Savagery Gifts

From Edge of Darkness Wiki

Savagery Gifts
Jump to: navigation, search
The Pure.jpg
The Pure p. 118
Auspice, Lodges & Tribes
This box: view · talk

As those who hunt even the hunters, the Predator Kings are masters at controlling their feral instincts and manipulating such savagery in others. Above all, these Gifts are used by the Ninna Farakhto make them even more capable killers and even more dangerous to others. Savagery Gifts are taught by spirits that understand what it is to be a true hunter — bears, lions, birds of prey and so on.

Contents

Gift List

• Predator’s Presence

A werewolf’s innate Primal Urge betrays her to nearby humans, letting the mortals know on a subconscious level that a predator is nearby. This can make people uncomfortable and reluctant to respond favorably to a werewolf in her human form. This Gift allows a Ninna Farakhto turn that discomfort to her favor, generating a sense of palpable threat that unnerves and frightens nearby humans into awkwardness and placid obedience.

Roll Results

  • Dramatic Failure: The werewolf fails to project her predatory aura with any subtlety, instead sending subconscious threats to all nearby. The werewolf suffers the social penalty effects of double her usual Primal Urge rating for the rest of the scene.
  • Failure: No effect.
  • Success: The werewolf masters her hunter’s aura and focuses it upon nearby humans. The werewolf’s Social penalties inflicted by her Primal Urge modifier are shared with any human who interacts with her for the rest of the scene. People react to the werewolf with obedience, placidity, even a little fear, as each human character suffers negative modifiers to their Social rolls until the werewolf leaves their presence.
  • Exceptional Success: The werewolf further heightens her domination over the prey creatures, and any human interacting with her suffers an additional –1 to all Social rolls for the remainder of the scene.

•• Unending Fury

To fall into Kuruth is to abandon all reason for the purest instinct of all — to survive at any cost. Some Predator Kings have learned not to fear the touch of Death Rage, but to welcome it as the epitome of the hunter’s arsenal against his prey. This Gift suppresses the hunter’s fight or flight instincts, so that characters down to their last three health boxes do not feel the instinctive urge to preserve their life. Instead, they lose themselves to mindless Rage, ripping flesh and lashing out with no desire beyond killing their enemies. Predator Kings who are blinded by hate for the enemies, who simply wish to take down as many of their foes as possible before their own death or who are certain victory can come with a final-breath effort, use this Gift with devastating effects.

••• Challenger's Instinct

The Predator King with this Gift can sense the depths of Rage boiling within another werewolf, but only when the enemy is immersed in his purest fury. Anshega with this ability use it on foes that have shifted into the Gauru form, to read the telltale signs in body language, spirit brands and the aura of a fellow predator to determine how deep the hunter’s fury runs in their opponent’s psyche. It is a bald, open study of another hunter, often employed to locate and face down the most-skilled combatant in an enemy pack. This Gift only works on Uratha in Gauru form that the character can see directly.

Roll Results

  • Dramatic Failure: The werewolf completely misinterprets the target of the Gift. The werewolf learns how many turns the target can spend in Gauru form, but the number is either significantly higher or lower than the true figure.
  • Failure: The werewolf is unable to sense anything about the target’s Rage at all.
  • Success: The werewolf perceives the target’s inner fury and can tell how many turns his opponent can spend in the Gauru form before he must change back. The werewolf also perceives whether the target has any Gifts or fetishes that could potentially alter the number of turns, such as Rage Gifts or the Elodoth Gift: Fuel Rage.
  • Exceptional Success: As a success, but the Predator King becomes deeply attuned to the target’s fury, and can predict the ebb and flow of his foe’s anger. In combat against the target, the character receives +1 Brawl and +1 Defense as he predicts and interprets his attacker’s wild, Rage-driven strikes.

•••• Embrace the Beast

Werewolves who use this Gift are often feared by their packmates because of their instability in battle, but no one can deny the incredible killing Rage that pulses in their bones and allows them to tear their enemies apart.

This Gift is popular among Predator King elders and lone wolves who walk away from their Anshega brethren to live alone. Although any single werewolf is capable of tremendous physical prowess, this ability infuses an Uratha with unmatched, unreasoning killing power from her proclivity to fall into Death Rage.

This Gift alters the criteria for succumbing to Kuruth. A werewolf has to roll to resist Death Rage every time she takes lethal damage and marks a health box, rather than only when suffering aggravated damage.

  • Cost: None. The Gift is innate once learned.

••••• Baresark

With this power, the Predator King has mastered his own savagery and anger to the point where he can fiercely project it onto others, making them experience the depths of his potential for viciousness. More than that, he can focus his anger so powerfully that it can steal the rational thoughts of humans and other werewolves, causing humans to act like savage animals, and pushing Uratha close to Kuruth.

  • Cost: 1 Essence per target the Gift user wishes to affect
  • Dice Pool: Manipulation + Expression Skill + Purity versus Composure + Primal Urge among the affected targets.
  • Action: Contestedwarning.png"Contested" is not in the list of possible values (Extended, Instant, Reflexive) for this property. ; resistance is considered reflexive

Roll Results

  • Dramatic Failure: The attempted projection of the character’s killing urges backfires, and he must test for Death Rage.
  • Failure: The Gift has no effect.
  • Success: The minds of the targets are clouded in animalist fury, making people act on their most savage instincts. Each individual targeted suffers the following effects depending on their nature. Werewolves must test for Death Rage as if they had taken an aggravated wound, and suffer –1 on all Harmony rolls for the rest of the scene. Humans become violently angry with the closest person to them (including the Gift user if appropriate), requiring the expenditure of a Willpower point every turn for the rest of the scene to prevent themselves from attacking. Humans also suffer –2 to all rolls involving Mental attributes and suffer –1 on all Morality rolls for the rest of the scene.
  • Exceptional Success: As with a success, though the effects of the Gift apply to twice the number of people originally targeted.
Facts about Savagery GiftsRDF feed
ActionInstant  +, Reflexive  +, and warning.png"Contested" is not in the list of possible values (Extended, Instant, Reflexive) for this property.
CostWillpower  +, Essence  +, and None  +
PoolPresence  +, Intimidation Skill  +, Purity  +, None  +, Wits  +, Investigation Skill  +, Cunning  +, Manipulation  +, and Expression Skill  +
SourceThe Pure  +
Personal tools
Namespaces
Variants
Actions
Navigation
games
Toolbox