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Some updated Gifts

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  • #16
    Originally posted by Malus View Post

    kinda slow in the uptake, check my last post.
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    Onyx Path Forum Moderator

    My mod voice is red. I use it so you know when I'm speaking in an official capacity, not as an indication of tone.

    Going by Willow now, or Wil for short. She/Her/Hers.

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    • #17
      Gift of Agony
      Stoicism (Honour)
      1 E or 1 E per pack mate + Empathy + Honour
      Action
      Reflexive or Instant
      System
      Ignore any Tilt or Condition inflicted to the character for a number turns equal to Honour Renown in combat and an hour per Honour Renown out of combat. May be used on pack mates, with each success affecting one pack mate on the activation roll.

      Claws of Agony (Glory)
      1 E Per attack
      Action
      Reflexive
      System
      Attacks inflicted with fangs and claws add one die penalty per Wisdom renown to an enemy for a turn, the gift activates at no essence expenditure when the werewolf enters Basu-Im.

      Transfer Anguish (Cunning)
      1 E + Presence + Medicine + Cunning - Stamina
      Action
      Reflexive
      System
      The werewolf may choose to transfer wound penalties, conditions or tilts he may suffer himself to a chosen foe.
      Additionally may redirect a point of damage per Cunning Renown inflicted to him by an attack, if an attack deals damage and inflicts a tilt the werewolf must choose one of them to protect him self from, but not both.
      Exceptional Success
      The enemy gains an additional physical tilt of the gift user’s choice or takes both damage and the tilt he would inflict to the character.

      To Exist is to Pain (Purity)
      System
      The werewolf may inflict pain, be it tilts or wound penalties with gifts or physical actions, even to creatures that normally don’t feel pain, like spirits or werewolves in Gauru form. The gift is permanent once learned.

      Mind’s Eye Suffering (Wisdom)
      1 E + Manipulation + Empathy + Wisdom versus Resolve
      Action
      Instant
      System
      The werewolf may inflict one of the following conditions: paranoid, delusion, confused, madness, shadow paranoia.
      Exceptional Success
      The victim gains the werewolf’s Wisdom as penalty to rolls related to the obtained condition, until they manage to resolve their condition. Delusion: at all rolls that the character has to spend a Willpower, confused: to all Intelligence and Wits rolls , madness: to any Mental or Social roll (does not count as using the 10- Integrity die penalty), paranoid: penalty to Perception rolls, Social actions, and dice pools to draw upon the Allies, Contacts, Mentor, Retainer, Staff, and Status Merits. shadow paranoia: penalty to all Perception rolls, penalty on all Intelligence and Wits based dice pools.

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