The Revised Mokole Character Creation for the Mokole remains the same except for chosing gifts. The Aspects have allow been expanded upon. Gifts are chosen for the Breed of the Character and the Aspect. One Level one gift is chosen for the Breed and one gift is chosen from the list given for each Aspect. Freebie points may be spent to gain more level one gifts from either the Breed or Aspect. Children of the Sun: Aspects The Mokole are sun creatures. They revere the sun as the giver of life and source of heat for their bodies. The attitudes of the Sun determine the identity of a Mokole much as the moon auspices do for the Garou. The Mokole recognize seven attitudes the Sun can take. The Rising Sun - "Strike": The Rising Sun have much in common with the Garou of the Full Moon. They perfer to act rather than wait. In battle they are the front line. The Strike are more physical than other Mokole except for those of the Setting Sun. Their bravery during combat is legendary but they lack patience needed for planing. Sun Dice: Throughout their lives such creatures gain a +1 dice when taking initiative. Beginning Gifts: Bellow, Razor Claws, Resist Pain Initial Willpower: 3 The Noonday Sun - "Shadowless": The Noonday Sun are the police and the judges. They mediate disputes and dispence justice to those who disregard the litany. They enforce the power of the Crowned. The Shadowless are held with great respect. To go against the Shadowless would result in excution or being exiled. They represent the pure qualities of the Sun and are commited to their duty. Sun Dice: These Mokole may subtract one die from the dice pool of attacking Wyrm or Kindred, or by any foe attacking from living in, or related to the dark. This may be used against vampiric disciplines, lessening the effect of Domination or Obfuscate. Beginning Gifts: Bellow, Scent of True Form, Resist Pain Initial Willpower: 2 The Setting Sun - "Ward": The Setting Sun protect the Mokole family from outside threats. During times of trouble they have been known to work with the Noonday Sun. Wards are similiar to the Strike, but defend the tribe rather than wage war. They will do everything in their to protect the Mokole including sacrificing themselves. Legends tell of how one Ward defeated 10 enemies of the tribe by himself. Sun Dice: Wards add an extra die to their dice pools when they defend or retreat. Beginning Gifts: Bellow, Razor Claws, Resist Pain Initial Willpower: 1 The Shrouded Sun - "Concealed": The Shrouded Sun are the mystics of the Mokole. They reside over rituals. Thaumaturgy is commonly studied by them. Unlike most Mokole, the Concealed are occassionly encountered in the Umbra. Because of their ability to travel the Umbra they convey information amoung the Mokole. Sun Dice: The Concealed gain an extra die on their Stealth and when they camouflage anything anytime, for any reason. Beginning Gifts: Walking Between Worlds Initial Willpower: 3 The Midnight Sun - "Shining": The Mokole born at night are called the Shining. They are the makers of myth and arbiters of the afterlife. The Shining perform burial rituals. At the coming of night they tell stories of great heroes of days past. After the death of a Mokole, he is lead to the realm of the Dead by the spirits of dead Shining. Those who disgrace the Mignight Sun are doomed to eternally wander the Umbra. Sun Dice: They can draw on three extra Willpower points when they are damned, doomed, or up against hopeless odds. Beginning Gifts: Darksight, Mindspeak, Cloak of Shadows Initial Willpower: 4 The Decorated Sun - "Followed": The Decorated Sun are the workers of the Mokole. The Crowned may reign, but the Followed get things done as Mokole say. They can anything except lead. The Followed are known for following orders but lack initiative to give orders. Sun Dice: The Followed receive an extra die when following orders or working with a group. Beginning Gifts: Talk, Cooking, Mother's Touch Initial Willpower: 2 Solar Eclipse - "Crowned": The Crowned are the rarest of all the Mokole. All other Mokole defer to them. Their rule is supreme and finale outweighing all other Mokole. The Solar Eclipse are rare normally and the War of Rage reduced their number even greater. Sun Dice: The Crowned get one extra die to apply anywhere they want when the sun shines. Beginning Gifts: Bellow, Lambent Flame, Razor Claws Initial Willpower: 5 Breed Gifts Name of Gift Level Name of Gift Level Homid Persuasion 1 Tongues 3 Smell of Man 1 Cocoon 4 Jam Technology 2 Spirit Ward 4 Staredown 2 Assimilate 5 Disquiet 3 Reduce Delirium 5 Reshape Object 3 Suchid Heightened Senses 1 Tail of the Monkey 3 Leap of the Kangarou 1 Beast Life 4 Scent of Sight 2 Gnaw 4 Sense the Unnatural 2 Elemental Gift 5 Catfeet 3 Song of the Great Beast 5 Detect Spirit 3 Aspect Gifts Name of Gift Level Name of Gift Level "Strike" Bellow 1 Might of Thor 3 Razor Claws 1 Hot Ichor 4 Resist Pain 1 Scream of Gaia 4 Armor of Tortoise 2 Sleep of the Dragon 5 Clap of Thunder 2 Wall of Granite 5 Combat Healing 3 "Shadowless" Bellow 1 Eyes of the Cobra 3 Resist Pain 1 Balor's Gaze 4 Scent of True Form 1 Strength of Dominator 4 Strength of Purpose 2 Return to True Form 5 Tame Sunbeam 2 Sleep of the Dragon 5 Clear Mind 3 "Ward" same as "Strike" "Concealed" Mother's Touch 1 Exorcism 3 Sense Wyrm 1 Grasp the Beyond 4 Spirit Speech 1 Strange Rain 4 Talk 1 Sleep of the Dragon 5 Become Log 2 Spirit Vessel 5 Command Spirit 2 Walking Between Worlds 5 Clear Mind 3 "Shining" Cloak of Shadows 1 Song of Rage 3 Darksight 1 Invisibility 4 Talk 1 Shadows by the Fire Light 4 Become Log 2 Shadow Pack 5 Dreamspeak 2 Sleep of the Dragon 5 Hear the Corpse Whisper 3 "Followed" Cooking 1 Tail of the Monkey 3 Mother's Touch 1 Body Shift 4 Talk 1 Infest 4 Become Log 2 Calm the Flock 5 Grovel 2 Sleep of the Dragon 5 Long Running 3 "Crowned" Bellow 1 Silvery Claws 3 Lambent Flame 1 Hot Ichor 4 Razor Claws 1 Mastery 4 Awe 2 Rule 5 Tame Sunbeam 2 Sleep of the Dragon 5 Eye of the Cobra 3 Walking Between Worlds 5 Gifts All gifts may be found in either Werewolf or the Player's Guide, except for Return to True Form. Return to True Form (Level Five) - This Gift acts similar to Take the True Form but lasts for the entire scene. This power also works on shapechanged Kindred but the difficulty is nine.