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.
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==Primal Refinements==
* '''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.
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As a werewolf'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: Investigation, Medicine; Athletics, Brawl, Stealth, Survival; Animal Ken, Empathy, Intimidation.
==Wolf Senses==
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* '''Auditory Acuity:''' Gain the Rote Action benefit on Perception tests based on hearing.
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.
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* '''Olfactory Acuity:''' Gain the Rote Action benefit on Perception tests based on scent.
* ''Sharp Senses:'' May add Primal Urge rating to Perception checks of all kinds. Doing so also causes the werewolf to gain a Feral Die.
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* '''Improved Healing:''' Gain the Rote Action benefit on Healing tests when healing non-Aggravated damage.
* ''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.
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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 Feral Wolf, anytime you use this Refinements benefits add one Rage.
===Vision===
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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, and you gain 3 Rage instead.
* ''Low Light Vision:'' Werewolves can see with perfect detail in low-light conditions.
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* '''(Bane) Resistance:''' Choose one Bane type (silver/mercury, rowan, aconite, belladonna, electricity, simple banes). 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 Feral Wolf, anytime you use this Refinement's benefits in a scene, add one Feral Die (maximum one Feral Die per scene).
===Hearing===
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* '''Sleep Alleviation:''' Each hour of sleep counts as two towards rest (but not for healing purposes), meaning the werewolf requires half the normal amount of sleep as others.
* ''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).
 

Latest revision as of 20:55, 24 February 2016

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.

Primal Refinements

As a werewolf'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: Investigation, Medicine; Athletics, Brawl, Stealth, Survival; Animal Ken, Empathy, Intimidation.

  • Auditory Acuity: Gain the Rote Action benefit on Perception tests based on hearing.
  • Olfactory Acuity: Gain the Rote Action benefit on Perception tests based on scent.
  • 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 Feral Wolf, anytime you use this Refinements benefits add one Rage.
  • Instinctual (Skill): Choose one Skill that you have the Primal (Skill) Refinement for. You now gain 8-Agains when using that ability, and you gain 3 Rage instead.
  • (Bane) Resistance: Choose one Bane type (silver/mercury, rowan, aconite, belladonna, electricity, simple banes). 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 Feral Wolf, anytime you use this Refinement's benefits in a scene, add one Feral Die (maximum one Feral Die per scene).
  • Sleep Alleviation: Each hour of sleep counts as two towards rest (but not for healing purposes), meaning the werewolf requires half the normal amount of sleep as others.