Rank 4 White Howler Gift
This frightening curse derived from the White Howlers’ unusual practices of bonding with the ghosts of slain animals. By marking a person with his spit, blood or other bodily fluids, the werewolf can curse his victim to be haunted with visions of any animal or individual killed by his actions (or inaction), Even animals can be driven to distraction by visions of prey animals that are always within view, but cannot be touched. This Gift is of course of little use against the innocent, but against the soldiers, shapeshifters and vampires that werewolves most commonly face, it has terrible power.
System: The Garou must first bring the victim-to-be into contact with his saliva, blood, sweat or other bodily fluid; the player rolls Intelligence + Occult, difficulty of the target’s Willpower. The victim is haunted by bloody \visions of any reptile, bird or mammal dead by her hands for one day per success. The more deaths the \ victim has been responsible for, the more vivid and distracting the visions. Each day, the victim must make a Willpower roll at a difficulty set by the Storyteller to avoid losing a temporary point of Willpower. The difficulty ranges from 4 to 9, based on the amount of blood on the character’s hands; an all-but-innocent who has done little more than set mousetraps and accidentally run over an opossum would be a 4, while the average Garou might resist at difficulty 7, and a murderous vampire at difficulty 9. The amount of remorse the character would ordinarily feel has no bearing on the curse; a vampire who cares nothing for the people he’s drained to death will still be horribly distracted, as his victims appear far more real and far more frequently.
While the Gift is in effect, the victim cannot recover temporary Willpower. Once the victim’s temporary Willpower has been reduced to half of the permanent score, all rolls she makes (apart from soak or damage rolls) are at +1 difficulty until the Gift’s effects pass.
Source: Past Lives