Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
Werewolf: The Forsaken - Blank It
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76<br />
Chapter II: Character<br />
EFFECT S OF PRIMAL URGE<br />
Primal Urge Attribute/Skill Maximum Max Essence/Max Essence per Turn Social Penalty Essence Bleed<br />
1 5 10/1 -1 —<br />
2 5 11/1 -1 —<br />
3 5 12/1 -2 —<br />
4 5 13/2 -2 —<br />
5 5 14/2 -3 —<br />
6 6 15/3 -3 1/day<br />
7 7 20/5 -3 1/12 hours<br />
8 8 30/7 -4 1/10 hours<br />
9 9 50/10 -4 1/8 hours<br />
10 10 100/15 -5 1/4 hours<br />
applied by Primal Urge. <strong>The</strong> limitation applies only to<br />
trait dots when a character is in Hishu form.<br />
Furthermore, a character’s ability to take on the Gauru<br />
form depends on her Primal Urge dots (Stamina in Hishu<br />
form + Primal Urge in turns). <strong>The</strong>refore, a werewolf with<br />
Stamina 3 in Hishu form and Primal Urge 4 who assumes<br />
Gauru form can remain in it up to seven turns. (Chapter<br />
Three fully explains Gauru form, starting on p. 171.)<br />
Finally, Primal Urge is paramount to a werewolf’s capacity<br />
to resist the effects of some Gifts and strange powers.<br />
<strong>The</strong> more dots she has, the more dice her player gets<br />
to make contested rolls against these tricks. See the Gifts<br />
listed later in this chapter for examples, and the “Supernatural<br />
Conflict” sidebar on p. 103 for more information.<br />
THE DANGERS OF PRIMAL URGE<br />
All werewolves have some difficulty relating with ordinary<br />
humans; their innate predatory nature disturbs and<br />
unsettles humans around them. As a werewolf draws on<br />
more of her primal nature by increasing her Primal Urge,<br />
this unsettling predatory aura increases in strength. All<br />
werewolves suffer a penalty to Social rolls made to sway<br />
humans without the Wolf-Blooded Merit, as shown on the<br />
accompanying chart. <strong>The</strong> only exception to this penalty<br />
is Intimidation rolls: the frightening presence of the werewolf<br />
makes it difficult to coerce or soothe a human, but<br />
doesn’t hurt attempts to bully or frighten any. This Social<br />
penalty does not apply to other supernatural creatures;<br />
however, it does apply to Gifts that rely on Social rolls<br />
other than Intimidation.<br />
In addition, as a werewolf’s Primal Urge increases, the<br />
power of her spirit half begins to exceed the heritage of<br />
flesh. A character with Primal Urge of 6 or more becomes<br />
subject to Essence bleed in the physical world. After the<br />
character has spent the stated amount of time in the physical<br />
world, she loses a point of Essence. A character who<br />
loses all her Essence in such a fashion falls into a deep sleep<br />
and cannot wake until she gains another point of Essence.<br />
If taken to a locus, a comatose character with zero Essence<br />
will regain a point of Essence after twenty-four hours of rest<br />
in its area of influence, at which point she wakes and may<br />
regain Essence in the usual fashion.<br />
NEW ADVANTAGE: ESSENCE<br />
Just as werewolves are possessed of potent fury, they<br />
have a reservoir of energy that connects them to the<br />
spiritual rather than the physical. Essence is a trait that<br />
measures how a werewolf draws upon the spirit world to<br />
perform miraculous Gifts and rites and to blend spirit stuff<br />
with his body to become the ultimate in Uratha existence.<br />
Essence is measured strictly in points and is spent to<br />
perform feats, primarily to activate Gifts. Essence and Willpower<br />
can be spent in the same turn. As always, no more<br />
than one Willpower can be spent per turn, while a number<br />
of Essence can be spent per turn based on a character’s<br />
Primal Urge. A werewolf can spend a point of Essence to:<br />
• Activate a Gift. <strong>The</strong> various Gifts available to the<br />
Uratha are described starting on p. 102.<br />
• Activate a fetish automatically as if the required<br />
Harmony roll was a success. (See “Fetishes,” p. 204.)<br />
• Enter the spirit world without the need for a roll<br />
while in the presence of a locus.<br />
• Change form automatically as a reflexive action,<br />
forgoing the normal Stamina + Survival + Primal Urge roll.<br />
See the rules for changing forms in Chapter Three, p. 170.<br />
• Regenerate a lethal wound. Doing so is reflexive,<br />
replacing the automatic regeneration of a bashing wound<br />
that a werewolf would normally do in a turn. (Your character<br />
can’t automatically regenerate a bashing wound for<br />
free and a lethal wound with an Essence expenditure in<br />
the same turn. <strong>The</strong> latter takes precedence.) See p. 168 for<br />
the full rules on regenerating.<br />
Spent Essence points can be recovered by a variety of<br />
means. Primal Urge determines the maximum number of<br />
points a character can have. (See above chart.)<br />
• At the Storyteller’s option, a werewolf may regain<br />
up to three spent Essence points between stories to represent<br />
time spent replenishing his reserves during downtime.<br />
<strong>The</strong> Storyteller decides exactly how many points are regained,<br />
based on the character’s recent activities and victories.<br />
If he’s suffered setbacks or has barely held his own<br />
against enemies or in regard to spirits or other Uratha,<br />
he regains one point. If he’s won some small victories in