By Dmitry Kaminsky (dkaminsky@tapecoat.com)
The Khan can gain strength and purpose by channeling his Rage and Hatred into a purpose, while maintaining a cool head about himself. His Rage is focused into perfection of his techniques as well as resistance to pain, possession and mind attacks.
System: The Khan spends 1 Willpower and rolls his Rage (Difficulty: 12-Gnosis). For each success he gains one die to give to his purpose. The difficulty is increased when used for non-perception mental tasks. The bonus lasts for a scene. Wound penalties are lessened by one step. The user also gains +2 Soak dice. For the duration of the gift all empathy rolls by the Khan are at +2 difficulty (as he is overwhelmed by his own rage). All empathy rolls on the Khan read a void absolutely lacking any kind of emotion, just Rage and Will. All mental attacks against the Khan are at +2 difficulty and then are resisted with Willpower. If the Khan botches he is sent into a Frenzy.
This gift is taught by Tiger, Smilodon, War, Darkness, Pain Spirits, Fenris or the Avatar of Grandfather Thunder himself. After each use of the gift, roll Willpower, difficulty 4+ amount of times the gift has been used during the day. Failure adds +1 difficulty to next uses of gift during this day as well as subsequent willpower roll. A Botch means that Khan becomes addicted to this gift and the feeling of power it provides. The Khan can't pull his punches, and will always do full damage to the targets. Subdual techniqes are not usable. (i.e. The Khan can't use an arm lock just to imobilise the foe; he can and will use it to rip ligaments, muscles and break bones)