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The Predator Kings
Topic Started: Jun 12 2016, 04:13 AM (8 Views)
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Originization

The Predator Kings are primitive monsters. They follow Dire Wolf, oldest of the Firstborn, and they vehemently eschew the soft human lives of modern convenience. The Predator Kings do not hate the Forsaken for the alleged slaying Father Wolf — anything that cannot defend itself has no innate right to live. What the Predator Kings cannot forgive is the loss of the hunter’s paradise that was Pangaea. If Pangaea had been preserved, the Uratha would have been free to hunt openly, to treat humans like the livestock they are. In a way, they respect the Forsaken’s ancestors for the powerful hunters they were, and in a way, they seem to respect those Forsaken strong enough to give them a good fight. But as long as the Forsaken work to preserve the world as it is, the world that was can never return. So the Forsaken must die.

The Predator Kings’ preferred battle form is Urshul, and they scythe down opponents as enormous, ferocious dire wolves. The Ninna Farakh are the most feared warriors of the Pure Tribes, and even their allies give them plenty of room once a fight begins. Their ritual hunts are bloody, wild affairs that often leave a string of unsolved murders in the files of law enforcement agencies. Generally they seem to follow the Ivory Claws’ lead, but it’s uncertain as to whether the Ivory Claws could actually truly control the Predator Kings if it came to it.

Dire Wolf’s ban is that he may not choose to touch anything made by the hand of humans except to destroy it. He cannot walk on roads; he cannot brush up against clothed humans he encounters. Even a sprint across a farmer’s fallow field hurts his paws. Dire Wolf’s children suffer a less stringent ban, but still tend to wear only clothes they have made themselves — often from the skins of prey.




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Renown

The Clans primary renown is Harmony, The Predator Kings are the farthest thing from other Clans, as the character progresses, or as they butcher innocents, go against their tribal ban, or kill other Uratha. Their Harmony slowly starts to decrease.

Of all Forsaken or Pure werewolves, the Predator Kings are arguably among those who slide the deepest into degeneration. While the Predator Kings use techniques such as skilled torture less often than the other Pure might, there are still significant factors that drain Harmony away over time. Ironically, the Predator Kings’ lower Harmony scores give lie to their claims that they are the purest expression of natural alpha hunters. Few ever acknowledge the degree that Dire Wolf’s hatred and their own malice affect them. The dedicated Pure warriors put such degeneration down to necessary sacrifices. The pious and spiritual consider it blessed evidence of the close bond with Dire Wolf.

The bestial lifestyle, the easily (and often) broken ban on venturing close to humanity and using human tools, the tendency to kill foes and regard them as weaker prey — all add up after a while. The following section highlights the changes that overtake the Ninna Farakh as they fall into Harmony imbalance, paying special attention to the powerful bond with Dire Wolf.

10 to 9 Harmony



8 to 6 Harmony



5 to 3 Harmony



2 to 1 Harmony



0 Harmony







Initiation

To hear the Forsaken speak of the Predator Kings’ recruitment methods, the Ninna Farakh elders beat their children into submission, brainwash converts into psychotic beliefs and indoctrinate them into living lives based purely on hate.

First Trial


Second Trial


Final Trial






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Savagery

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 Farakh to 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.

Official Abilities

  • 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 Farakh to turn that discomfort to her favor, generating a sense of palpable threat that unnerves and frightens nearby humans into awkwardness and placid obedience.

  • 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.

  • 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.

  • 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.



Nature

The Gifts of Nature are similar to Elemental Gifts in that both deal with the environment and the surroundings of the world. Nature Gifts, however, focus not on the elements but on the specific flora and fauna of the wild. The Hunters in Darkness in particular have affinity with these Gifts, and any werewolves who have frequent dealings with animals and growing things find the Gifts useful. Spirits of animals, trees and plants teach these Gifts.

Official Abilities

  • Speak with Beasts (•)

    Werewolves must often talk with other animals to gather information or make bargains. This Gift allows them to communicate with both voice and body language to speak and listen to animals, though an animal is under no obligation to listen to or agree with what a werewolf says.

    The character can speak so as to be understood by any known animal, as well as understand what the animal might “say.” The creature in question is still fearful, and it might not listen to the werewolf.

  • Plant Growth (••)

    The werewolf can cause any living plant to grow at a phenomenal rate, shaping the growth to their whim. Some Hunter in Darkness packs have thick thorn hedges surrounding their territorial borders, or live in literal tree houses. The vegetation can grow in whatever shape desired. The effects of the growth are permanent, though the plants can be trimmed or destroyed as usual.

  • Forest Communion (•••)

    The forest is alive, and much can be gleaned by those who know how to listen. With this Gift, a werewolf can sense much about the life around them: the tread of boots on the earth, fleeting images through the eyes of an owl or fox, or the scent of recent visitors.

    The user slips into a trancelike state. Successful activation of this Gift allows basic information (presence of intruders, potential threats such as fires) up to 500 yards from the werewolf. The Gift lasts as long as the user remains in the trance, but they are unaware of and cannot react to the outside world, nor can they relay their findings while the Gift is active. This Gift doesn’t function in an urban environment.

  • Beast Ride (••••)

    With this Gift, the werewolf can enter the mind of a mammal or bird, exerting some influence over where it goes and sensing what it does. The Gift works only on mundane mammals or birds, not on werewolves or other supernatural beings in animal form, or on animals that are Spirit-Ridden.

    The werewolf must be able to see the animal to bond with it. Once joined, the character’s body is comatose and cannot be roused. The character is aware of any contact or harm that befalls their body, however, and can return instantly at any time.

    While the werewolf possesses an animal, any injuries inflicted on the animal also appear on the werewolf’s body. If the animal is killed, the riding spirit is returned to his body automatically. If the werewolf’s body is killed while the character’s spirit is out, their identity is subsumed and lost into the animal in which he rides.


  • Nature’s Vengeance (•••••)

    For countless millennia, humans have exploited the forest. This Gift lets the forest fight back. Branches smash, vines constrict and grass entangles those that the werewolf marks as enemies.


Rage

The spirits recognize the power that Rage grants werewolves, and they respect that power even if they resent how the Uratha came by it. In an effort to appease the Uratha and hopefully convince them to direct their Rage elsewhere, spirits offer these Gifts. The list helps a werewolf derive more power from his Rage, and even ma- nipulate the power that Rage gives rivals and enemies.

Official Abilities

  • Mask of Rage (•)

    The character makes himself seem preternaturally ter- rifying by exposing onlookers to Lunacy and intensifying its effects. If the character does so in Dalu or Urshul form, Lu- nacy is as intense as it would be if he were in Gauru form. If he does so in Hishu or Urhan form, he emanates a Lunacy- inducing effect as if he were in either Dalu or Urshul form (respectively). This Gift cannot be activated in Gauru form. The effect lasts for as long as the werewolf remains in the form in which he activates it.

  • Hone Rage (••)

    A character with this Gift can channel the power of his Rage more efficiently than the average character, sacrificing the time he can spend in Gauru form for increased physical prowess.

    This Gift can be activated when a character assumes Gauru form, or it can be activated after he’s already in that form, as long as time in Gauru is still available to be sacrificed. If no more time is left to be exchanged, the Gift cannot be used. Activating the Gift doesn’t count as a distraction from attacking while in Gauru, and doesn’t threaten Death Rage. If a character enters Death Rage while using this Gift, the Gift’s effects immediately end, and the character will be subject to Death Rage for the usual duration.

  • Leach Rage (•••)

    Facing a werewolf with this Gift is a dangerous proposition indeed. A werewolf literally steals the power of a rival’s Rage and adds it to his own. With a hissing inhalation, the Gift-user draws off his opponent’s power in a wash of energy that distorts the air between them. The victim loses a number of turns that could be spent in Gauru form, and the Gift user gains those turns in addition to his own.

    A werewolf can use this Gift only on another werewolf, and only on a werewolf who is currently in Gauru form. Furthermore, the victim must still have time available in Gauru form. When a user activates this Gift, he reflexively assumes his own Gauru form as a result, provided he hasn’t already done so in the same scene. If the Gift user has already assumed Gauru form in the same scene prior to activating this power, he may still use it on a subject. Should he activate the Gift successfully, he robs the victim of time in war form, but doesn’t gain those extra time himself. If this Gift is used against a subject currently undergoing the Death Rage, the target may attempt to stop Kuruth; however, the Gift user must make a atempt to resist Death Rage or enter Kuruth himself.

    A character who is currently in Gauru form can use this power on another Raging werewolf. Activating the Gift does not count as a distraction from attacking foes.

  • Rekindled Rage (••••)

    Normally a werewolf character can enter Gauru form only once per scene (with the exception of Death Rage), but a werewolf who has mastered this Gift is not so lim- ited. With a successful energy and a little willpower, the werewolf can enter Gauru an additional time in the same scene, though the second transformation will not last as long.

    A character can use this Gift only after he has en- tered and let lapse his first Gauru Rage in a scene.

    A character may use the Hone Rage Gift in a Re- kindled Rage, and he is equally susceptible to the Leach Rage Gift. Or he can use the Rekindled Rage Gift in one turn and then use Leach Rage on a Raging victim in a subsequent turn.

  • Soured Rage (•••••)

    A werewolf in Rage is a powerful warrior and ally. A werewolf with this Gift, however, can turn that warrior’s power into a liability by souring that Rage and taking control of it out of an unsuspecting victim’s hands. With an ugly First- Tongue curse, the Gift user poisons a victim’s Rage such that it is overridden by the instinct for self-preservation.

    This Gift works only on a subject who is already in Gauru form. A werewolf cannot use this Gift if he’s currently in his own Gauru form. Nor does the Gift affect a werewolf who is already in a Death Rage.



Strength

From folklore’s King Lycaon to Hollywood’s Wolf Man, one thing all tales of werewolves seem to agree on is that those cursed with lycanthropy are possessed of superhuman might. While not all aspects of werewolf legend are true where the Uratha are concerned, this fact most certainly is. The average Uratha in Gauru form is easily capable of ripping a man to shreds or overturning an automobile, but with the aid of certain Gifts, he is capable of feats that neither Ovid nor Universal Studios ever imagined.

Strength Gifts are taught by myriad animal spirits, usually those associated with might, and by some earth- spirits or spirits of war.

Official Abilities

  • Crushing Blow (•)

    Sometimes a werewolf chooses to kill without using his claws or fangs — perhaps to elude hunters search- ing for a “rabid man-eating animal,” perhaps simply as a gesture of scorn for his prey. Crushing Blow allows a character to deliver strikes with bone-shattering force. Few things in nature (or out) can stand against such power.

  • Mighty Bound (••)

    The power of this Gift allows werewolves to leap across distances that would seem impossible for creatures of their size. An Uratha who has learned this Gift may spring ef- fortlessly from rooftop to rooftop in pursuit of his prey.

  • Iron-Rending (•••)

    Werewolves tap into a source of strength that is older than all the works of man. Iron-Rending infuses a were- wolf’s claws with such destructive power that iron, steel and concrete cannot withstand his might. A character with this Gift can tear apart steel like cardboard and claw stone as easily as clay. This Gift is usable only in Dalu, Gauru or Urshul form.

  • Legendary Arm (••••)

    With this Gift, a werewolf can hurl even tremendous and unwieldy objects great distances. Whether this means throwing a boulder as a projectile at enemies or tossing a packmate over high flames depends on circumstance.

  • Savage Might (•••••)

    Though already capable of incredible feats of might, there are times when even Uratha need to perform not the incredible, but the impossible. Calling on the indomitable strength of Father Wolf himself in every muscle, bone and sinew, the character channels a fraction of his progenitor’s might into a single extraordinary display of physical power.
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