Path of Anger
By Hastur7 (staffler@wycol.com)
Description
This is another of the paths of sin practiced by the koldun. While the Path of Gluttony was mainly concerned with feeding the desires of humankind, the Path of Anger feeds the rage of a person, causing it to swell and grow until the victim becomes a raving animal.
* Minor Irritationå
This causes the target too be mildly irritated by a specific thing. Not enough to frenzy, but enough to cause the victim to try and ignore the object or thing.System: The more successes, the more irritated the target becomes.
** Major Irritation
This is an advanced version of Minor Irritation. It works the same way, except it can cause frenzy in garou or kindred (bedlam for changelings, catharsis for wraiths, Quiet for mages, and just general insanity for hunters and sleepers.)System: The more successes the worse the effect, frenzy (or whatever) if 5 or more successes are scored.
*** Dark Imp of Annoyance
This dark power summons a minor jaggling to go and irritate a specific person. This imp is immune to physical attacks and can only be seen by the victim. Many people go mad with rage from the demon's mental onslaught. Others aren¹t so lucky.System: The imp remains for 1 day per success rolled. Every day, the victim must roll Willpower (diff. 8) and get at least one success. Failure means they frenzy (or whatever) a botch mean it's permanent.
**** Hatred
This power programs the victim to react with anger to a certain person place or thing. This hatred does not have to result in violence, but it may very well could.System: The more successes, the more intense the hatred (one success means tolerating the hated thing but cursing them in silence, 5 successes means they actively seek out the thing they hate to destroy it).
***** Grip of Id
This is one of the most dreaded powers of the koldun. It causes the id of a person to completely take over, turning him into a raving snarling lunatic. This power is very devastating when used on garou, as it causes them to shift into crinos for the duration.System: The effects last 1 hour per success gained. A Willpower roll (diff 7) is needed to resist. Failure has no effect and the power continues normally. A botch makes the effect permanent.