agony gifts

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WTF - Agony Gift

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Page 1: Agony Gifts

Agony Gifts

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.

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 Wolf’s 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 Wolf’s 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 Gift’s roll. The attack does

damage as normal.

If the target of the attack is Uratha (whether

Pure or Forsaken), any dice penalties from pain are

increased by one, as the Gift’s user is tapping into the

pain that silver causes.

Cost: 1 Essence

Dice Pool: Intelligence + Medicine + Purity

versus target’s Resolve + Primal Urge

Action: Contested; resistance is reflexive

Roll Results

Dramatic Failure: The werewolf taps into

Silver Wolf’s 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 user’s 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

– target’s 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 user’s Presence, or

be knocked down by the Gift’s sudden pain.

Page 2: Agony Gifts

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 spirit’s 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 spirit’s 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 Wolf’s 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 he’d 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.