Difference between revisions of "Wereraven Primal Urge"

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The power of the crow-essence is measured by the Primal Urge trait.
 
The power of the crow-essence is measured by the Primal Urge trait.
 
* '''The Rookery:''' The wereraven gains the Rookery, an ephemeral mass of crow-essence that is neither a single spirit nor a multitude, but is something between them, tied to their very physical being.
 
* '''The Rookery:''' The wereraven gains the Rookery, an ephemeral mass of crow-essence that is neither a single spirit nor a multitude, but is something between them, tied to their very physical being.
* '''Corvid Memory:''' All wereravens possess a perfect recollection of things they see, as though they possessed the Eidetic Memory Merit. They may add their Primal Urge to all recollection rolls when using that trait.
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* The higher the Primal Urge rating, the stronger the Rookery.
==Speakers in Black==
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* As long as the wereraven has at least one dot in Primal Urge, she has access to all of her shapeshifting abilities. It is her Primal Urge that makes her a wereraven.
Corvids are natural communicators: not just with one another, but with others in their environment.
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==Primal Refinements==
* Wereravens may add their Primal Urge to Social rolls, but this gains a Rookery Die.
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As a wereraven's Primal Urge grows, his own abilities sharpen significantly. At each dot after the first, choose one of the following Refinements. Some mechanics refer to Refinement Skills. These are: Academics, Investigation, Occult; Athletics, Brawl, Larceny, Stealth, Weaponry; Subterfuge.
* Wereravens also need very little time to learn new languages - a month of study from a text or other learning system, or a week of immersion in a culture that speaks it is sufficient.
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* '''Visual Acuity:''' Gain the Rote Action benefit on Perception tests based on sight.
* Additionally, each time the wereraven purchases the Language or Multilingual, its effects are doubled (that is, the wereraven learns two languages perfectly, or four conversationally).
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* '''Improved Healing:''' Gain the Rote Action benefit on Healing tests when healing non-Aggravated damage.
==Crow Senses==
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* '''Primal (Skill):''' Choose one Skill from the list of Refinement Skills. You gain 9-Agains on rolls involving this Skill for one scene. As this invokes the Rookery, anytime you use this Refinements benefits add one Feral Die.
Though they do not have the superior senses of werewolves, wereravens' sensory acuity is still greater than that of most humans. In particular, their sight and sense of smell are quite strong.
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* '''Instinctual (Skill):''' Choose one Skill that you have the Primal (Skill) Refinement for. You now gain 8-Agains when using that ability.
* Wereravens gains a +1 bonus to all Perception checks.
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* '''(Bane) Resistance:''' Choose one Bane. Pain penalties from exposure to that Bane are halved, and you gain the Rote Ability for any rolls involving resisting, recovering from or throwing off its effects. As this invokes the Rookery, anytime you use this Refinement's benefits in a scene, add one Feral Die (maximum one Feral Die per scene).
* '''Low Light Vision:''' Wereravens can see with perfect detail in low-light conditions.
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* '''Ephemeral Evolution:''' May add an Archetype Benefit other than that of own Rookery to Ephemeral Manifestations. You may choose how many Archetype Benefits a given Ephemeral Manifestation grants (though it must always grant at least one).
* '''Scent:''' Wereravens have increased senses of smell, and are able to make scent-based Perception checks at a -4 penalty to examine scent the way a human might examine something visual or auditory.  
 
* '''Tracking:''' A wereraven can even track using her sense of smell, using a Wits + Survival roll to do so (with the normal bonuses and penalties for such Perception rolls applied).
 
* '''Empathy & Crow Senses:''' Using his sense of smell, a wereraven can identify emotions that someone is feeling - or, in the case of very intense emotions, can scent what someone who is no longer in an area was feeling. Wereravens can also hear the stutter of the heartbeat that comes when someone tells a lie. Mechanically speaking, wereravens gain a +1 bonus to Empathy-based Perception tests as well as long as the one being scrutinized is within the sensory range of the werewolf.
 
* '''Eye for the Strange:''' Additionally, wereravens know how to recognize the strange and supernatural. They gain the benefits of the Eye for the Strange Merit, to which they may add their Primal Urge as a bonus.
 
==A Murder's Plans==
 
A wereraven tends to be a master planner, particularly for tasks that need some time and attention.
 
* A wereraven may add his Primal Urge to all extended tests. Doing so gains a Rookery Die, but the wereraven gains only a single die for the entire extended test.
 
* A wereraven may also add her Primal Urge to all Skill checks she makes as part of Teamwork. This gains a Primal Die.
 

Latest revision as of 16:50, 3 November 2017

The power of the crow-essence is measured by the Primal Urge trait.

  • The Rookery: The wereraven gains the Rookery, an ephemeral mass of crow-essence that is neither a single spirit nor a multitude, but is something between them, tied to their very physical being.
  • The higher the Primal Urge rating, the stronger the Rookery.
  • As long as the wereraven has at least one dot in Primal Urge, she has access to all of her shapeshifting abilities. It is her Primal Urge that makes her a wereraven.

Primal Refinements

As a wereraven's Primal Urge grows, his own abilities sharpen significantly. At each dot after the first, choose one of the following Refinements. Some mechanics refer to Refinement Skills. These are: Academics, Investigation, Occult; Athletics, Brawl, Larceny, Stealth, Weaponry; Subterfuge.

  • Visual Acuity: Gain the Rote Action benefit on Perception tests based on sight.
  • Improved Healing: Gain the Rote Action benefit on Healing tests when healing non-Aggravated damage.
  • Primal (Skill): Choose one Skill from the list of Refinement Skills. You gain 9-Agains on rolls involving this Skill for one scene. As this invokes the Rookery, anytime you use this Refinements benefits add one Feral Die.
  • Instinctual (Skill): Choose one Skill that you have the Primal (Skill) Refinement for. You now gain 8-Agains when using that ability.
  • (Bane) Resistance: Choose one Bane. Pain penalties from exposure to that Bane are halved, and you gain the Rote Ability for any rolls involving resisting, recovering from or throwing off its effects. As this invokes the Rookery, anytime you use this Refinement's benefits in a scene, add one Feral Die (maximum one Feral Die per scene).
  • Ephemeral Evolution: May add an Archetype Benefit other than that of own Rookery to Ephemeral Manifestations. You may choose how many Archetype Benefits a given Ephemeral Manifestation grants (though it must always grant at least one).