Difference between revisions of "Werewolf Primal Urge"

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The power of the Feral Wolf - that "inner wolf" that is at the core of every werewolf - is measured by the Primal Urge trait. The higher the rating of this trait, the more powerful the werewolf…but also the more difficult it is to avoid losing control of his Feral Wolf completely.
 
The power of the Feral Wolf - that "inner wolf" that is at the core of every werewolf - is measured by the Primal Urge trait. The higher the rating of this trait, the more powerful the werewolf…but also the more difficult it is to avoid losing control of his Feral Wolf completely.
* '''Feral Wolf]]:''' You gain an internal beast that behaves like nothing so much as a caged, feral wolf. It has a savage kind of personality, described by its [[Werewolf Feral Wolf Archetype|Feral Wolf Archetype]].
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* '''Feral Wolf:''' You gain an internal beast that behaves like nothing so much as a caged, feral wolf. It has a savage kind of personality, described by its [[Werewolf Feral Wolf Archetype|Feral Wolf Archetype]].
 
* '''[[Werewolf Essence|Essence]]:''' Gain Essence Pool equal to Primal Urge rating + 5.
 
* '''[[Werewolf Essence|Essence]]:''' Gain Essence Pool equal to Primal Urge rating + 5.
 
* '''Increased Healing:''' Werewolves add their Primal Urge rating to all Healing rolls.
 
* '''Increased Healing:''' Werewolves add their Primal Urge rating to all Healing rolls.

Revision as of 17:28, 21 November 2014

The power of the Feral Wolf - that "inner wolf" that is at the core of every werewolf - is measured by the Primal Urge trait. The higher the rating of this trait, the more powerful the werewolf…but also the more difficult it is to avoid losing control of his Feral Wolf completely.

  • Feral Wolf: You gain an internal beast that behaves like nothing so much as a caged, feral wolf. It has a savage kind of personality, described by its Feral Wolf Archetype.
  • Essence: Gain Essence Pool equal to Primal Urge rating + 5.
  • Increased Healing: Werewolves add their Primal Urge rating to all Healing rolls.
  • Animal Magnetism: Werewolves add their Primal Urge to all Social rolls involving intimidation, seduction or interacting with animals that comprehend or partake in the pack dynamic.

Wolf Senses

A werewolf's sight, hearing and olfactory senses all sharpen dramatically. Use of any activated sense causes a momentary flash of the Wolf's Eyes.

  • Sharp Senses: May add Primal Urge rating to Perception checks of all kinds. Doing so also causes the werewolf to gain a Feral Die.
  • Empathy & Wolf Senses: Using his sense of smell, a werewolf 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. Werewolves can also hear the stutter of the heartbeat that comes when someone tells a lie. Mechanically speaking, Primal Urge can be applied to Empathy-based Perception tests as well as long as the one being scrutinized is within the sensory range of the werewolf.

Vision

  • Low Light Vision: Werewolves can see with perfect detail in low-light conditions.

Hearing

  • Hearing Sensitivity: In addition to being able to notice more, the ranges at which reasonable hearing-based Perception tests are strongly increased, by roughly a factor of ten. Unfortunately, this means that they are vulnerable to unexpected loud noises, particularly if they are actively listening to something beyond the range of normal hearing when it occurs.

Olfactory

  • Scent: Werewolves have dramatically increased senses of smell, and are able to make normal perception checks to examine scent the way a human might examine something visual or auditory. This roll is at a -2 penalty while in human form, however.
  • Tracking: A werewolf can even track using his sense of smell, using a Wits + Survival roll to do so (with the normal bonuses and penalties for such Perception rolls applied).