Mokole

## Traits

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

Mokolé regenerate wounds at the same rate as Garou, following the standard rules for healing and regeneration. However, Mokolé, as creatures of both Sun and Moon, are harmed by gold and silver in the same way that Garou are harmed by silver.

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

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

## Renown

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

## Breeds

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

### Homid

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

***Beginning Gnosis:*** 2

### Suchid

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

***Beginning Gnosis:*** 4

## Auspices

Dragon-Dreams regarding the auspice factions of the original Lizard Kings are a source of great controversy among the Mokolé. Each stream’s Dreamers have Mnesis that supports their own group’s auspice patterning, 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 Mokolé streams use solar auspices, while the other two use seasonal ones. Mokolé-mbembe and Gumagan recognize seven solar auspices, determined by position and/or condition of the sun when a Mokolé is born.

### Solar Auspices

#### Rising Sun, Striking

Between the reddening of the eastern sky and noon, sunlight strikes at the heavens. Mokolé born at this time of day excel as soldiers, 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 Mokolé has the option of rerolling his initiative once per scene. The character must use the second result, regardless of whether it’s higher or lower than the first result.

#### Noonday Sun, Unshading

At high noon, the sun reigns supreme over the Earth, seeing all. Mokolé born within an hour of noon may inherit this aspect. (It is just as likely, however, that one born slightly before noon will be Striking, or one born slightly after will be Warding.) Most either become judges, enforcers of law (in its many forms), or guards who patrol the areas 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.

#### Setting Sun, Warding

As the sun sets, the wise ward against evil hidden in the growing darkness. Mokolé 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.

#### 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.

#### Midnight Sun, Shining

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

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

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

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

**• No-Suns** are born under the lightless sky, during 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 Mokolé brings humor or courage in the midst of a hopeless situation, the Storyteller may bestow an extra die to be used on any one dice pool. The Storyteller should not grant this benefit more than once per scene.

#### Decorated Suns, Gathering

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

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

***Beginning Willpower:*** 5

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

#### Solar Eclipse, Crowning

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

***Beginning Willpower:*** 5

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

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

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

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

### Seasonal Auspices

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

#### Zhong Lung

The Zhong Lung have four auspices each 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.

Zhong Lung Auspices
 Nam Hsai
 Sai Chau
 Pei Tung

#### Makara

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

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

The **Hemanta**, or winter auspice, are tricksters and rogues. They are expected to be crafty, but are often 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 Mokolé of India. They are also travelers and are the most ready to hear of new things. The Vasanta have a beginning ***Willpower of 5*** and the same auspice benefit as the ***Striking*** solar auspice.

## Varna (Species)

**Champsa (Nile crocodile):** Str +3, Dex –2, Sta +3, Man –4, Rage 3

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

**Halpatee (American alligator):** Str +2, Dex –1, Sta +3, Man –2, Rage 4 *Note: Running speed is halved; swimming speed equals Homid form’s land speed.*

**Karna (Saltwater Crocodile):** Str +3, Dex –2, Sta +3, Man –4, Rage 3

**Makara (Mugger crocodile, Chinese alligator):** Str +1, Dex +0, Sta +2, Man –3, Rage 3

**Ora (Monitor lizards):** Str +0, Dex +0, Sta +2, Man –4, Rage 5 *Note: Running speed same as Homid form; sprints are possible; limited swimming. Poison Sacs, per the Archid Characteristic below.*

**Paisa (American crocodile):** Str +2, Dex –1, Sta +3, Man –2, Rage 4 *Note: Running speed is halved; swimming speed equals Homid form’s land speed.*

**Syrta (Caimans):** Str +1, Dex –1, Sta +3, Man –4, Rage 4

**Unktehi (Gila monster):** Str –1, Dex +0, Sta +1, Man –3, Rage 5 *Note: Half human running speed, cannot swim. Bite inflicts Strength –1 damage. Poison Sacs, per the Archid Characteristic below.*

## Archid Characteristics

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

**Armored Scales\*:** +2 Soak.

**Behemoth\*:** Body mass doubles, height remains same. (Limited) Stamina +1, +2 damage to Body Slam or Tackle attempts.

**Binocular Vision:** +2 on all visual-based Perception rolls. –2 to opponents attempts to surprise.

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

**Color Change:** +1 difficulty to spot the Mokolé while hiding.

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

**Deep Lung:** Can swim underwater for up to an hour or hold breath up to 5 minutes in combat.

**Fiery Pearl:** +3 to Intimidate versus vampires and wyrm creatures.

**Fins:** Double swimming speed.

**Fire Breath\*:** Can breathe fire (or a corrosive aerosol) once per day for each time this trait is taken. The cloud is a fire with soak difficulty 7, damage per turn 2, and extends out to (Rage) yards in front of the character. The attack lasts only one turn but may ignite flammable objects for continued damage.

**Gills:** Fully amphibious.

**Grasping Hands:** Normal manual dexterity in Archid form.

**Hinged Jaw:** May unhinge jaw to swallow (non-resisting) objects up to equal its Size.

**Hollow Bones:** Bones are hollow, but strong. +3 to Dexterity for purposes of movement, and may soar effortlessly for hours if also has Wings Characteristic.

**Horn:** Gains a gore maneuver (Str +2 aggravated 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 Mokolé’s Dexterity in Archid form.

**Poison Sacs\*:** May inject poison once per day for each time this trait is taken. On a successful bite attack, the victim must soak four additional dice of poison damage.

**Predator’s Roar:** Gains roar attack usable once per scene. All characters (including allies) within close combat range roll Willpower (difficulty equal to Mokolé’s Rage). Anyone who fails the roll must flee as though in a fox frenzy.

**Prehensile Tail:** May use as if it was a hand, including wielding a weapon. Normal attack limits apply.

**Resplendent Crest:** +3 to Appearance and +1 to Charisma.

**Royal Crest:** +2 to Social rolls involving Nagah or any Mokolé stream.

**Sickening Slime:** Any opponent that bites you loses their next full turn retching. –2 to non-Mokolé Social interactions.

**Tall\*:** Body mass and height doubles, +1 Stamina. Can reach/see over obstacles more easily. +2 to Perception when Storyteller deems appropriate due to height. (Limited)

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

**Tongue Flick:** +2 to tracking rolls involving scent

**Upright Walking:** Frees up forelimbs when walking.

**Webbed Feet:** May swim at 150% speed and walk without trouble on soft surfaces.

**Wings:** Can fly at 20mph for 1 hour per point of Stamina, then must rest for 8 hours. Can be combined with Hollow Bones for longer flight.