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 too swell and grow too the victim becomes a raving animal.
** MINOR IRRITATION: this causes the target too be mildly irritated by a specific thing. Not enough for frenzy, but enough too cause the victim too 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 ANOYANCE: this dark power summons a minor jaggling too go and irritate a specific person. This imp is immune too physical attacks and can only be seen by the victim. Many people go mad with rage from the demons mental onslaught. Others aren’t 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 both mean its permanent.
**** HATRED: this power programs the victim too react with anger too a certain person place or thing. This hatred does not have too result in violence, but it may very well could. System: the more success, 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 too destroy it.)
***** GRIP OF ID: this is one of the most dreaded powers of the koldun. It causes the ID of a person too completely take over. Turning them into a raving snarling lunatic. This power is very devastating when used on garou, as it causes them too shift into crinos for the duration. System: the effects last 1 hour per success gained. A willpower roll (diff 7) is needed too resist. Failure has no effect and the power continues normally, a botch makes the effect permanent.