Difference between revisions of "Wereraven Essence"

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* A wereraven may spend one point of Essence per turn.
 
* A wereraven may spend one point of Essence per turn.
 
* Wereravens who are in packs may spend one additional point of Essence per turn if they are in the presence of at least one of their packmates.
 
* Wereravens who are in packs may spend one additional point of Essence per turn if they are in the presence of at least one of their packmates.
==Expenditures==
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Essence can be spent to gain the following benefits:
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* '''Subtlety Made Manifest:''' A point of Essence may increase one of the wereraven's Finesse Attributes by +1 for a scene. This carries over into any forms assumed during that scene. A wereraven can have no more than [Primal Urge] points added to any single Attribute, but these bonuses can take them over 5.
 
* '''Regeneration:''' A wereraven may spend 1 Essence to regenerate a point of lethal damage or two points of bashing damage instead of the normal bashing damage in the turn in which he spends that Essence.
 
* '''Feeding the Rookery:''' To negate the gain of a Rookery Die from effects that give such dice.
 
 
==Electrical Disruption (Side Effects)==
 
==Electrical Disruption (Side Effects)==
 
Many electrical currents are disrupted by expenditures of Essence in their area. The more overall Essence that is spent, the greater these disruptions. Essence spent by multiple werewolves is cumulative in the same area.
 
Many electrical currents are disrupted by expenditures of Essence in their area. The more overall Essence that is spent, the greater these disruptions. Essence spent by multiple werewolves is cumulative in the same area.

Revision as of 10:02, 15 April 2015

The spiritual power that wereravens learn to draw upon to heighten and fuel their supernatural abilities.

Essence Pool & Expenditures

A wereraven's maximum Essence pool is equal to (5 + Primal Urge).

  • A wereraven may spend one point of Essence per turn.
  • Wereravens who are in packs may spend one additional point of Essence per turn if they are in the presence of at least one of their packmates.


Electrical Disruption (Side Effects)

Many electrical currents are disrupted by expenditures of Essence in their area. The more overall Essence that is spent, the greater these disruptions. Essence spent by multiple werewolves is cumulative in the same area.

  • 2 points: New generation computerized equipment stops functioning. Radio communication (including cells that do still work) is very static-filled.
  • 4 points: Older generation computer equipment stops functioning. All radio communication is useless. Electronic equipment that isn't computerized starts to flicker and function poorly.
  • 6 points: Electronic equipment stops working, and basic electrical systems begin to flicker and function poorly.
  • 8 points: Basic electrical systems short out or explode in showers of sparks. Unshielded batteries are drained of their electricity without display.

Recovery

  • Recover 1 Essence when performing actions in accordance with one's Rookery archetype.
  • When resolving the Rook-Crazed Condition, wereravens gain an amount of Essence equal to their Primal Urge.
  • Wereravens with the Packbound Condition who go ranging in wilderness areas with their packmates under the full moon recover Essence equal to their Primal Urge plus one for each packmate who joined in the run.
  • Lastly, and most disturbingly, as scavengers of the dead, wereravens may consume corpses raw in order to recover their Essence. For each health level consumed of a corpse, the wereraven regains a point of Essence. The older and more moldered the corpse, the fewer effective health levels it has.

The Lament

When a wereraven runs out of Essence completely, he is said to be in the grips of the Lament, taking the Lamented Tilt (save that she occasionally hears the cawing of ravens and the flapping of angry wings).