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Agony Gifts

If the target of the attack is Uratha (whether


Pure or Forsaken), any dice penalties from pain are
increased by one, as the Gifts user is tapping into the
pain that silver causes.

Silver Wolf is a creature of honor through


pain. Despite constant agony that would kill any
mortal werewolf, Silver Wolf retains his vision,
wisdom and honor. Through the pain, he guides his
subjects. His advice and power can lend them the
ability to see through their own pain, and enable them
to inflict a small fraction of that pain on his enemies.
These Gifts are taught by spirits of pain or venomous
animals, mostly in the service of Silver Wolf.

Cost: 1 Essence
Dice Pool: Intelligence + Medicine + Purity
versus targets Resolve + Primal Urge
Action: Contested; resistance is reflexive

Stoicism ()
Silver Wolf teaches his subjects that their
own pain is nothing in comparison to his own.
Through this Gift, they learn to ignore their suffering.
They do feel pain that is inflicted on them while this
Gift is active; however, they are able to shunt that
pain aside and act as fully capable warriors despite it.
Cost: 1 Essence
Dice Pool: Composure + Survival + Honor
Action: Instant

Roll Results
Dramatic Failure: The werewolf taps into
Silver Wolfs agony. The werewolf suffers a 1
wound penalty even when unhurt, and all other
wound penalties are increased by one for the
remainder of the scene.
Failure: No effect.
Success: For the remainder of the scene, the
character suffers no wound penalties.
Dramatic Success: For the remainder of the day, the
character suffers no wound penalties.

Barbed Arrow ()
The character taps into Silver Wolfs pain
and lets it flow through her into her foes. The
werewolf must touch her foe in order to activate the
Gift; if the target is unwilling (and he probably is),
then this requires an ordinary melee attack roll. Only
if the attack succeeds does the character spend
Essence and make this Gifts roll. The attack does
damage as normal.

Roll Results
Dramatic Failure: The werewolf taps into
Silver Wolfs pain; she suffers the 1 die penalty that
would ordinarily be inflicted on the target. The target
suffers no effect at all.
Failure: The target suffers no effect.
Success: The target suffers an additional 1
die penalty on all actions for the rest of the scene.
Dramatic Success: The target is knocked
prone by the pain, and must take an action to stand.

Pangs of Anguish ()
This Gift allows the user to take pain he has
suffered before and inflict a sympathetic agony in his
victim. With a glance, the werewolf is able to create
stabbing pain in the target. The pain usually mirrors
some event in the Gift users past, though the pain
might also take the form of a remembered anguish
a cardiac victim might suffer chest pains, while a
mother might relive the agony of childbirth within
the space of a few seconds.
Cost: 1 Essence
Dice Pool: Presence + Medicine + Cunning
targets Composure
Action: Instant

Roll Results
Dramatic Failure: The Gift user suffers
backlash, taking one point of bashing damage.
Failure: No effect. The werewolf may try to
use this Gift again next turn normally.
Success: The target takes a number of points
of bashing damage equal to 3 + the successes gained
on the roll.
Dramatic Success: The target must succeed
at a Stamina roll versus the Gift users Presence, or
be knocked down by the Gifts sudden pain.

World of Pain ()
As creatures of quicksilver and smoke,
spirits do not suffer from the indignities of the
physical world. When spirits are attacked by
creatures of mud and blood, spirits simply lose drabs
of their cohesion they take points of Corpus
damage, in game terms. But spirits do not suffer from
wound penalties.
When this Gift is successfully activated, one
spirit designated by the Uratha suffers real pain, and
the spirits wound penalties get worse as though it
were a living creature. In fact, the agonies are often
even more distracting, as the pain of the flesh is
something few spirits have previously encountered.
In game terms, the spirit suffers a 2 dice penalty
immediately. When the spirit has just three Corpus
points left, it has 3 to all non-reflexive dice pools.
When the spirit is down to two, it suffers 4, and
when it is down to its last Corpus point, the spirit
suffers a 5 penalty.
The Uratha does not have to touch his target
to activate this Gift, but the spirit must be within five
yards in order for the werewolf to target it.
Cost: 1 Willpower
Dice Pool: Intelligence + Occult + Glory
versus the spirits Resistance
Action: Instant contested

Roll Results
Dramatic Failure: The spirit suffers no
penalty, and may reflexively use one of its Numina
against the Uratha, even out of turn.
Failure: No effect.
Success: The spirit is grounded in just a
fraction of the pain of the physical world; effects are
as above.
Dramatic Success: The spirit suffers a point
of Corpus damage, in addition to the wound penalties
inflicted by this Gift.

All-Consuming Excruciation ()
The Uratha using this Gift temporarily
soothes Silver Wolfs pain by tugging a large fraction
of it away from the great totem spirit and onto a
living being. No living being can withstand such
agony and remain sane. Though the target of this Gift
suffers no wound penalties, his mind breaks under the
onslaught that Silver Wolf stoically suffers every
second. The werewolf must touch his target to
activate this Gift; however, it is not a reflexive Gift

(meaning that either the target must be unawares or


willing, or that the werewolf must touch the target on
one turn and hold the target until he activates this
Gift on the following turn).
Cost: 2 Willpower
Dice Pool: Manipulation + Empathy +
Wisdom versus Composure + Primal Urge
Action: Contested; resistance is reflexive

Roll Results
Dramatic Failure: The user of the Gift
feels a fraction of the agony hed intended to inflict;
he suffers a mild derangement for the rest of the
scene.
Failure: No effect.
Success: The target suffers the effects of a
severe derangement (see p. 96 of World of
Darkness) for the remainder of the scene, and a
permanent mild derangement of the same type. The
Storyteller determines the type of derangement.
Subsequent uses of this Gift on the same subject
cannot inflict additional derangements; however, use
of the Gift may temporarily magnify a mild
derangement gained from this Gift into a severe one
for the duration of the scene.
Dramatic Success: The target collapses in
gibbering agony, and suffers from a permanent
severe derangement.

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