Wound is a set of affinity Gifts that draw on saturation in negative resonance from Wounds. These particularly vile Gifts are learned from the spirits serving the Maeljin.
Powers[]
Wound-Born: With this Gift, the Maeltinet blesses the werewolf with the ability to cope with the taint of Wounded places, as if she had been born in a wound like the one of the Maeljin's own avatars, and saturated in such resonance from birth. The Bale Hound becomes immune to the foul resonance emanating out from a Wound. He no longer suffers the penalties of entering and interacting within Wounds. This Gift requires no expenditure or dice roll to activate, only a moment's concentration.
Lord of the Wounds: With this power, the werewolf's "spirit-half" is tainted by the Maeltinet. To Wound-born spirits, the Bale Hound now appears as one of the Maeltinet (albeit in a strange, half-fleshly form) and his words (and bribes) are accorded greater weight. Any Bale Hound with this Gift adds a +2 bonus on all rolls to bargain, bribe or command spirits. This Gift lasts for the duration of a scene.
Blessing of Pain: Wounds cause very real spiritual pain to those who enter them. They are poisoned sections of the world, where aberrations and abominations are born in the Shadow, and they are the very worst of the sickest and most tainted place in the two worlds. The Maeltinet can teach a Bale Hound how to harness the sickening power of a Wound, and force her opponents to feel the spiritual pain of a corrupted world with a single caress. The Bale Hound must touch her target to activate this Gift, though it cannot be "transferred" by a claw or bite.
Siphon Suffering: The Maeltinet teach the Bale Hounds how to draw the suffering of others to replenish their personal energies, much how a spirit feeds on occurrences of its primary Influence. This Gift allows the Bale Hound to attempt to siphon Essence from a mortal experiencing a negative emotion or urge or emotion, such as a Vice, one of the Maeljin's Influences or an obviously dark emotion such as hatred.
Communion with the Wounds: A perverted vision of the Knowledge Gift: Communion With the Land, this power is granted to the most powerful Bale Hounds so that they might know the location and details of every Wound nearby. The werewolf opens his mind to the pulsating, sick pressure of the Wounds, and gains the knowledge of what is occurring in each Wounded area within several miles. This knowledge increases the Bale Hound's understanding of just how to most efficiently defend each Wound, as well as getting a look at the current state of the surrounding area.
References[]
- WTF: Blasphemies, p. 139-140