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MET Nagah

Breeds
Initial Gnosis:

Balaram (Homid):
1
Ahi (Metis): 3
Vasuki (Serpent): 5
*All Nagah start with 4 Willpower Traits.

Auspices
Nagah auspices are only such in name alone. All are equal; all are kept to the same standard. They do recognize seasonal auspices, but do not assign any particular job to any. The only difference is starting
Kamakshi (Spring) and Kamsa (Autumn): 3 Rage.
Kali (Winter) and Kartikeya (Summer): 4 Rage.

Form Stats:
Balaram:
This is human form. No Bonus Traits.
Silkaram:
Similar to a reptilian humanoid.
Bonus Physical Traits - Brawny, Tough, Stalwart, and Enduring.
Negative Social Traits - Bestial x2
The bite inflicts Aggravated damage. *Venom.

Azhi Dahaka:
Half-man, half-snake war form.
Bonus Physical Traits – Brutal x2, Tough, Quick x2, Dexterous, Resistant x2
Negative Social Traits – Bestial x2, Repugant, Tactless x2
The bite and claws inflict Aggravated damage. *Venom. *Constriction.
Kali Dahaka: Great snake form.
Bonus Physical Traits – Strong x2, Dexterous, Quick, Relentless x2
Negative Social Traits – Bestial x2, Awkward x2, Tactless
The bite inflicts Aggravated damage. *Venom. *Constriction. *Delerium.
Vashuki: Regular snake form.
Bonus Physical Traits – Quick, Fast, Enduring

Negative Social Traits – Awkward, Bestial x2
*Venom.

*Venom: Inflicts four Health Levels of Aggravated damage when the Nagah injects it into an opponent. It will affect vampires, but only at half the amount of damage. The Nagah has enough for three bites a day
*Constriction: If a Nagah successfully makes a constrict attack against an opponent, he can crush his opponent, inflicting a Lethal damage every round that he is wrapped around his foe. His enemy may attempt to escape, but is down two Traits in doing so.

Gifts
All Nagah begin play with one Nagah Gift, one Breed Gift, and one hengeyokai Gift. All Nagah Gifts are taught by the Wani. Because most spirits will not heed a Nagah’s call unless instructed so by a Wani, Nagah must pay for each Gift that is not a Nagah Gift as if it were out-of-tribe.

Basic
Eyes of the Dragon Kings
This Gift allows the Nagah to see through any solid obstacle shy of a solid wall. Murky water seems clear; fog, haze, smoke, and darkness pose no problem for a snake using this Gift. The Nagah’s eyes begin to glow when this power is used.
System: The player expends a Mental Trait to enact this power. Blur of the Milky Eye and other such powers still work, but the Nagah is down two Traits when attempting to spot them.

Scent of Running Water
*As the Ragabash Gift.

Slayer’s Eye
*As the Shadow Lord Gift: Fatal Flaw.

Sense of the Prey
*As the Ragabash Gift

Veil of the Wani
The Nagah may erase all memory of his existance from the minds or surviving witnesses or opponents. Anyone who saw the serpent may remember seeing somehting, but will be unable to describe exactly what it was. A vampire may believe that he was attacked by a Fomori or a Mokole, but would have no idea to think that it was a Nagah. Needless to say, this is a very useful Gift.
System: The player spends two Gnosis Traits and makes a Mental Challenge against those who saw him. If he wins, his passing makes them simply not remember at all. The memory is simply gone from memory, leaving only hazy details that something happened.

Intermediate
Blessings of Kali
With this Gift, the Nagah develops natural armor and weaponry. Hard, bonelike plates form over the weresnakes body, affording them great protection in combat and adding additional damage from hand-to-hand attacks at the same time.
System: The cost of this Gift is one Gnosis and one Rage. Plates of bone form over the entire hood, torso, arms, and underbelly adding one extra Health Level and ‘Resilient x2’. The plates on the shoulders, arms, and elbows are barbed and very sharp. The serpent gains ‘Sharp x2’ when attacking with these places and they cause Aggravated damage. The armor only covers the top half of the body, so attacks directed at the lower extremities will not be protected.

River Mother’s Blessing
By calling on the favor of the River, the wereserpent can replenish his spiritual energy by drinking from her. Use with the greatest reverance, this Gift fills the Nagah with great joy as she contemplates the love of the Mother she serves.
System: The wereserpent must meditate in front of a bowl of river water for an hour, opening herself up to receive its purity. When the meditation is complete, the Nagah drinks the water and regains a Gnosis Trait. This Gift may be used as frequently as needed, but they consider it taboo to rely on it too much and will not use it more than once a day unless in extreme peril.

Breath of Sweet Amrita
One of the few healing Gifts the Nagah possess. This power allows the wereserpent to breath a cloud of
healing gas on himself or a companion. Although the Nagah were tricked out of the secret of Immortality long ago, they have never forgotten the trick entirely. System: The Nagah breathes out a cloud of gas and spends as Gnosis Trait to heal a Health Level of damage on a one-for-one basis. This heals all damage types, even aggravated.

Gaze of the Serpent
By locking gazes with an enemy, the Nagah can petrify his target with terror. An opponent under the influence of this Gift can do nothing save regeneration.
System: By establishing eye-to-eye contact with the target, the player makes a Social Challenge. If he wins then the target is stopped dead in his tracks and cannot do anything. The effects of this last until the opponent is distracted by say, an attack. Once he is struck physically, he is freed from the Gaze of the Serpent. Needless to say, if left undisturbed, they could be there for days. Most Nagah use this to escape from a bad situation; few use it as a means to attack.

Advanced
Breath of the Dragon Lords

The wereserpent using thi Gift exhales a massive gout of scalding gas at an opponent. They often resemble flames, but wont actually set materials on fire.
System: The player makes a Physical Challenge against her target. Damage is equal to half the number of the Nagah’s permanent Gnosis Traits, rounded up. The damage is considered aggravated.

Call of the River
The Nagah may call upon Mother River herself to rise up and take action against those who abuse her. While this Gift is not used that often in modern times, legends speak of entire villages that were wiped out by an offended Nagah.

System: The player spends three Gnosis Traits. This causes the waters to rise rapidly for miles around causing all manner of chaos. The details are left up to the storyteller.

Rites
Rite of the River’s Blessing
This Rite of Accord is an archetypal Nagah purification ritual, preformed after the death of a great enemy. The wereserpent must kneel at the bank of a stream or river in order to enact it, and make a petition to the running water. As he chants a litany of mantras and praise to the Three Mothers, he washes himself in the water, then shifts to Azhi Dahaka to shake the droplets from his hood. This rite is considered very auspicious if performed in moonlight, in view of the Three Mothers.
System: This is much like the Rite of Cleansing, except that at the end the Nagah regains three Traits of Willpower and only the Nagah may be affected. It is even easier to perform at night with the moon in full view.

Backgrounds
Ananta
Similar to a Bastet’s Den-Realm, an Ananta is a small pocket dimension of the spirit realm. They are are found at the bottoms of rivers and this is the only way a Nagah can enter the Umbra, without proper Gifts. They often mimic the size and shape of the flowing river.
1 Trait – The size of a small house; Twenty feet long
2 Trait – The size of a medium house; Fifty feet long
3 Trait – The size of a large house; Two hundred feet long
4 Trait – The size of a manor house; Half a mile long
5 Trait – The size of a large estate; One mile long

 

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