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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

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