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Classification: Union // Open Ref werewolf/creature/fomor/mental-taint-effects

Mental Taint Effects

Fomor · Werewolf

Werewolf

Mental corruption has two effects. First, the victim must make a Wits + Primal Urge roll with a difficulty of at least 6 in situations where giving into the Urge Wyrm’s emotion would make sense. A character who fails this roll must give in to the emotion for the rest of the scene. In order to free herself of the compulsion for a single turn, she must spend a point of Willpower.

The tainted individual also regularly hears whispers from the Urge Wyrm, attempting to persuade her to surrender to her base urges and embrace corruption. Vorus might whisper that the character should take what she desires and that the world owes it to her because of all she has done. Unless she succeeds in a Wits + Enigmas roll (difficulty 8), the character doesn’t recognize that these thoughts come from an outside source. If the character is aware of the existence of Urge Wyrms, or has an ally who understands what might cause her symptoms, the difficulty of this roll decreases to 6.

reward, but the tasks become more difficult and dangerous as time goes on. If the victim’s allies ever discover his betrayal, the Wyrm’s agents will offer to help the victim escape without asking anything in return — this time. After a while, the tasks requested bring nothing in return beyond not informing the character’s pack or other allies of what he has done. Somewhere in the midst of performing these “small favors,” the individual performing them belongs to the Wyrm, but the exact point where this happens may not be obvious except in retrospect, which is exactly the way agents of the Wyrm prefer it.

The path of mental corruption is far simpler. The Urge Wyrm continues to whisper warnings and suggestions that to at least some degree align with the character’s unconscious desires, slowly leading him to betraying his principles and falling to the Wyrm. If he covets another Garou’s klaive, Vorus might suggest that he steal it, whispering that the klaive’s owner doesn’t deserve it and reasons why he should hate the klaive’s owner. Sykora might suggest that a character’s romantic rival is plotting to kill her or that her friends are about to betray her and that the character must strike first if she wishes survive. If the character follows through on these urgings, she eventually becomes an agent of the Wyrm.

See also 2

Abilities & Attributes

  • Enigmas shared/trait/ability/enigmas
  • Wits shared/trait/attribute/wits
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