Alpha Gifts

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Alpha Gifts
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The Rage Forsaken Players Guide.jpg
The Rage Forsaken Players Guide p. 107
Auspice, Lodges & Tribes
Storm Lords
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The Iminir aspire to the role of the alpha tribe, the leaders of the Forsaken. Not every Storm Lord will be a pack leader or hold a position of authority, but it is the tribe’s duty to lead the others by example and guide their brethren, even when in a subordinate role. Alpha Gifts are often referred to as Winter Wolf’s Gifts, for the spirits that bestow them upon the Storm Lords are closely associated with the Firstborn totem of the tribe. The Gifts are traditionally sought out by Iminir werewolves who want to present a more authoritative demeanor in their packs, most notably by alphas or Uratha that want the top slot.

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Sense Guilt (•)

Being the leader means knowing your friends and foes. Storm Lords use this Gift to detect any hidden shame or guilt in their packmates and enemies, to see if such a weakness can be neutralized or exploited, depending on the werewolf’s decision.

By meeting the target’s eyes for a turn, the character can search the other’s soul for evidence of guilt or past shame that still haunts the subject. This is a sensory Gift, not an invasive one.

Alpha’s Aura (••)

An alpha should be an inspiration in war as well as peace. This Gift heightens the werewolf’s outward projection of confidence, creating a palpable aura around the Storm Lord in battle. Enemies suddenly fear the werewolf, re-evaluating their attacks and rethinking strategies in the face of such an impressive opponent.

Taste of Flaws (•••)

A good leader finds out all he can about his enemies before confronting them. This Gift allows the Storm Lord to sense his foe’s weaknesses, detecting flaws in his opponent’s speech, mental faculties or combat style. This Gift does not reveal specific weaknesses as with the New Moon Gift: Sense Weakness, but instead reveals an overall picture of the target’s flaws and shortcomings, allowing the Storm Lord to work around them.

Lordly Will (••••)

The strongest leaders render themselves immune to unwanted outside influence, hearing only the voice of their own authority and those of their advisors. This Gift reinforces the alpha’s dominance over his own mind in the face of psychic or other supernatural manipulation.

When activated, this Gift makes the character automatically immune to all Gifts, Disciplines, Numina and other supernatural powers that affect the mind — such as Dominance Gifts, Majesty Disciplines, etc. The Gift’s effects last for the turn in which the Gift is activated; if the opponent attempts to use another mind-affecting power on the werewolf next turn, the werewolf must spend another two Essence to invoke Lordly Will for that next turn if he so chooses.

Alpha’s Howl (•••••)

With a long and powerful roar, the Storm Lord exalts in his prowess, skill and nobility over his enemies. The howl thunders through the ears of his foes, temporarily stripping them of courage and mastery of their own supernatural abilities. Any enemies within earshot of the howl (beings who actively wish to harm the character) will suffer the Gift’s effects. In cases of more than one opponent, the Storyteller should use the highest Resolve among the group to resist the Gift’s effects.

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