Ajaba



Twilight Magic


Ajaba Gifts and Rites all reflect their communal observation, pack-minded tasks, and the duties set forth by Seb-at-Al. Many of their Gifts were taught solely by the progenitors of their race, and the Ajaba have only a limited selection of jamaa to call upon for further aid and secrets. Their Rites are almost all geared towards the community of the pack or Court. Overall, the Ajaba are not a mystical changing people. Their magics are mainly geared towards enhancing their natural abilities, making them the best at what they do.

The Ajaba divide their Gifts into three distinct categories: General, Breed, and Pryio. Though the Pryio is not as hard and fast a social role as Auspice is for Garou, there is enough social recognition to warrant Pryio-based Gifts (whereas Bastet do not). Compared to most other Changing Breeds, you may observe that the Ajaba have a more limited selection of Gifts. This was mainly due to the genocide recently inflicted upon their race. However, they were never a particularly magical species. The Ajaba have always depended mostly on their physical hardiness to sustain them. And so far, it has.

Learning New Gifts

Ajaba can find it difficult to learn new Gifts. For one, there is little Gift-lore in current circulation among most Ajaba. Secondly, most spirits outside of the Ajaba’s ancestrally nurtured “tree of chaya” will not teach a werehyena anything. At least, they won’t without outrageously higher demands and favors. And that’s provided the Ajaba can even contact those spirits. Finally, Ajaba are not stupid werecreatures. Not by a long-shot. But they aren’t particularly mystical like the Bastet nor can they boast the broad, ancient spirit-pacts of the Garou. So learning new Gift-lore is few Rainmakers’ priority in life.

So suffice to say, “Gift-swiping” is not a talent available to the Ajaba. Most Ajaba ultimately learn Gifts from other and older Ajaba. This demands the usual extra time and extra experience point cost, not to mention the Ajaba will probably demand a favor in return.

Breed Gifts

Breed Gifts are taught through allied spirits closely related to the Ajaba and their jamaa totems. Ancestor-spirits, Hyena-spirits, and primal spirits in direct service to Siracca or Seb-at-Al are the kind of chaya that most frequently teach these Gifts.

Homid

Homid Gifts reflect the homid Ajaba’s penchant for human trickery and mastery over nature.

  • Sweet Hunter’s Smile (Level One) -- As the Level One Bastet Gift.

  • False Steps (Level One) -- Poachers, predators, and enemies can be very problematic when they discover hyena or Ajaba territory. One of the most prominent trails Ajaba leave behind in the wild are their tracks, like most animals. But this Gift allows the Rainmaker to transform all of his paw prints into perfectly normal human-looking footprints. This helps foil tracking efforts of even the best hunters, and can also have other useful applications. The player rolls Dexterity+Stealth (difficulty 7). For each success, the Ajaba leaves human footprints behind for one scene, regardless of form.

  • Echoes of Laughter (Level Two) -- As the Level Three Garou Gift: Wisdom of the Ancient Ways.

  • Jam Technology (Level Two) -- As the Level Two Garou Gift. Garou and other Killi using Sense Wyrm at this time will notice a slight shimmer coming from the werecat who uses this Gift, as the Ajaba (and Bastet) version invokes the power of Cahlash.

  • Humancraft (Level Three) -- As the Level Three Garou Gift: Reshape Object.

  • Mockery (Level Three) -- Through nerve-wracking yips and insane giggles, or through leers and cutting remarks, the Ajaba can drive someone to berserk rage. Killi and Kindred fly into berserk frenzies, humans and animals lose control, and the target otherwise throws himself at the mocking Ajaba with abandon. This is an excellent time to have one’s packmates launch their attack while the target is focused blindly on but one. To use this Gift, the Ajaba must spend a point of Rage and roll Manipulation+Expression (difficulty 7). The target can resist with a Willpower roll (difficulty 7). If the Ajaba succeeds, the target enters a frenzy or berserk rage that lasts the rest of the scene or natural circumstances calms the victim down.

  • The Waxing Moon (Level Four) -- As the Level Four Garou Gift: Luna’s Blessing.

  • Monkey’s Uncle (Level Four) -- As the Level Four Bastet Gift.

  • Breath of Cahlash (Level Five) -- As the Level Five Bastet Gift: Deny the Hungry.


Metis

Metis Gifts deal with the dual fold place of metis as both pack and Court guardians, and their deeper relationship with the Lwa and jamaa.

  • Sense Asura’s Taint (Level One) -- Much like the Gift, Sense the Unmaker’s Hand/Sense Wyrm. However, this Gift functions on the understanding the Ajaba have with Cahlash. Cahlash is not the Wyrm of corruption. Cahlash is the Balancer. Asura is the monster the Garou fight, but are too daft to recognize the difference. Ajaba using this Gift employ the same system as Garou do when Sensing for the Wyrm. However, this Gift only picks up concentrations of Asura’s taint, not Cahlash. Thus, Black Spiral Dancers, dakat, and asura demons will show up. But Ajaba, Euthanatoi mages, and Cahlash’s spirit-servants will not.

  • Shed (Level One) -- This Gift permits a metis Ajaba to escape from grabs, holds, and sustained bites, as well as squeeze through tight places, by shedding some of his fur. With successful use of the Gift, the metis slips free, leaving the opponent with nothing but a handful of hyena fur. He can try to squeeze under or through tight passages with this Gift also, his bared skin serving as a slick surface to ease the travel. The player rolls Dexterity+Primal-Urge (difficulty 7). These successes add to the character’s standard Strength roll to escape from such attacks, insuring that even a trained judokan or animal tamer won’t be able to hold onto the werehyena. This Gift only works in homid or crocus form if the character is grabbed by the hair.

  • Curse of Hatred (Level Two) -- As the Level Two Garou Gift.

  • Den Tunnels (Level Two) -- As the Level Two Garou Gift: Burrow.

  • Fist of Cahlash (Level Three) -- This Gift works almost exactly like the Level Three Bastet Gift of the same name. However, due to the Ajaba’s closer relation with Cahlash, this Gift inflicts double the effects. Thus, for every success, up to 20 pounds or 20 cubic feet of inanimate matter can be destroyed. And living (or undead) targets take two health levels of aggravated damage instead of one.

  • Gift of the Termite (Level Three) -- A Gift picked up from the spirits of the Ajaba’s aardwolf cousins, the metis is able to summon an infestation of termites to plague and destroy any inanimate matter made of wood. These termites work extra-hard and fast, insuring whatever target is chosen is devoured from the inside out in a matter of seconds or minutes. For every success on an Intelligence+Crafts roll (difficulty 7), the Ajaba summons Termite-spirits into this world, directly inside a feast of his choosing. Each success determines how many spirits are called, which in turn dictates how quickly a wooden target can be devoured from within. One success means a wooden board or spear can be devoured in a minute, but a house roof will take an hour. Three successes means the spear can all but disappear in a single turn, while the roof will be bored through in ten minutes.

  • Attunement (Level Four) -- As the Level Four Silent Strider Gift.

  • Cahlash’s Curse (Level Four) -- As the Level Four Gift: Whelp Body.

  • Dying Mind (Level Five) -- As the Level Five Gift: Madness.


Hyaena

The Gifts of the hyaena-born Ajaba involve a primal understanding of life and death, and give unusual insights into nature and its secrets.

  • Den Tunnels (Level One) -- As the Level Two Garou Gift: Burrow. Hyenas are natural diggers.

  • Heightened Senses (Level One) -- As the Level One Garou Gift.

  • Scent of the Prey (Level Two) -- As the Level Two Garou Gift: Sense of the Prey.

  • Scent of Sight (Level Two) -- As the Level Two Garou Gift.

  • Breaking Point (Level Three) -- As the Level Three Bastet Gift: Underbelly.

  • Poison Claws (Level Three) -- As the Level Three Garou Gift: Visceral Agony. This is one of the Ajaba's only claw-augmenting Gifts.

  • Command the Clan (Level Four) -- This Gift makes the Ajaba the default Aktu in any given situation. For but with a word or bark, all Kinfolk attached to the pack (i.e., the clan) is compelled to obey the werehyena’s commands. With a successful Charisma+Leadership roll (difficulty 6), all Kinfolk within hearing radius must follow whatever commands are issued. Truly feisty Kinfolk can roll Willpower (difficulty 8) to resist. This Gift has no effect on non-Kinfolk, takuya, or Ajaba (though Ajaba that have not yet experienced their First Change can be affected, even metis).

  • Gnaw (Level Four) -- As the Level Four Garou Gift.

  • Mental Devolution (Level Five) -- As the Level Five Gift: Feral Lobotomy.


Pryio Gifts

Pryio Gifts are often the hardest tricks to learn. Ajaba must often seek out chaya connected to their Folk only through ancient pacts. Or they must seek an Epiphling or a similarly unusual spirit. These Gifts reinforce the Ajaba’s repertoire by adding to their purpose and place in the universe.

Daylight

The Gifts of Daylight demonstrate and enhance the Ajaba’s straightforward nature and tendencies. These Gifts are concerned with leadership and ferocity, and reflect the Ajaba’s connection to the element of bright fire.

  • Inspiration (Level One) -- As the Level One Garou Gift.

  • Sense the Truth (Level One) -- As the Level One Garou Gift: Truth of Gaia.

  • Slow the Prey (Level Two) -- As the Level Two Garou Gift: Halt the Coward’s Flight.

  • Warrior’s Halo (Level Two) -- As the Level Two Garou Gift: Luna’s Armor.

  • Combat Healing (Level Three) -- As the Level Three Garou Gift.

  • Fireteeth (Level Three) -- Remotely similar to the Simba Gift of Fireroar, this magic allows the Ajaba to belch forth a searing gout of flame that halos his muzzle and jaws. This Gift adds a fire element to all bite attacks that can set aflame combustibles and flammables. The Ajaba’s tongue literally seems to be a blazing brand of fire, though the werehyena takes no damage himself. The Ajaba can add two dice of damage to all bite attacks, and the bite attack counts as magical fire when supernatural opponents try to soak the damage. The Ajaba spends one Gnosis point to activate this Gift. Its effects then last for one turn per point of permanent Rage. This Gift cannot be used in homid or crocus forms.

  • True Rage (Level Four) -- As the Level Four Garou Gift: Strength of the Dominator.

  • Dance of the Mongoose (Level Four) -- The mongoose is a quick, agile killer. Mongoose teaches Ajaba to dash right for their enemy, but to zip towards and around him in erratic, evasive maneuvers that makes it all but impossible to hit the Ajaba til the Ajaba is close enough to sink his teeth into him. The Ajaba spends one point of Rage. With this Gift in effect, the Ajaba may attack and dodge with equal ease. For one turn, the Ajaba does not have to split his dicepool to dodge and attack (or counter-attack, as the case should be). He may roll his full dicepool to attack and evade in a single combat round of action.

  • The King’s Quest (Level Five) -- As the Level Five Garou Gift: Geas.


Twilight

Twilight magics are among the Ajaba’s most mystical and spiritual secrets. These Gifts reflect an understanding of mysteries in this world and the Umbra. They connect the Ajaba to the element of elusive smoke.

  • Shadows of the Savanna (Level One) -- As the Level One Garou Gift: Camouflage.

  • Whispers of the Chaya (Level One) -- This Gift functions the same as the Level Two Bastet Gift, Call Spirits. Like that Gift, the Ajaba can’t actually summon spirits, but he can converse with them as though he had Spirit Speech. And words can be heard through the Gauntlet with ease (though this doesn't allow the AJaba to perceive spirits...). This Gift becomes an innate ability once learned, though some truly alien spirits may remain beyond comprehension.

  • Sense the Unnatural (Level Two) -- As the Level Two Garou Gift.

  • Winds of the Valley (Level Two) -- The Ajaba that gets the attention of a Wind-spirit may be able to learn this Gift. For a brief time, the werehyena can lift off the earth and soar through the sky like a bird. He may hover and float, and travel at a decent pace (around 20 mph). The Gift lasts for only one hour and must be activated with a Gnosis point. Maneuvering requires a Dexterity+Occult roll (base difficulty 6), but the difficulties of all complex actions (like combat) are increased by 2.

  • Dark Secrets (Level Three) -- Picked up from Fly-spirits, Ajaba with this Gift can peer into a subject’s mind and dig out dirty little secrets and character flaws. This upturned knowledge isn’t useful combat material, but can discover some useful blackmail material or important facts (such as a vampire’s haven). To use this Gift, the Ajaba must stare at a target for minute and roll Perception+Enigmas (difficulty 9). Success grants the Ajaba knowledge of one of the target’s deep, dark secrets. Victims who suspect their mental privacy is being invaded (such as the more aware Killi and Shadow Folk) can roll Willpower (difficulty 7) to resist. This Gift cannot discover the secret of a Bastet’s Yava (but don’t think it’s not one of the first things an Ajaba tries when she learns this Gift, heh).

  • Names of the Chaya (Level Three) -- As the Level Three Garou Gift: Name the Spirit.

  • Serpent’s Tongue (Level Four) -- As the Level Four Garou Gift: Ultimate Argument of Logic.

  • Seline’s Path (Level Four) -- As the Level Four Garou Gift: Bridge Walker.

  • Pandemonium (Level Five) -- By sending all the shadows in the immediate vicinity into a wild, chaotic display of animation, the Ajaba inflicts a cornucopia of perceptual confusion on a target. The display is ultimately a cunning illusion of massive but short, jerky motions. This Gift works best anywhere that lots of objects stand or lie around in, casting shadows: a savanna, a junkyard, et cetera. But the Gift functions anywhere and anytime. The target becomes horribly disoriented, suffering a sudden sensation of vertigo. The player spends a Gnosis point and rolls Manipulation+Survival (difficulty 8, difficulty 7 in an “object-packed” setting). Each success reduces the victim’s dicepool by 1. If the total successes exceeds the target’s Stamina score, he will faint from the vertigo and remain unconscious for the rest of the scene (the duration of the Gift).


Night

The magic of Night is both secretive and terrifying. These Gifts illustrate the Ajaba’s connection to stealth and terror, and are correlated to the element of rain.

  • Black of Night (Level One) -- As the Level One Garou Gift: Shroud.

  • Blur of the Milky Eye (Level One) -- As the Level One Garou Gift.

  • Snarl of the Predator (Level Two) -- As the Level Two Garou Gift.

  • Taste of Blood (Level Two) -- This Gift is much like the Level One Garou Gift, Scent of the True Form. However, the Ajaba can only examine the nature of a target whose blood he can physically smell or taste. The roll is a straight Perception+Occult action, and the difficulty is a flat 6 -- regardless of the actual nature of the target. Thus, the Ajaba can tell the difference between a Garou and mage with equal ease.

  • Terror in the Grass (Level Three) -- As the Level Three Garou Gift: Paralyzing Stare.

  • Unseen Hunter (Level Three) -- This stealth trick enables an Ajaba to prowl and stalk unseen, perhaps to slip by guards or get into position to deliver a surprise assassin’s blow. The Ajaba becomes quite unnoticeable. The Gift doesn’t turn the Ajaba invisible so much as subtly manipulate the minds of others’ to turn their heads or look above and past the Ajaba. This Gift will not foil electronic security, nor will it prevent the Ajaba from being discovered if he bumps into someone or something. And once the Ajaba initiates any sort of aggressive action such as speaking or attacking, the Gift is canceled. The Ajaba must spend a point of Gnosis and roll Manipulation+Occult (difficulty 7). The Gift lasts until he intentionally or accidentally exposes himself; otherwise, its duration ends with the scene. If a target suspects someone is out there (e.g., he accidentally bumps into something or someone), he can roll Perception+Alertness to try and detect the sneaking Ajaba (difficulty 8). The Ajaba can remain hidden with a resisted Wits+Stealth roll (difficulty 8). Persons with supernatural perception can try to pierce the illusion if their ability is of appropriate skill to the Ajaba’s Rank (standard Level-versus-Level crossover rules). Their perception roll is pitted against the Ajaba’s initial Manipulation+Occult roll.

  • Eyes of Night (Level Four) -- The Ajaba becomes so in line with the Night that his gaze can penetrate the darkest evening. He may even detect supernaturally hidden persons. This Gift firstly grants all the benefits of the Level 3 Garou Gift, Eyes of the Cat. So empowered are the Ajaba’s eyes that the darkness summoned from the vampiric Discipline of Obtenebration can be pierced normally. Secondly, the Ajaba can attempt to notice any magically hidden opponents (through Gifts, Disciplines, or otherwise). To activate the Eyes of Night, the Ajaba spends a Gnosis point. They last for the duration of the scene, and while in use, the character’s eyes gleam with an oblivion-black light. The character suffers no penalties for taking action in even the most lightless conditions. He also gains an automatic Perception+Alertness roll (difficulty 6) to perceive supernaturally hidden opponents, provided his Rank matches or exceeds theirs (standard crossover terms).

  • Wall of Darkness (Level Four) -- The Ajaba learns to summon the entropic power of Cahlash into a spirit-solid form. This manifests in the material realm only as a hazy, translucent curtain that surrounds the Ajaba. But in the Umbra, all spirits see only an Ajaba-sized blot of darkness. They cannot see who or what the Ajaba is, and this shadow-ward even seems to absorb or nullify their attempts to affect the Ajaba through action or Charm. To erect this protective measure, the Ajaba must spend one point of Gnosis and one point of Willpower, and roll Manipulation+Occult (difficulty 6). All spirits attempting to affect the Ajaba lose one die from their pools per success made to construct the ward. Even Materialized spirits suffer this penalty, though they are able to better view the Ajaba on this side of the Gauntlet. This Gift may be used within the Umbra, and lasts for one scene or until the Ajaba dispels it.

  • Thunder of Cahlash (Level Five) -- As the Level Five Garou Gift, Invoke the Spirits of the Storm.


General Gifts

The Ajaba’s general Gift repertoire are some of their key tricks and birthright magics. Most were taught originally by Seb-at-Al, and can be learned from any true servant of Cahlash. Unfortunately, such spirits are rare nowadays. But some are deceptively plain. For example, the spirit of any scavenger can lend Gift-lore to the Ajaba, even though they’re more often associated with Nala. Asura stole some of these Gifts for his own minions’ use, and corrupted them in the process. The pure versions of these Gifts as prescribed below connect the Ajaba to their purpose on Gaia, and are connected to the element of ash.

  • Hunter’s Fangs (Level One) -- This Gift functions much like the Level One Garou Gift: Razor Claws. However, the bonus affects the Ajaba’s biting and not clawing attacks. And instead of raking talons down a stony surface, the Ajaba instead gnaws (and often crunches and devours) a good, thick bone.

  • Lick Wounds (Level One) -- As the Level One Bastet Gift.

  • Resist Pain (Level One) -- As the Level One Garou Gift.

  • Stink of Death (Level One) -- To devour the dead, the Ajaba must first find the dead. This magic allows the Ajaba to scour the region for any signs of carrion (animal or otherwise). If once is available and discovered, the Ajaba will then have an instinctual lock to “home in” on the corpse(s). This is, if nothing else, a chance for a free meal. Often, however, it leads the Ajaba to the site of some unusual event, battle, or murder. To use this Gift, the Ajaba spends a point of Willpower and rolls Perception+Primal-Urge (difficulty 7). Each success extends the sensory reach of the Gift from the Ajaba for one mile.

  • Crushing Jaws (Level Two) -- This birthright Gift from Siracca makes the Ajaba some of the fiercest and most tenacious opponents alive. When used together in packs, even the mightiest Simba or Wyrmbeast is dragged down in a matter of moments. By invoking this Gift and snapping her jaws shut on prey, the Ajaba gets a solid hold that lasts until either the bone shatters or the hyena dies. After a successful bite attack, the player rolls Strength+Brawl (difficulty 6) to get a firm grip, and then spends a point of Willpower. Each turn after the first that the bite attack is maintained, the Ajaba inflicts an additional and cumulative health level of damage as her teeth mash the bone to marrow and splinters. Thus, in hyaena form, an Ajaba inflicts Strength+4 lethal damage on the second round, Strength+5 on the third, et cetera. The target cannot escape this grip unless he slays the Ajaba. The werehyena’s proximity, however, allows a +2 Accuracy bonus to the victim to strike back. And the Ajaba cannot escape either. Once this Gift is invoked, the werehyena is set into a killer’s lockjaw grip. One fearsome aspect of the Ajaba’s war-skills is the prospect of combining bite-augmenting Gifts. Rainmaker armed with this Gift, Hunter’s Fangs, Gnaw, Fireteeth, Silver Jaws, and/or Bite of the Unmaker is sure to tear apart anyone fool enough to let the werehyena’s jaws lock into place!

  • First Bite (Level Two) -- As the Level Two Garou Gift: Spirit of the Fray.

  • Kings of Evolution (Level Two) -- As the Level Three Garou Gift: Adaptation.

  • Sense Silver (Level Two) -- As the Level Two Garou Gift.

  • Devour the Unclean (Level Three) -- It’s the Ajaba’s holy and natural duty to clean up the garbage left lying around on Gaia. For the most part, that means the biological waste of dead animals. But since no one else has a more effective solution for getting rid of artificial (and usually human) refuse, the Ajaba picked up the chore. With this Gift, the Ajaba’s digestive system can handle even the most toxic or foul materials. This includes anything from litter left on the savanna floor to barrels full of waste oil or chemicals. The Ajaba can even deal with nuclear waste and Asura-toxins, though the risk is greater. To prepare the werehyena’s body for this brutal meal, the player rolls Stamina+Survival (difficulty 7). Each success allows the Ajaba to devour one pound of inorganic or organic waste -- pretty much anything -- without harm. Consuming truly dangerous by-products, like nuclear waste and Wyrm-toxins, increases the difficulty of the roll by +2. The Ajaba’s scat after successfully consuming nuclear waste or Asura-poison often glows a sickening yellow or green, though it is harmless to the earth (or sewer system). Botching this Gift’s roll inflicts 3 levels of unsoakable aggravated damage.

  • Impala's Flight (Level Three) -- As the Level Three Bastet Gift.

  • Laughter of the Soul (Level Three) -- The hyena’s barking chuckle is unsettling under the best circumstances. Augmented by this Gift, it becomes a maddening threat. Normal humans and animals panic at the sound of this echoing Laughter; even supernatural creatures can be driven off in fear. This is another birthright from Siracca, who is remembered as the strongest and most intimidating hyena to ever stalk the earth. To activate this Gift, the Ajaba simply laughs (in any form). Roll Manipulation+Expression or Intimidation (whichever is higher) against a difficulty equal to the victim’s Willpower. Each success makes the panic more profound. One success makes the target uneasy (-1 die to dicepools for the rest of the scene), while three sets her shivering uncontrollably (-3 dice to dicepools for the rest of the scene). Five successes or more sends her screaming into the night in terror. Any Killi or Kindred targets must check for fox frenzy if the Ajaba scores at least 3 successes, and the mindless fear lasts until the Ajaba stops laughing at least. Only by spending a point of Willpower (each turn the laughter continues) can a target resist terror-stricken flight or frenzy, but even then she will be disturbed badly.

  • Mind of the Pack (Level Three) -- Sometimes, to function as a pack, silence must be observed. This Gift allows the pack to continue to coordinate and communicate without making a noise. All speech is conducted telepathically. Ajaba can learn this Gift from Night-spirits (who serve Cahlash), though some claim to have developed it from their dreams (Epiphlings, no doubt). To activate this Gift, the Ajaba spends a point of Gnosis and rolls Wits+Empathy, difficulty 7. Each success allows the Ajaba to “hook up” another member of his pack. No one outside the pack, even clanmates and takuya, can be joined in this mental link. Furthermore, no mental powers or magic can be used over the link, though normal Social abilities may. Unwilling recipients can resist with a Willpower roll (difficulty 6). The telepathic link lasts until the Ajaba ends it, the scene ends, or one of the pack is knocked unconscious or slain (and not necessarily the one who activated the Gift).

  • Bite of the Unmaker (Level Four) -- As the Level Five Garou Gift: Fenris’ Bite.

  • Culling the Weak (Level Four) -- By studying a foe or group of prey, an Ajaba can tell which one of them is most ready to die. This Gift reveals states of sickness of the mind, body, and soul, helping the Rainmaker choose her next victim. This magical awareness is a birthright passed down from Seb-at-Al. This vision can be pretty abstract and open to interpretation. A young Garou on the verge of Harano is more likely to be spotted than an elderly wolf with a healthy heart. Even so, the sight is quite accurate, and provides disturbing insights that a target may not even be aware of… The player rolls her Perception+Primal-Urge and spends one point of Gnosis. The difficulty depends on the severity of the subject’s illness, or on the number of subjects nearby. Spotting a man with a bad liver is easy if he’s alone (difficulty 5), harder if he’s in a crowd (difficulty 7), and harder still if he’s healthy but emotionally unbalanced (difficulty 8). If more than one person in range is unhealthy, the magic picks out the sickest one. This disease may be physical, mental, emotional, or spiritual, but should be significant. A minor case of the flu doesn’t qualify, though pneumonia would. This Gift’s results, while accurate, depend on the circumstances of the story and its characters.

  • Silver Jaws (Level Four) -- This Gift is very similar to the Level Three Garou Gift, Silver Claws. However, it turns the Ajaba’s teeth to deadly silver weapons instead of his claws. Furthermore, all non-combat rolls’ difficulties are increased by +2 instead of +1.

  • Walking Between Worlds (Level Four) -- As the Level Four Bastet Gift.

  • Armor of Cahlash (Level Five) -- This Gift is almost identical to the Level Five Garou Gift: Survivor. However, in addition to all the benefits stated, the Ajaba may soak any attack (except silver) with his full soakpool. All soak rolls are made at difficulty 6. When this Gift is in effect, the Ajaba is surrounded in the slightest shimmer of shadowy energy, and will radiate “of the Wyrm” to Garou using that Gift.

  • Burning Wind & Web (Level Five) -- As servants of Cahlash, the greatest Ajaba can summon his very essence. This entropic energy can then be channeled into sheer destructive power that withers flesh and stone alike in an instant. The Ajaba calls upon Seb-at-Al and directs his wrath onto a target. His body shimmers with a black halo, and a ray of oblivion emits from his fingertips at the victim. To summon this power, the Ajaba need only spend a point of Gnosis and Willpower. Successfully targeting a foe requires a Perception+Occult roll, using all standard firearms rules for accuracy. This ray of entropic force can wither and destroy living and unliving material with equal ease. The Ajaba’s permanent Rage score defines the damage dicepool, which is definitely aggravated damage. It can be soaked only by the strongest opponents (difficulty 9).

  • Call the Great Clan (Level Five) -- This Gift is identical to the Level Five Garou Gift: Horde of Valhalla. Instead of wolves, however, the Ajaba naturally summons hyena-spirits. These are the ancestral-spirits of those hyenas that stalked the savanna and plains with Siracca all those ages ago.

  • Fires of the Earth (Level Six) -- Garou make the mistake of thinking Cahlash and Asura are the same. But volcanic eruptions are the clearest display of Cahlash’s power, and are volcanoes “of the Wyrm”? Of course not! But their destructive power cannot be understated. With this Gift, an Ajaba can provoke a volcano in his nearby region. The Hyena King digs his soul into the earth, rousing Gaia to hasten her natural rhythm - hastening her time towards a natural demise. Of course, this is a catastrophic event (although hardly an apocalyptic one). The ground will split open, spitting magma, ash, pumice, and smoke into the air and over the earth. Naturally, living things in this eruption’s radius wither and burn. This is what scientists call an “explosive” eruption. The Ajaba who calls this power renders a region for miles and miles around to be choked with ash and smoke and lava floes for days and weeks or more. In the short term, this destroys all hospitality to life in that region. In the long term, the upturned earth becomes that much more suited for life, once it all cools down. But the volcano is a new, permanent sore on the crust of Gaia. It will remain an active volcano for years to come. Hyena Kings used this Gift in ancient times sparingly, and in modern times almost never. Adjua Ku himself was said to have known this Gift, and perhaps would have employed it to erupt Kilimanjaro had he thought his race was as doomed as it was. But he didn’t use it, and no Ajaba since knows this Gift, which is taught by Seb-at-Al himself only to the High King (or Queen) of the Ajaba.

    To use this Gift, the Ajaba must sacrifice two permanent points of Gnosis and Rage each, and roll Intelligence+Survival (difficulty 9). The more successes scored, the greater the eruption. This Gift can be used anywhere on earth, even in bodies of water (resulting in “hydrothermal eruptions” that inflict much less heat damage on a region, but can still blast the place with toxic fumes). If the Gift is used in areas with registered volcanic activity in the past or present (i.e., “dormant” or “active” volcanoes, vents, and so forth), the difficulty of the roll is two less. The system effects this Gift has should only be for dramatic purposes. An Ajaba who uses this Gift usually high-tails it out of there; anyone caught in the radius of the eruption will suffer immensely and will probably be slain. This Gift’s effects will also leave a tremendous impact on the nearby spiritscape, but it will not cause Banes to flock to the area. The powerful volcanic Elementals that are aroused tend to keep the demons at bay (and everything else).