of seeing
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
Mokol and most magical practitioners must restrict
themselves to traveling astrally along the shores of
Gaias Mind, as they are unable to advance further.
Further away from the Realm, the depths of the
Deep Umbra are home to Gaias thoughts and the
spiritual representations of beings from the Realm.
This is the goal of the Mokol spiritualist, to sail
into Gaias 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 Gaias mind differently.
Astral travel, which is a discipline developed by the
Mokol 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 Mokol
may view the silver cord as an umbilical cord to the
Mother Gaia or as the protecting tail of Dragon.

Mokol usually avoid the few mages to be
found in the Deep Umbra; the two groups have little
in common and dont 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

Mokol 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 Mokol 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
worlds myths about
turtlesidentify them as creators and
preservers, and this was true of the
Ao as well. Among the longest-lived
varna, other Mokol 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 forms
land speed. Turtle Ao had a swimming speed equal
to their Homid forms land speed. The Mokol
dream different dreams when searching Mnesis to
find what caused the Aos disappearance. Some
claim that their own solitary, secretive natures
doomed the turtle varna. Starting around 540
BCE, other Mokol began to notice that the Aos
numbers were dropping. When asked about it,
however, the Ao would dissemble or, if pressed,
simply refuse to answer. The turtle varna became
more and more rare until, by the beginning of the
first century CE, they had vanished altogether.
Some Mokol ascribe sinister causes to the Aos
disappearance, while others believe it was part of
the natural cycle, and that the Ao will arise again
if the time comes right.


A few weresaurians believe that the Ao were
not doomed because they did not die. They point
to the lack of any sign of dismay or struggle, and say
that the Ao did not succumb but were called into
the Umbra to serve Gaia in some unknown capacity.
Perhaps the Mokol varna best known as preservers
and creators foresaw the Apocalypse years before
anyone else and retreated to an Umbral realm where
they could weather the storm and return at the time
of the Earths most desperate need.

SUNSET: DRAGON LORE

95

Antagonists

Dream Hunters

Dream Hunters are memories so compelling that


one place or time within Mnesis cannot hold
them. They break free when recalled and roam the
corridors of time and memory. They are usually
hostile to the Mokol who goes within, seeking to
subdue or possess him.

Rage 8, Willpower 7, Gnosis 5, Power 40

Charms: Dream Warp*, Possession,
Materialize, Shapeshift (the Dream Hunter can
take any shape which exists in the scene that the
Mokol remembers. For example, if the Mokol was
remembering ancient Dahomey, it could appear as a
lion, soldier or messenger).

*Dream Warp The spirit can pervert
a dream it enters by rolling its Gnosis versus the
victims Willpower. Only one success is needed, and
the Power cost is 1.

Image: The Dream Hunters are shapeshifters
and appear as part of the scene they invade. They
are clever and will seem to be a rock, tree, animal,
human whatever is necessary.
Background: Dream Hunters migrate from
memory to memory and even from Mokol to Mokol.
They are apparently immortal and are very hard to
kill: it is possible to destroy them entirely by erasing
the memory that they come from or with certain Rites.

They will try to drive Mokol out of Mnesis,
making them afraid to go within, so that the Dream
Hunters can control the Memory. They can also
possess the Mokole who remembers them and
control his actions. The Storyteller should keep
in mind that the Dream Hunters are not Umbral
beings, but creatures of pure memory.

They can also possess the Mokole who
remembers them and control his actions. The Storyteller
should keep in mind that the Dream Hunters are not
Umbral beings, but creatures of pure memory.

Vampires

The blood-devils took Egypt away from us. The


night was theirs, and by day, humans theyd enslaved
fought against us. There are all kinds of stories
about a big mighty hero fighting a Mokol. Marduk,
Yahweh, St. George, call him what you will. But the
cadavers lie when they say they invented civilization.
96

MOKOL

They have never invented anything, only stolen


what others made. They are dead and should lie in
their graves forever.

Mokol hate vampires because they are
creatures of darkness, forever barred from Suns
glory. Mokol ferociously attack any Leech, unless
forcibly prevented from doing so or forewarned
that they are fatally outmatched. Weresaurians
know little about vampiric society, and what they
know disgusts them; their belief is that the only
moral action for a vampire is to destroy himself in
the hope of Suns forgiveness. Most vampires barely
know that the Mokol exist, save for the Followers
of Set, who know them all too well. When they
meet, the result is catastrophic for the Kindred, as
none but the mightiest of the Damned can stand
against the Dragon Breed in combat.

Vampire thralls are seen as pathetic, and
may be spared if they do not threaten Mokol. Any
thrall who is Kinfolk will be the target of rescue
attacks from her Mokol relatives, who will not
spare life or property to get her back (willingly or
unwillingly).

The Mokol who drinks vitae (a vampires
blood), should roll Gnosis difficulty 7- For each
success, one blood point is vomited up or lost
through explosive diarrhea. The taste of vitae
ensures that no Mokol will drink it willingly,
although it might be given as an enema or injected.
If given vitae through trickery, a Mokol might
well go into frenzy. Vomiting and diarrhea continue
until all the vitae is gone; if the Mokol botches,
she will have the vitae in her system until sunrise,
when one point of vitae will disappear. One more
point will disappear with every sunrise. Mokol
cannot ever learn vampiric Disciplines, other than
the automatic one point of Potence that comes with
successful ghouling. In addition, Mokol may suffer
from bad Mnesis while the vampire-filth spreads
through their bodies.

Vampires who know of the Mokol and have
managed to feed on them usually have no desire to
repeat the experience. Kindred who feed on them
will often desire only to bask in moonlight or may
go into torpor. The exception are the Followers
of Set, who preserve tales of the wonderful elixir
that is Mokol blood. They say that it gives them
serpent power. The truth of this is unknown.

Mokol Abominations

Mokol cannot be Embraced - Sun prevents this. If a


vampire tries to Embrace a Mokol, the weresaurian
is allowed the standard Gnosis roll. The Mokol
may succeed, in which case she dies and enters the
Memory of Gaia. She may fail, in which case she dies
slowly and in great pain. If she botches she becomes
an Abomination, unfortunately for everyone in the
area (including its sire), a Mokol Abomination
spends the entirety of its short unlife in a brutal,
mindless frenzy.

Its said that Leeches, on seeing the raging
Archid Abomination, have died the Final Death

from sheer fright. The undead Archid certainly inspires


the Delirium in vampires (Rotschreck checks if using
Vampire: The Masquerade rules; at the Storytellers
option, botching this roll can even inflict damage on
the luckless vampire as Sun enfleshed rages before
him). The frenzy lasts till sunrise, when the Mokol
dies, releasing the final shards of her spirit.

Mokol Kin can be Embraced, but any Kin
with Gnosis may make a Gnosis roll as above to
return to Gaia. Should Mokol learn that a Kinsman
has been Embraced, they will almost certainly try to
destroy him at once, as well as his sire and any
other Leeches they see.

THE INNOCENTS

Metis Mokol 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 Mokol foolish enough to enter the Umbra. With motivations
both reptilian and infantile, these Innocents are sufficient motivation for Mokol to seek outside their
own kind for breeding purposes.

Generally, the Innocents are treated as spirits, with statistics of the Storytellers discretion; some
are little more than Gaffling-level, while others have transcended the upper limits of a Jagglings 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 Mokol 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 targets Willpower.
Steal Mnesis: The Innocent can take Mnesis away from its owner. She comes into contact with the
targets mind and rolls Power vs. a difficult of the targets 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
Mokol. 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 Mokol guard Gaias memory. They witness history


and wait for the turning of the age. Theyre not nave
enough to hope the other changing breeds learn from
past mistakes and use this knowledge to avoid the same
tragic paths. Maybe the Mokol once had this hope for
the young breeds in ages past, but the Mnesis endless
parade of repeated mistakes demonstrates its futility. So
the Mokol watch the world dying around them and
await the next Apocalypse. Whatever happens, the
Mokol believe they will emerge out the other side to
continue watching and remembering for Gaia.

The Mnetics know the other Mokols 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
to the truth that memories are ephemeral, malleable
things no harder to reshape than a ball of soft putty.
Mnesis isnt the secure vault the Mokol believe it to
be. Even the unfallen Mokol know that memories
from ages past are difficult to dream with clarity. They
trust in the similarity of symbols and ideas shared by
streams. If every Mokol of a given stream dreams the
same, the Mnesis must reflect the truth.

This is wrong. Just ask the Mnetics, who
manipulate memories and twist the gossamer threads
of recollections as easily as other Mokol breathe. They
know first-hand how unreliable memory is, as they
rewrite history every day. This knowledge makes most
fallen Mokol live for the present. Mokol often have a
reputation for being mired in the past, but the Mnetics
buck this trend. They adopt new technology to better
understand how to twist, pervert and use it to their
advantage. Many develop an interest in photography
and recording technologies, to better understand how
to edit and delete these records that are beyond Mnesis.
The Mnetics have a particular love/hate relationship
with the internet and social media. They love the many
methods of lying, twisting and distorting the truth on a
massive scale, but loathe the externalizing of humanitys
knowledge and experiences their memory as it
makes it difficult for the Mnetics to permanently destroy
something so widespread. Fortunately the nature of
todays media means people often accept lies as truth,
and the way media, politicians and entertainers spin
facts to better reflect the message they want, not the
truth as it is, gives the Mnetics a niche to control.
98

MOKOL

THE MANY MEMORIES


The Mnetics have many names, most
of which they gave themselves. Dumenkara,
Mindborn, Sasahai, Katikasasa, Vanus, and
more, all which relate in some way to twisting
the Mnesis. They do this partly to confound
the Mokole and give the appearance of enemies
everywhere, but they also use different names for
their own amusement, because they like the way
they sound, and, ultimately, because none like the
name Addict.


It is the Mokol trust in Mnesis that leads
some to reject what they thought to be true and
join the Wyrm. Such a simple foundation of faith
is an easy target for the Wyrm often merely
demonstrating the lie is enough to tip a faithful
weresaurian from his purpose. Deleting something
the Mokol would be sure of, twisting a memory to
render important details incorrect, or inserting a new
memory that is clearly fantasy but absolutely true to
the victim are common weapons used to tear apart
the weresaurians purpose, leading them to abandon
Gaia and choose the Wyrm.

Other Mokol fall from the addictive rush
they first experience altering memory. Some try to
forget an act so terrible it must be buried, others
wish to relieve the pain of a tragedy they cannot
face. These small tweaks begin innocently enough,
but each time the justification for a new alteration
becomes easier to make, and soon the new Mnetic is
altering the memories of others to protect his secret,
and twisting his own recollection of the event to feel
better about it. Eventually they become solipsistic
nihilists, trapped forever in the now because the past
is one great canvas of superficial, pretty lies.

The existence of the Mnetics is an infectious
meme to other Mokol, memory worms that burrow
inside and plant doubt in the Mokols suitability to
serve as Gaias memory. Mnetic numbers grow faster
than the fallen of any other Changing Breed, as the
fallen weresaurians hope to bring the entire species
to extinction with this modern day Apocalypse. Few
Mnetics regret their decision to fall. The weresaurians

ruthlessly practice their Gifts on their own memories,


changing regrets to relief, and excising unpleasant
and unwanted recollections. As a result, the Mnetics
are unreliable witnesses but have one of the most
positive outlooks of any shapeshifter.

Other Changing Breeds have Gifts that
alter, suppress or fool the memories of their victims,
but these do not affect the true Mnesis and the
Mokol look upon them with disdain. A Mokol
may be irritated to learn her mind was violated by
another Breed, but she knows a healing sleep will
cleanse her memories as they wash through the
tides of Mnesis. This attitude instils great faith in
Mnesis, which makes the Mnetics manipulation of
the memory source all the more devastating, and
shocks an ever-increasing number of weresaurians
into falling to the Wyrms blissful embrace to
escape the realization.

The Mnetics have a special affinity with
the Innocents, who also twist and remove Mokol
memories. Many Mnetics who didnt experience
their crisis of faith at the hands of another Mnetic
experienced their first doubts of Mnesis from the
powers of Innocents. The stillborn spirits both
love and hate their fallen cousins. They delight
in tormenting the once-Mokol by twisting their
memories when they think they can do so without
being noticed, but also teach memory-corrupting
powers to their Mnetic partners.

The Mnetics tend to work well together,
as they have the best defenses against the memory
tampering of their own kind. They also dont tend
to care if their memories are accurate its no
trouble to edit them afterward. Clutches may work
together for years with each member having a very
different recollection of the experience. Mnetics
are also notoriously difficult to interrogate if
they think capture is inevitable, they quickly erase
their memories or rewrite them to prevent giving
up their co-conspirators or to reveal their plans.
Mokol find it particularly frustrating when they
finally capture one of their fallen kind, only to
discover his last remaining memory is to tell them
he deleted it all.

The Mnetics hide in plain sight, twisting
the memory of those around them to forget when
theyre gone. Some delight in confounding others
through their tinkering.

CREATING MNETICS

Mnetics are mostly the same as other Mokol and


follow usual character creation rules. Mnetics may
learn the Steal Mnesis and Corrupt Mnesis powers
normally restricted to Innocents, who delight in the
partnership with the fallen reptiles and sometimes
act as totems.

A Mnetic may alter her own memories at will
through a Mnesis quest, taking several hours. She
may attempt to alter the memories of those she meets
with a Manipulation + Mnesis roll. The difficulty
depends on how many people share the memory
difficulty 5 for memories known only to the victim,
difficulty 6 if known by less than 10 people, difficulty
7 for 10 to 100 people, and difficulty 8 for more than
100. The Mnetic can reduce the difficulty by 1 by
touching the victim while attempting the alteration.

The Mnetic may attempt to quickly alter
the Mnesis of members of her clutch, stream, or
Mokol she can physically touch. The player makes
a Manipulation + Mnesis roll (difficulty 7 for clutch,
8 for stream), resisted by the victims Perception +
Mnesis (difficulty 7). Each success for the Mnetic
allows one minor alteration.

With more time and extended Mnesis quests,
the Mnetic may more slowly alter her streams Mnesis.
She makes an extended Manipulation + Mnesis roll
(difficulty 6) per night of Mnesis quest. Every 10
successes allow her to make a minor alteration to the
collected pool of memory, such as changing the name
of a storied hero. Alternatively, she can save those
successes to attempt to gain 50 successes, to make a
major Mnesis alteration, such as having an ancient
human civilization existing alongside the dinosaurs.
The Storyteller is the final arbiter of what constitutes
a minor or major modification. Rolling a botch at any
time during this extended roll leaves a memory stain
that everyone sharing that Mnesis can find some
may have the skill and clarity to follow the stain back
to the Mnetic.

Secret, precious memories are the most
vulnerable to the Mnetics and are those considered
most interesting. Memories that everyone recalls
are harder to change or eliminate because of their
distribution through the Mnesis. Those held by only
a few or ideally just one person are targeted by
Mnetics for surgical strikes.

SUNSET: DRAGON LORE

99

Night:
Lizards Skin
Merits and Flaws

Many of the Merits and Flaws in W20 are


perfectly appropriate for the Mokol, or can be
easily adapted. Fair Glabro, for example, would
be fine for Bastet, but not for a Mokol (who
have no near-human form). Similarly, the Flaw:
Metis Child is cannot be taken because Mokol
hace no Metis.

Merits

Manshape (1-pt. Merit)


The characters 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:
Upright Walking and Grasping Hands to buy this
Merit. Manshape allows the Mokol in Archid
form to pass as human in poor light, though
anyone seeing the characters scaly skin still suffers
the Delirium.

Step Sideways (7-pt. Merit)

RECOMMENDED MERITS & FLAWS

If the Storyteller allows players to take Merits &


Flaws, the following from the W20 are also quite
appropriate for Mokol:
Mental: Berserker, Intolerance (Garou),
Territorial, Jack-of-all-Trades (gamed through
Mnesis)
Supernatural: True Love, Banned
Transformation (when the sun cannot be seen),
Foe From the Past
Physical: Bad Taste, Lack of Scent, Longevity,
Huge Size, Strict Carnivore, Mute, Color
Blindness, Hard of Hearing, Bad Sight

Bird-spirit Companion: (1 pt. Merit)


A particular Bird-spirit has taken a liking to you
and will sometimes materialize after you have fed (in
Suchid or Archid form) to pick your teeth. It may bring
you news, rumors, hints or the like, but these tidbits of
information arent guaranteed to be reliable at all.

Bite of the Monitor: (1-5 pt. Merit)

This Merit is common among Mokol of the



Unlike normal members of her Stream, the
character may step sideways in the manner of the Ora varna. It makes the Mokols bite more dangerous.
Garou. While almost all members of her Stream Any bite inflicted by the Mokol 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
reopens depends on the strength of this Merit.
her as it is to everyone else.
NIGHT: LIZARDS SKIN
101


Once a year (1 point)

Once a season (2 points)

Once a month (3 points)

Once a week (4 points)

Once a day (5 points)

The bite will open a number of times equal to
the Mokols Gnosis, and after that will not reopen. It
is up to the Storyteller exactly when the bite reopens. A
being can suffer from only one infected bite at a time.

Mnesis of the Lost Ones: (1 pt. Merit)


You belong to a Mnesis lineage that, through
crossbreeding, sharing of mates, or the Rite of
Anamnesis being performed in the distant past,
has some memories from an extinct Changing
Breed, such as the Camazotz (werebats), the Khara
(sabertooth Bastet) or the Grondr (boar-skins). This
Mnesis will be fragmented, imperfect and difficult
for you to understand. The Storyteller will convey to
you what this memory contains, although you will
not be able to use it as easily as Mokol memories.

Retain Seed: (2 pt. Merit)


This Merit may be purchased by female
Mokol only. It allows them to retain their mates
seed for a number of years equal to their Gnosis.
At any time during this period, they may spend
a point of permanent Gnosis to produce a clutch
of eggs (for suchids) or a baby (for homids) with
the usual chance of being Mokol or Kin. Suitable
mates are rare, so this Merit enables more Mokol
and Kin to be born.

Temperature Control (2 pt. Merit)


You can control your body temperature.
You will never suffer from fever, heat exhaustion,
heatstroke or hypothermia, save in the most extreme
conditions. In addition, if you concentrate intensely
enough, you can avoid being spotted by heat sensors.
Your body temperature cannot usually go over 110
or under 65 Fahrenheit, however.

Farm Ties: (3 pt. Merit)


When shapeshifting, the Mokol can invoke
this Merit by spending one Gnosis. The ground
trembles, the trees sway, and the birds and animals
flee. This is not connected to Delirium and the
Veil, but is a function of Mnesis. The Mokol is
remembering the mighty tread of the Kings.


You are associated with an alligator farm at
which crocodilians are raised to stock zoos, to restock
the wild, or for human tourists to look at. The staff
are usually Kin, and there may be other Mokol at
the farm. You have a reasonably sure supply of food
and a place to stay. However, you have to work on
the farm, probably including breeding. Also, the
farm is a likely target for enemy attacks.

Yathamaya: (1 pt. Merit)

Sacred Crocodile: (3 pt. Merit)

Terrible footsteps: (1 pt. Merit)


You possess the location of a Yathamaya, a
memory realm in the High Umbra. This place may be
a forest, an ocean, a temple or palace, or something
unintelligible to human beings. It is a construct of
living memory. If you possess the proper Gifts, you
may be able to enter the Umbra and find it. The
Storyteller will construct the Yathamaya, but will
not reveal all of the information to you.

Retain Eggs: (2 pt. Merit)


This Merit is for females only. It allows them
to delay labor or laying eggs for a period of time by
spending a point of Gnosis. The mother may delay
going into labor or laying eggs until she has reached a
place of safety or has assured herself that no enemies
are present. In rare cases, eggs may be retained until
they hatch within the mothers body.
102

MOKOL


Your suchid form is sacred to a human
religious cult who honor you as the embodiment of
divinity. You usually live in a pool near the temple.
Your worshippers are mostly Kinfolk. However, they
may not know that you are Mokol. You do not get
any money from them (after all, you are a crocodile)
but you arc provided with food (such as animal
sacrifices) as well as a secure place to live. Often
you arc painted or decorated with flowers, ribbons,
etc., for religious festivals. You must not harm or
offend your followers, or they may turn on you. This
Merit is most common among Makara and Mokolembembe. Please note that unless the worshippers are
purchased as Allies, they will not do much except
throw food to you and worship the god within you.
They do not obey you, although they may listen
to a priest who talks about you. Unless you also

purchase the Kinfolk background, the worshippers


and priests dont know that you are Mokole, and will
be frightened if you shapeshift, start to talk, etc. This
Merit is particularly appropriate for historical games.

Gold Tolerance: (5 pt. Merit)


You can soak damage from gold, although
it is still aggravated. If you choose to carry golden
weapons, talismans or the like, your Gnosis loss is
halved. Other Mokol find this tolerance unusual
and a little suspicious. This Merit is most common
for Midnight Suns.

Eidetic Memory: (5 pt. Merit)


You forget nothing and can photograph
scenes and texts into your memory with the
appropriate effort. This Merit costs a lot more for
Mokol than for any other creature, for obvious
reasons. Once any fact or scene has been recalled
through Mnesis, the Mokol can call it to mind
again, although every single detail of an ancestors
life isnt available to him unless the ancestor also had
eidetic memory. The player may ask the Storyteller
for any fact or event that his character witnessed.
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
Merit also brings respect, as other Mokol appeal to
the character to settle disputes and the like.

Backwards Mnesis (7 pt. Merit)


You can remember the future, although
most of what you remember will be meaningless or
useless to you. This is treated as normal Mnesis,
although the Storyteller makes the roll and tells
you what you see. Tragically, this Merit is useless
for playing the stock market. This Merit is most
common for Shining.

Color Change: (7 pt. Merit)


You can change color like a chameleon in
your Suchid and Archid forms. This happens as
quickly as blushing. You cannot change to any color
of the rainbow, but you can become light, dark, or
strongly colored. This usually makes you harder to
spot, although the Storyteller can judge how much
more difficult it will be. This Merit is most common
among the caiman varna of South America.

Silver Tolerance: (7 pt. Merit)


You can soak silver, although it still does
aggravated damage to you, and you only lose half
the usual amount of Gnosis for carrying silver
items. This is an extremely powerful Merit and
is not to be taken lightly; there must be some
explanation for your immunity, such as a pact
or supernatural intervention. This Merit cannot
under any circumstances be taken along with
Gold Tolerance.

Veiled to Garou: (7 pt. Merit)


This is an extremely powerful Merit,
available only to Mokol. The Mokol and the
Kings hunted and slew the Garou and their
mammalian ancestors for ages. There are a few
Mokol who retain that ancient aura of mindshattering terror. The Mokol with this advantage
causes the Delirium in Garou, although not in
other Awakened creaturcs. Garou react as per
the Delirium chart according to their Willpower
or Rage, whichever is higher. Garou, too, can
make a Wits + Occult roll to move up the chart
at the Storytellers option.

Flaws

Albino: (1 pt. flaw)


You have no pigment in any form. You are
white-skinned and have pale pink eyes. In the sun,
you will be burned within a few minutes. In addition,
you receive two fewer dice on all social rolls because
of your bizarre appearance. This Flaw is common
among sacred crocodiles.

Deaf: (1 pt. flaw)


You are mostly without hearing, like some
large lizards. You are able to hear some things in
your Homid and Archid forms, but are entirely
deaf in Suchid.

Diurnal: (1 pt. flaw)


You are strictly diurnal and sleep all night.
You must spend a Willpower point to function with
a full dice pool after the sky is dark. If there are
lights as bright as the sun (Storytellers decision)
you may act as if it were day.

NIGHT: LIZARDS SKIN

103

Migratory Urges: (1 pt. flaw)


You have powerful inborn urges to migrate
each year. Usually, you learn the migration routes
immediately after your First Change, often through
Mnesis from a migrating ancestor. The Storyteller
determines your migration route, although she
wont disclose every detail of it to you. If you are
prevented from migrating, you will lose one die from
your dice pools each day until you do so, as if you
were wounded. Other Mokol may join you in the
migration or meet you at the end. Note that you
have no special knowledge of the route. There may
be all sorts of dangers that you do not know about.

Molt: (1 pt. flaw)


You molt on a regular basis. When you
molt, the scales, feathers, or fur of your Archid
form slough off, and your Homid form loses all
its facial and body hair. Your skin will shred and
peel. You may lose tattoos, piercings, and scars, as
well as suntan. Your Suchid forms 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

Small: (1 pt. flaw)


You are a small creature in your Archid and
Suchid form and are probably smaller than normal
even as a human. You have one less die on Social
rolls and are not considered for leadership. You have
normal Rage and health levels, but have less body
mass, and subtract a die from your combat dice pools
if you are brawling.

Scavenger: (1 pt. flaw)


You are a carrion eater in your Archid form.
This does not affect your combat abilities, but you
cannot eat flesh that is not decayed. Fresh meat
may even make you sick. You have bad
breath (-1 die to Social rolls) and
are unwelcome at parties and feasts.

However, any flesh,
evencompletely rotten,
is nourishing to you.

Speechless: (1 pt. flaw)


Due to a gap in your Mnesis, you are not
fluent in the Dragons Tongue and cannot converse
with other Mokol when in Archid or Suchid, save
for primitive body language. You can eventually buy
off this Flaw by learning the Dragons Tongue over
time, but be warned that its a difficult business, and
there are few Mokol patient enough to give you the
lessons you need at times convenient for you.

Slime: (1 pt. flaw)


Your Archid form is slimy, and your human
form sweats a great deal or has horrible body odor.
Wherever you go, a trail of ooze follows. You receive
-2 dice to Social rolls.

Bad Mnesis: (2-5 pt. flaw)


Your Mnesis contains memories so horrible
and tainting that any attempt to use the Memory is
fraught with peril: you may retrieve false memories,
remember something incorrectly, enter Harano or
suffer Derangements. The more points in this Flaw,
the more dangerous it is: three points means that
there is a fair chance of any Mnesis quest ending
badly, while five points means that using Mnesis for
anything is sure to cause trouble.

Cold-blooded: (2 pt. flaw)


In all your forms, you have no natural
ability to regulate your body temperature. In warm
weather, you get +1 Dexterity, but after each hour
of exertion you must rest or cool yourself (such
as with water) or lose a health level. If it grows
too hot, high temperatures alone have the same
detrimental effects of exertion. In cold weather you
suffer -1 Dexterity and -1 to Mental Attributes. In
below-freezing weather you take one health level of
damage per hour from the cold, and you continue
to get colder until you tall unconscious. After a
number of hours equal to your Stamina, you will
die. You may reverse this by heating yourself, such
as with heated coveralls or in a hot bath. This Flaw
is most common for suchids.

Dream Hunter (2 pt. flaw)


Your Mnesis contains a powerful and
dangerous memory, called a Dream Hunter. This
deadly creature was roused from slumber when

you remembered the time and place wherein it


lived. Whenever it gets a chance, it will attack
you in Mnesis, trying to kill you or drive you
mad. Your battles with it take place in Mnesis;
using spirit combat rules. Unless you are able to
kill it permanently by finding the place and time
in the Memory whence it came and destroying it
completely there, or by erasing Mnesis with the Rite
of the Burning Library, it will continue to hunt you
and anyone who inwits with you. This Flaw actually
may include more than one Dream Hunter, but
usually only one will appear at a time. More details
on the statistics of these creatures in page 96.

Exclusive Herbivore: (2 pt. flaw)


You are an herbivorous creature in your
Archid form. Your bite attack is 1 die lower, and the
taste of blood sickens you. The Storyteller may force
you to spend a Willpower point to avoid retching.
You may not eat or digest anything that comes out
of an animals body, including milk or eggs, in any of
your forms; this will sicken you and cause you to lose
one health level.

Infamous Elder /Clutch: (2-4 pt. flaw)


An elder in your clutch, who has authority
over you, has a bad reputation. Perhaps he has
shown cowardice or broken the Duties. You may be
insulted or shown dishonor on his account. You are
three dice lower to dice pools for gaining Renown
anywhere but your home clutch. Alternatively you
may come from an entire clutch that is notorious
for its words or actions. The Storyteller will develop
the exact details of the dishonor but will not reveal
everything to you right away.

Insane Elder: (2 pt. flaw)


An elder in your clutch, one who gives you
orders, has Bad Mnesis and is horribly mad. His
mental illness may not be obvious to you. Indeed, you
may not even know that he is insane. However, any
information he gives you is suspect (the Storyteller
may provide you with false information on the
chronicle setting through him) and his judgments
and sayings will be out of touch with reality. The
other Mokol you know will be more and more
aware of his foibles as time goes by and will distrust
you on his account.

NIGHT: LIZARDS SKIN

105

Stench: (2 pt. flaw)


You have a repellent stench which penalizes
Social rolls by three dice in all your forms. Anything
trying to track you by scent has the difficulty lowered
by 2, and you cannot mask the scent with perfume
or wash it away. Most mammals, such as horses and
dogs, will be uneasy around you.

Sterile/Barren: (2 pt. flaw)


For whatever reason, you are completely
sterile. Unless you buy off this Flaw with experience
points (such as by roleplaying a quest, magical gift,
or operation), you will remain so. If other Mokol
know this, they may assume that you are diseased
or Dissolver-ridden, or simply avoid you. You cannot
gain Matre and are an undesirable mate: Mokol
and Kin who know of your curse will not want
even casual inintimacy with you, except perhaps for
same sex relations.

Wall Eye: (2 pt. flaw)


Your eyes do not allow binocular vision in
any form. You must turn your head to the side to
look at something. You get two fewer dice on all
visual-based Perception rolls.

Eyes of the Tyrant (3 pt. flaw)


Like a Hollywood Tyrannosaurus rex,
you have difficulty seeing non-moving objects.
You receive +3 to the difficulty of sight-related
Perception rolls. If any enemy can remain perfectly
still, you cannot see them at all.

Fallen Elder/Clutch: (3-5 pt. flaw)


Whether or not you know it, the elder
in your clutch has fallen to the Dissolver. The
nature of the temptation and his weakness are
not known to you automatically. The Storyteller
will create the situation and reveal it to you in the
course of the game. You may become aware of his
nature through knowing of cannibalism, alliances
with fomori or vampires, or other ghastly actions.
If your entire clutch has fallen, you are in serious
trouble. First of all, you effectively have no
clutch. Second, your clutch will want to find you
and either kill you or make you like them. Third,
other Mokol will automatically assume that you
have fallen as well.
106

MOKOL

Hunted: (3 pt. flaw)


You are hunted by human poachers, by
Innocents in the Umbra, by the Noonday Suns, by
other creatures, or by Garou. They will seek you out
and try to kill you, or, worse, capture you. They are
armed with silver or gold weapons and know about
your abilities, even if they do not know much about
the Mokol. They are not constantly on your trail,
but they will show up throughout the chronicle.

Limbless: (4 pt. flaw)


Your Archid form has no useful limbs:
you resemble a giant snake, though you may have
flippers and a tail. You cannot manipulate anything
and have no claw attack in Archid form; your land
speed is reduced to a crawl (1/4 speed). However,
Nagah may be favorably disposed toward you, should
you ever happen to run into one.

Great Fossil Lizard: (5 pt. flaw)


Your dreaming was warped by the beliefs
firmly held by millions about prehistoric reptiles. You
are not a real dinosaur in your Archid form, but the
old-school image of one. You are cold-blooded, have
a walnut-sized brain, are gray-green in color, and
lurch along slowly dragging your long snaky tail. You
are most comfortable living in a swamp and eating
soft waterweeds. Your Mental Attributes do not
change, but you have a tendency to think slowly.

Merits of the Gumagan


Song Owner: (1 pt. Merit)


You have inherited knowledge of part of a
mystic song of the Dreamtime. This usually concerns
the ancestors and their deeds. You may be the only
one alive who knows it. Each verse concerns a step
of the great journeys made by the ancestors. You thus
also inherit knowledge of a long series of desert trails,
water holes, etc., although you do not own them.
These places ritually belong to you, and to anyone else
who knows any verses of the song. You have the right to
sing this song and anyone else who shares even a single
line of the song will treat you as a relative. You must
pass the song on to your nephew, niece or some other
heir or to your child if you are female. In addition,
anthropologists might want to study you, leading to
a useful source of cash and bizarre Weaver-trinkets.

Merits of the Makara

Flaws of the Zhong Lung


You were fortunate enough to be born in to the
Kshatriya or Brahmin caste, and thus are accorded a
fair amount of respect among your society. You receive
two extra dice to Social rolls when dealing with the
humans of your homeland. Only homid Makara may
take this Merit.


You can be banished by means of iron. A hunter
may throw iron into your pond, or strike you with iron.
If his Willpower overcomes yours in an opposed roll,
you must flee.

High Caste: (1 pt. Merit)

Char: (3 pt. Merit)


This Merit is for Gharials only; it indicates a
swollen red lump on your Suchid-form snout. This adds
two dice to Social rolls among other Makara, and allows
the Mokol to spend Gnosis to add to chances of siring a
true offspring. For each Gnosis spent in mating rites, 1 %
is added to the chance of a true Mokol being born.

Merits of the Zhong Lung


Same-bito Kin: (1 pt. Merit)


You are Kin to the weresharks of the East. The
Storyteller will create the Same-Bito school who are
related to you, but will not divulge all this information
to you; you may not know much about them. Should
you meet any Same-Bito, they will likely respect you
and listen to you.

Fear of Iron: (1 pt. flaw)

Fertile Essence: (1 pt. flaw)


You are filled with life-giving essence, to
the peril of anyone who knows you. If anyone
drinks from the same glass as you, uses the same
bathing pool, or even handles your clothing or
utensils, they can have children who will resemble
you. Even people who are sterile or barren might
become pregnant because of you (Storytellers
option, and certainly not applicable to metis
characters). This can become annoying, and cause
some serious misunderstandings.

Stone Blind: (2 pt. flaw)


You cannot see stones, or anything made of
stone. If something is made of stone with other material
added, such as mortar or paint, you know that it is
there but cannot really tell what it is. You cannot read
writings on stone tablets or markers and cannot see
stones in your path, even if you trip on them.

NIGHT: LIZARDS SKIN

107

Final Notes
and Suggestions

Mokol and their concept in WoD where created


around 20 years ago, they travel in time by activating
their genetic memories and dreaming about the past.
The game designers taken pop culture, fiction, tribal
and some paleontology elements.

This two decades where the scenario of huge
discoveries in matter of paleontology, the people went
from thinking about the dinosaurs like slow, cold blooded
reptilian swamp dwellers; to see them as fast, intelligent,
warm blooded and in some cases even feathered animals.

Mokol are werecrocodiles, weremonitor
lizards and weregila monsters, this reptilian nature can
be seen in some of the Mokol concept, traits and gifts.
However, they are also weredinosaurs, this is seen too
in the game, but it isnt explored as much as it could.

The purpose of this section is to give just a
few role playing suggestions to enrich the already
amazing traits and mechanics of the dragon race,
the following writings didnt where made Onyx Path,
they are just suggestions, tweaks and adjustments
from one player to another, they are suposed to

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
this book you can send them to:
www.facebook.com/mokoleproject

Mokol Origins

Taking as reference most of the Archid Characteristics,


the weresaurian linage can be tracked back to
somewhere around 251 million years ago, when the
dinosaurs, plesiosaurs, pterosaurs and reptiles had
a common ancestor. The sharing of Mnesis trough
the weresaurians managed to preserve the antique
dinosaur-like Archid characteristics seen in the
Mokol of the modern era.

The Mesozoic era in its 186 million of years
witnessed the rise and fall of the dinosaur kings
and most of their saurian brothers and cousins. 65
million years ago a great catastrophe put an end to
the saurian reing, just a bunch of reptiles, primitive
birds, mammals, sea life and other lucky creatures
lived to inherit the world that dinosaurs left behind,
it was the beginning of the age of sleep.

Mesis Mechanics

The game tells about Mnesis rolls, be it a trance


or whatever other action involving it, most of
the times its up to the story teller to decide the
difficulty of this rolls.

Here is a chart with some suggestions about
the difficulties when a weresarian tries to remember
something lived by her ancestors. The further back
she wants to go naturally turns harder to see, usually
it takes 3 successes to remember something as she
wanted to, while just 1 success shows a glimpse of
what she was looking for.
Time Difficulty
Three to five hundred years.
5
Roughly a millennium.
6
The Impergium and the beginning 7
of human civilization.
The awakening of the mammalian 8
shapeshifters.
The time of the Dinosaur Kings.
9

Archid Characteristics

Some of the following are retakes of the characteristics


in W20 Changing Breeds and Breed Book Mokol.
While 4 of the traits in this list are based on Erinys
and Adamant Siaka posts in White Wolf forums,
others are completely new.
Back Plates: Archid form has two rows of parallel
plates alternating from its neck all the way down to its
tail. +1 to Social rolls involving any Mokol stream.
The character also gains the Merit: Temperature
Control at no extra cost, as the plates can be used as
a radiator fin or solar panel.
Back Thorns: The back and lower back of the
Mokol is covered with thorns, dealing out two
health levels of aggravated damage to anyone who
strikes her from behind bare-handed. Also, if she
has the Poison Sacks characteristic, she may inject
poison from its thorns after an opponent suffered
damage from them, poison doses and restrictions
stills apply the same way.
Extra Limbs*: One pair of additional arms or legs
adorns the Mokoles body every time she takes this
Trait. Each purchase of this Trait increases the dice
pool of any appropriate split actions by one, not to
exceed its normal dice pool. Characteristics such as

wings or Terrible Claws must be purchased anew for


each set of new limbs (for example, just one Terrible
Claws to give the craracteristic to the new set of arms).

Each pair of extra legs also adds one die to
pursuit rolls, and an additional two yards per turn
when all legs are used to run, also gains a +4 to rolls
to avoid being knocked down. Each aditional set of
wings adds 10 mph to the weresaurians airspeed. A
similar advantage can be had by taking the Wings
Trait twice, which changes both normal forelimb
and hindlimb pairs into wings

Mokol with too many limbs are looked
at strangely by their peers: even clutchmates may
wonder about their devotion to Sun.
Feathers: Effective Appearance 2 while in Archid, +1
to Social rolls involving Corax or any Mokol stream.
+2 to survival rolls withstanding cold weather.
Patagium: The weresaurian ribs stick out of its sides,
shaping a gliding membrane stretched over them,
and are partly retractable. The Mokol cant quite
take flight, but she can glide and soar through the air
for short distances.

The character triples her horizontal jumping
distances. As long as the Mokol has a way to gain
some altitude, she can glide up to 9.8 ft (3 meters)
for every 3.3 ft (1 meter) she is above the ground.
She moves at twice her normal Speed rating while
gliding, can change direction at will, and can reduce
her falling speed up to one third.

Cannot take Armor or any size increasing
along with this Trait. Unlike Wings, this Trait leaves
the Mokols forelimbs free to do other things.
Hollow Bones: Bones are hollow, but strong. +3 to
Dexterity for purposes of movement, and may soar
effortlessly for hours if also has Wings Characteristic.
While in archid, substract 1 dice to all soak rolls,
also, soak rolls for bashing damage are made at +1
difficulty. This characteristic reduces Archid form
weight enough to take up to three weight increases
like Behemoth, Tall, Huge Size or Armored Scales
and sill being capable of flight with its Wings
characteristic.
*Huge Size: Normally, a Mokol Archid form is
nine-foot (2.74m) tall, around twelve-foot (3.65m)
long, and weights near 600 lbs (272 kg). Each time
this characteristic is taken add 9 foot to height, 12
foot to length, and 600 lbs of weight to the final form.
Each time body mass and size is increased by this

NIGHT: LIZARDS SKIN

109

characteristic, add +1 to Stamina, +2 damage to


Body Slam or Tackle attempts, +2 to Perception
when Storyteller deems appropriate due to height,
and one additional Bruised health level. However,
taking this characteristic 3, 4 or 5 times reduces the
difficulties to hit the Mokols Archid form by one,
taking it 6, 7 or 8 times reduces difficulties by two, and
taking it 9 or 10 times reduces difficulties by three.

Extremely large Mokole cannot use Stealth,
sneak up on someone or hide, however they still can
do that things in deep waters.
Multiple Heads*: The Mokole has two additional
heads for each time this Trait is taken, granting her a
+2 die when splitting dice pools for multiple actions
involving the heads (however, the bonus die may never
exceed the dice pool of the base roll). Each new head
has the same strength as the first, but characteristics
such as long neck or terrible teeth must be purchased
anew for each head. The mokol gains the Wishbone
maneuver as described in W20, p. 300

When not attacking targets or manipulating
objects, may be used either to supplement observation
to the main head or to maintain a broad passive
awareness. In the former capacity, each additional
head is an additional die to scrutinize something within
the main heads awareness. In the latter capacity, each

head increases the difficulty to surprise the Mokole


by 1, to a maximum difficulty of 9. When this Trait is
selected, the Mokole has one head ( her original) that
is vulnerable, and decapitating this head will kill her.
However, decapitation of the other heads can be healed
if the character has the Regeneration Characteristic.
Night Vision: Has strangely large eyes. At night, the
difficulty of perception rolls involving sight at are
decreased by two.
Soft Neck Frill: Be it a group of feathers or large
ruff of skin around the neck, a mokol can spread
out its frill looking much bigger that she really is,
frightening any creature who does not know what
is going on. All opponents who do not have specific
Mokol knowledge react as if their Willpower were
one point lower for purposes of the Delirium Chart.
+2 to Intimidation.

Cant stack with the characteristic Air Sacks,
the Archid form just can have Soft Frill or Air Sacks,
but she cant have both.
Tail Whip: The mokol tail can be cracked to
make a deafening sound. All characters (including
allies) within close combat range roll Stamina
(difficulty equal to Mokols Rage). Anyone who
fails is deafened for rest of the scene. Cannot be
taken with Bladed Tail or Tail Club.

Werereptiles, weredinosaur
or dragons?

Mokol dream their Archid form, which outcome


is an amalgam of characteristics of something that
maybe never existed or perhaps is the vivid image of
something that walked the earth millions of years ago.

Some Gumagan theorize that the Archid
form of a newly changed Mokol tend to reflect the
link between the individual or his ancestors with
the Spirit World. A Mokol with a more dinosaur
or werecrocodie-like form could have less influence
from Dragon or the Wani and more influence of
her genetic inheritance. On the other hand, a more
eastern or western dragon-like form could had more
influence of the Mokols spirit patrons.

Thanks to the huge variety of its Archid
forms, Mokol may be the origin of most of the
monstrous reptilian legends. However, there was
actually Dragons roaming the world long time ago,
non Mokol creatures that where embodiment of all
the unchecked power of Nature.

Streams

As many players know, Mokol-mbembe and


Makara are the most forgotten Streams in terms of
game mechanics or advantages. Mokol-mbembe
are supposed to be the stream of the fighters, but
a Zhong Lung can beat a Mokol-mbembe (and
likely any other stream) in a one on one combat
because of its gift advantages. The Makara are
supposed to be the Stream of the Folk, but their
diplomat skills arent any better than a Mokolmbembe or even a Gumagan. This section pretends
to balance that a little.

Mokol-mbembe

No other stream knew the Wars of Rage like


the Mokol-mbembe did. While the Zhong lung
and some Makara where safe and sound in the
beast courts, the Gumagan and their allies where
slaughtered forcing them to hide in the Dreamtime
(Australian Umbra); but Mokol-mbembe
had nowhere to run, and where driven next to
extinction. Just the most cunning, strongest and
fittest survived the slaughter. To this day, even
their chills bear the scars of a distant survival life
pushed to the limit.

THE FATE OF THE DRAGONS

Dragons are real, even now. The elemental


dreams that wove the first wyrms together still
flow in the veins of these near-immortal beasts.
Dragons are very much alive, as both archetypes
and beings of flesh and bone.

Ironically, the ends of the Earth gradually
leave that Earth for the more accommodating
Realms. By the technological age, the material
world has become too harsh for their kind. Among
the literal dragon-slayers of the Dark Ages and
Renaissance, great clashes such as the Battle of
Flames and the Concordia War, the darkening of
polluted skies and the dimming of the heart of
wonder, the mighty wyrms of the First Days have
been whittled down. As the Great Wheel spins
faster and faster, the souls of dragons have been
sucked into the slipstream and transformed into
other, lesser things (like people).

Most surviving dragons have settled into
Umbral Realms by the Industrial Age. Although
some few of them escape to the newer worlds of
Africa and the Americas, the unrest that soon tears
through those lands feeds the pain spreading across
the world. Dragons, like many other magical beasts,
feel the burn of Unbelief as the world becomes a
colder, less magical place. By the end of the 19th
century, the mortal world is literally painful to
visit. Although many wyrms learn to shapeshift
themselves into human forms and walk unnoticed
through the crowds, the air soon becomes too heavy
and stale for any dragons liking.

In their rage and despair, some dragons
bind themselves to the great Celestine Wyrm, the
force of destruction intent on devouring Creation.
In the Umbral Hellholes and the plains of Malfeas,
in the hidden depths of earthly seas or the burning
heart of the world, angry dragons coil, their souls
dripping venom and their jaws glowing with
righteous fire. For now, they glut themselves on
the spiritual misery passed down from the Wyrm
itself, and on sacrifices gathered by a handful
of dragon-cults in the human lands. Some ally
themselves with Mad Ones and Fallen wizards,
answering their summons for short periods of time
and spreading havoc when they appear.
111

Whatever
Mokol-mbembe
lack
in
organization or pacts with spiritual courts, they
compensate it with raw physical power, use the next
trait modifiers for their base Archid form:
Strength +4, Dexterity +1, Stamina +3,
Manipulation 3, Appearance 0

Save for the gumagan, all streams lacked of
knowledge of the secret ways in the Umbra, and going
to the spirit world for whatever the reason was a suicide
mission. Eventually the Wars of Rage forced most of
the weresaurian to break their bonds with the Umbra,
this made a lot harder to learn Gifts from denizens of
the spirit world. The mokol can learn gifts through
Mnesis, but the Mokol-mbembe managed to be
especially talented at it, even to this day.

When a Mokol-mbembe attempts to learn a
Gift through Mnesis the roll its made at a -1 difficulty.
Exclusive Varna: After the passing of the Dinosaur
Kings, there was no other kin to the mokol but
crocodiles and monitor lizards, most of the weresarian
entered in the sleep of the dragon while others stayed
to see the world slowly change for worse.

Some weresaurians dream of the time of
the Bird Kings, specially the Mokol-mbembe,
who remember like no other the times when their
feathered cousins where kin for them. Through
the course of the strange millennia two bird varna
persisted in the Mokol-mbembe lineage, the
Crowned Eagle and the Harpy Eagle.

Nowadays its no secret to the weresaurian
society that the stream of the fighters has kin among
the birds, however no other stream has managed to
add their feathered cousins to their varna.
The crowned eagle lives in the sub-Saharan
Africa; in Southern Africa it is restricted to eastern areas.
Its preferred habitats are principally riparian woodlands
and various forests. Its wingspawn ranges from about 5
feet ( 1.5 m) up to 6 (1.8 m). Despite the spectacular and
conspicuous nature of their display flights, the crowned
eagle is sometime considered a clumsy flier out in the
open, lacking the grace and speed attributed to a few
other eagles in a high-flying context.
The Harpy Eagle is the largest and most
powerful raptor found in the America. Their territory
extends from Mxico (almost extinct), through
Central America and into South America to as far
south as Argentina. The eagle is most common in
Brazil, where it is found across the entire national
112

MOKOL

territory.. Harpy eagles are 2 ft 10 in3 ft 6 in long


(0.81 m) and their wingspawn is 5 ft 9 in to 7 ft 4 in
(1.7m to 2.2m). They can reach speeds of up to 50
mph (80 kph) in flight.
Harpy Eagle: Str: +1, Dex: +2, Per: +3, Rage 3.
Note: Claws do Str +1 Damage.Bite does Str Damage.
Soak rolls for bashing damage are made at +1 difficulty.
Crowned eagle: Str: +2, Dex: +1, Per: +2, Rage 4
Note: Can lift up to 66 lb (30 kg) in short flights. Claws
do Str +1 Damage. Bite does Str Damage. Soak rolls for
bashing damage are made at +1 difficulty.

Makara

Exclusive Varna: Snakes are an important part


of Hindu culture, some times as gods; and other
like symbols of rebirth, death and mortality, due
to its casting of its skin and being symbolically
reborn. Over a large part of India there are carved
representations of cobras or nagas or stones as
substitutes. To these human food and flowers are
offered and lights are burned before the shrines.

Centuries of the continent culture and the use
of the gift Steal Shape shaped the Makara in a unique
physical and spiritual way, adding two creatures to their
Varna list. Those are the Paradise flying snake and the
black-tailed python, at first sight it looks like that would
put the weresaurian in conflict with the weresnakes,
but the Nagah only take the most poisonous snakes
as mating partners, leaving behind the constrictor or
the weak poison ones. Even more, the tales of a snake
shapeshifter who ended up being a Mokol helps a lot
to keep the idea that Nagah are extinct.

Paradise flying snake is commonly found in
South and Southeast Asia; it glides by stretching the
body into a flattened strip using its ribs. It is mostly
found in moist forests and can cover a horizontal
distance of about 100 meters in a glide from the top
of a tree. They grow up to 2 meters long.

Black-tailed Python is found in many tropic
and subtropic areas of Southern and Southeast Asia.
Lethargic and slow moving even in its native habitat,
they exhibit timidity and rarely try to attack even
when attacked. Locomotion is usually rectilinear,
with the body moving in a straight line. They are very
good swimmers and are quite at home in water. They
can be wholly submerged in water for many minutes if
necessary, but usually prefer to remain near the bank.
They usually grow up to 3 meters (9.8 ft).

Paradise Flying Snake: Str: 1, Dex: +2, Sta: +1,


Man: 0, Rage 2
Note: Running speed is halved; swimming speed equals
Homid forms 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 forms 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 Garous 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
doesnt 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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