Difference between revisions of "Wereraven Primal Urge"
From OakthorneWiki
Jump to navigationJump to searchLine 18: | Line 18: | ||
A wereraven tends to be a master planner, particularly for tasks that need some time and attention. | 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 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 | + | * A wereraven may also add her Primal Urge to all Skill checks she makes as part of Teamwork. This gains a Rookery Die. |
Revision as of 21:26, 27 November 2014
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.
- 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.
Speakers in Black
Corvids are natural communicators: not just with one another, but with others in their environment.
- Wereravens may add their Primal Urge to Social rolls, but this gains a Rookery Die.
- 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.
- 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).
Crow Senses
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.
- Wereravens gains a +1 bonus to all Perception checks.
- Low Light Vision: Wereravens can see with perfect detail in low-light conditions.
- 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 Rookery Die.