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General Corax Gifts

Enemy Ways (Level One) The Corax gains


an acute and accurate danger sense. This Gift is taught
by one of Grandfather Thunders Stormcrows.
System: The player rolls Perception + Primal-Urge,
difficulty 7. Success grants knowledge of the number and
nature of hostile entities within (Wisdom x 20) yards,
with more successes granting clearer information.

Morse (Level One) By tapping out his message


onto a nearby hard surface, a Corax can make sure that
someone out there gets his message. This Gift is taught
by a machine-spirit.
System: The player spends a Gnosis point, ensuring
that the nearest Corax will hear (and understand) the
message clearly. With a difficulty 8 Wits + Expression
roll, the message can instead be directed to the nearest
Gaian shapeshifter of any breed.

Open Seal (Level One) The werewolf can open


nearly any sort of closed or locked physical device. A
raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the
local Gauntlet rating). If the object is sealed with magic,
the player must spend a Gnosis point before making the
attempt.

Persuasion (Level One) This Gift imbues a


homids words with intrinsic credibility and conviction,
causing them to ring true to the ear and lay heavy on the
heart. An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty
7). Success lowers the difficulty of all social rolls
by one for the rest of the scene, and allows successful rolls
to have uncommonly strong impact (such as changing
long-held political views, or causing an addict to seriously
reconsider the course of his life).

Ravens Gleaning (Level One) The Corax may


tell, at a glance, whether or not a shiny object is worth
obtaining. A raven-spirit teaches this Gift.
System: The player spends a point of Gnosis,
bestowing instinctive knowledge of whether or not a
specific object the Corax can perceive is of value (this
may indicate financial or practical value, or that it will
be in some way useful in the future the Corax doesnt
know which).

Scent of the True Form (Level One) The


Philodox is able to scent the truth of those she meets,
literally sniffing out an individuals true form. A vulturespirit
teaches this Gift.
System: The Garou can smell Kinfolk or a fellow
werewolf automatically. In all other cases, the player must
roll Perception + Primal-Urge (difficulty 6). One success
will identify a normal human or animal; two successes
will detect a vampire, changeling, demon, mummy, or
Fera; four successes are needed to sniff out a mage, ghoul,
or fomor. The Imbued register as normal humans to this
Gift. Unfamiliar scents arent automatically recognized: A
Philodox that has never encountered any Rokea might not
immediately recognize the scent she detects as wereshark.

Spirit Speech (Level One) This Gift bestows


understanding of the language of the spirit world, permitting
the Garou to clearly understand and speak with any
spirit he encounters. The Gift doesnt influence spirits
attitudes toward the werewolf in any way, nor ensure that
they have any desire to communicate with him. Any
spirit can teach it.
System: This Gifts effects are permanent.

Truth of Gaia (Level One) As judges of the


Litany, Philodox may easily separate truth from falsehood.
A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty
equals the subjects Manipulation + Subterfuge).
This Gift reveals only which of the words that have been
spoken are true and which are false. It doesnt reveal the
truth behind a lie unless the speaker utters it. If the speaker
is uncertain whether his words are true or false, the Gift
identifies them as neither.

Voice of the Mimic (Level One) The Corax


may perfectly mimic any voice or sound she has ever
heard. A mynah-spirit teaches this Gift.
System: This Gifts effects are permanent.

Word Beyond (Level One) This Gift allows


the Corax to create a message out of any available materials
while in the Umbra, which can be instinctively
understood by other wereravens. One of Coyotes brood
teaches this Gift.
System: The player rolls Wits + Expression (difficulty
6) to create a marker out of nearby Umbral materials.
The number of successes indicates the complexity of the
message that can be encrypted into the marker; one success
would suffice for simple concepts such as danger or
safe haven, while five successes could convey complex
concepts equivalent to a short essay. Non-Corax cannot
read these markers.

Carrions Call (Level Two) This Gift helps


Corax execute their duties with regard to the slain, leading
them to fresh corpses. It is taught by a vulture-spirit.
System: The player may roll Perception + Empathy
(difficulty 6). The Corax becomes aware of all cadavers
within (successes rolled) miles.

Messengers Fortitude (Level Two) The Strider


can fly at full speed for three days without rest, food,
or water. When she reaches her destination, she has 10
minutes to complete whatever business brought her, then
she must sleep for one full day. A camel- or wolf-spirit
teaches this Gift.
System: The player spends one Gnosis point. Doing
anything other than flying ends the Gift. Others may be
granted the Messengers Fortitude as well, for one Gnosis
point per additional runner.

Razor Feathers (Level Two) The Coraxs


wing-feathers become hard and sharp as steel. This Gift
is taught by a steel-spirit, and only functions when the
wereraven is in Crinos.
System: The player spends a point of Gnosis, enabling
Wing Swipe maneuvers for the rest of the scene
(see Wing Swipe, p. 214).

Skys Beneficence (Level Two) The Corax


can accurately drop a package of any sort onto a target
from any altitude she can reach. Whether the package
is a letter, hand grenade, or a more natural...
offering is up to the wereraven. Any aerial spirit can
teach this Gift.
System: The Corax aims the dropped package with
Perception + Melee (difficulty 7), regardless of inclement
conditions, crosswinds, etc. The Corax must be able to
see her target.

Speech of the World (Level Two) This Gift


allows Gaias warriors to read and wield the spirit of
speech, bypassing the need to learn different languages
and dialects. The Garou may speak and understand any
human language she encounters, though she speaks with an
obvious accent, marking her as an outsider. Speech of the
World doesnt convey literacy, nor is it an encyclopedia of
cultural information. An ancestor-spirit teaches this Gift.
System: The player rolls Intelligence + Academics
(difficulty 7). The effect lasts for one scene.

Swallows Return (Level Two) This Gift will


safely carry a Corax home, even when she doesnt know
where home is. A swallow-spirit teaches it.
System: The player spends a point of Gnosis. The
Corax flies to the place she truly considers home on
autopilot, without any conscious awareness of the path
she takes; she may even do so while healing or sleeping.

Taking the Forgotten (Level Two) A Ragabash


with this Gift can steal something from a target and make
his victim forget that she ever possessed the stolen item.
A mouse-spirit teaches this Gift.
System: After successfully stealing the item, the
player must score three successes on a Wits + Larceny
roll (difficulty of the victims Intelligence + Streetwise).

Whisper Catching (Level Two) What good


purpose could there be to keep secrets from Gaias protectors?
This Gift allows the werewolf to supernaturally
eavesdrop on whispered conversationswhat she does
with the information learned is, of course, up to her own
conscience. A crow- or bat-spirit teaches this Gift.
System: The player spends a point of Willpower.
For the rest of the scene, all whispers within 200 feet are
fully audible to the Shadow Lord as though they had been
spoken clearly just next to her.

Wire Sitter (Level Two) The Ragabash can


steal messages from the Weavers web, plucking them from
the air or eavesdropping as they race through telephone
lines. The Ragabash must be aware that a conversation is
happening to listen in on it (though she doesnt have to
know whos on the other end of the line). For conversations
across land lines, the Ragabash must place her ear
against a telephone pole or cord; to listen in on cell phone
discussions (or even to intercept text messages) she need
only be able to see one of the phones being used. Spiderand
raven-spirits teach this Gift.
System: The player spends a Gnosis point. She listens
in on the conversation (or receives mental translations
of text messages) for as long as she keeps her ear to the
line or keeps the cell phone user in sight.

Dead Talk (Level Three) Sometimes a


dead mans last vision just isnt enough. This Gift
allows the Corax to interrogate a recently-deceased
(no more than 24 hours dead) corpse. It is taught by
a vulture-spirit.
System: The player spends a Gnosis point and
rolls Perception + Occult (difficulty 8). The number
of successes determines how talkative the corpse is
willing to be.

Eyes of the Eagle (Level Three) The Coraxs


keen eyes easily pierce fog, smoke, clouds, darkness
anything short of a solid object. Eagle-spirits teach this
Gift.
System: The player spends one Gnosis point to enjoy
this Gifts benefits for a scene. Adding a Willpower point
extends the duration until the sun next rises.

Hummingbird Dart (Level Three) The Corax


plucks one of her own feathers and hurls it like a dart.
A hummingbird-spirit teaches this Gift.
System: The player spends one point of Rage. For
the rest of the scene, she may make Dexterity + Melee
(difficulty 5) attacks out to 50 feet away, with (Dexterity
+ 3) base lethal damage. With Razor Feathers active,
this damage is aggravated. This Gift can only be used
in Corvid and Crinos form.

Mynahs Touch (Level Three) The Corax


borrows knowledge of a single Garou Gift. Mynahspirits
teach this Gift.
System: The player spends two Gnosis points, gaining
knowledge of any Garou Gift of lower rank than the
Corax. The Gift may then be used at any point afterward
once. Mynahs Touch can only store one Gift at a
time. In the case of permanent Gifts, the Corax may
enjoy the Gifts benefits for one scene before it vanishes.

Scrying (Level Three) The Uktena may view


events elsewhere by staring into a reflective surface. Many
supernatural beings, particularly those capable of scrying
themselves, know defenses against this Gift. A fly-spirit
teaches this Gift.
System: The player spends one Gnosis and rolls Perception
+ Occult (difficulty 10 unless the Uktena possesses
an item belonging to the person or place being viewed, in
which case the difficulty is 8). The Uktena may view everything
that happens in that area for the rest of the scene.

Sense the Unnatural (Level Three) The werewolf


can sense any supernatural presence and determine
its approximate strength and type. Supernatural presences
can include magic, spirits, Wyrm taint, ghosts, vampires,
faeries, and any other such unnatural manifestation
although it wont pick them out specifically as such. A
werewolf may sense a person plagued by haunting as easily
as a ghost. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception + Enigmas (difficulty
6). The more successes he rolls, the more information
he gains. The sensory input is somewhat vague and subject
to interpretation, though. For instance, a vampire might
smell of clotted blood, fear, corpse-meat or whatever else
the Storyteller finds appropriate.

Suns Guard (Level Three) Given to his


children by Raven after their great misadventure with
Helios, this Gift protects Corax from heat and flames.
An avatar of Raven teaches it.
System: The player spends two points of Rage and
rolls Stamina + Primal-Urge (difficulty 6). The Corax is
completely immune to flames and heat, no matter their
source or intensity, for one turn per success. She remains
vulnerable to balefire.

Attunement (Level Four) The werewolf may commune


with the spirits of a city or town and gain information
about the area from them, including a rough population
estimate, enclaves of Garou or other beings, and any secret
tunnels. This Gift doesnt function in the wilderness, since
the Bone Gnawers have lost the knack for conversing with
such spirits easily. A rat-spirit teaches this Gift.
System: The player spends one point of Gnosis and
rolls Perception + Streetwise (difficulty 6). The amount
and accuracy of the information depend on the number
of successes rolled.

Airt Sense (Level Four) The spirit has a natural sense of the
airts (directions) of the spirit world, and can travel
about without much difficulty. The spirit can create or
find spirit tracks at will. The Storyteller rolls the spirits
Gnosis if it has to locate a particular place or individual
in the Umbra. Even spirits arent infallible, and a botch
can lead them to an unforgiving Realm.

Bloody Feather Storm (Level Four) Particularly


favored by the Tengu of Asia, this Gift causes the
wereravens feathers to rain down on everyone beneath
him in a deadly razor-storm. This Gift is taught by a
monsoon- or hurricane-spirit.
System: The Tengu must be in the air when using
this Gift. The player spends three Gnosis and two Rage as
his action for the turn. The feather storm causes Dexterity
+ 4 dice of lethal damage to everything beneath the
Tengu within a 15 foot radius. Those caught in the storm
must roll three successes on a Dexterity + Athletics roll
(difficulty 8) to avoid this damage. If Razor Feathers is
active, this damage is aggravated.

Flight of Separation (Level Four) When the


Corax cant outrun an enemy, confusion is the best
stratagem. The Corax explodes into an entire murder of
ravens, which take off in all directions but only one is
the true wereraven. An avatar of Raven teaches this Gift.
System: The player spends two Gnosis points. Enemies
must make a Perception + Enigmas roll (difficulty
3 + wereravens Honor, maximum 9) to determine which
bird is the original. The fake Ravens created by this Gift
vanish when the sun next rises; until then, they continue
to fly as far and as fast as the Corax could.

Gauntlet Runner (Level Four) The Corax


may pass quickly and easily through the Gauntlet. Any
Wyld-spirit can teach this Gift.
System: A roll of Wits + Enigmas (difficulty 8) lowers
the Gauntlet within 20 yards by one point for every
2 successes for the rest of the scene.

Kiss of Helios (Level Four) The Ahroun can


invoke the suns power to gain immunity to flame. Additionally,
she may ignite any portion of her body and
keep it burning as she desires. Garou with this Gift are as
likely to light their mane to honor the sun during rituals
as they are to ignite their claws or fangs in battle. A fire
elemental or sun-spirit teaches this Gift.
System: The player spends one Gnosis. For the rest
of the scene, the character is unharmed by any natural
source of flames or heat. Artificial (napalm, gas fires, etc.)
and supernatural flames can inflict no more than a single
level of bashing damage during a turn. The character
inflicts two additional dice of aggravated damage with
burning attacks.

Deceptive Demise (Level Five) The Corax


uses this Gift to fake her death and distract her enemies.
She disappears in a feathery cloud, leaving behind only a
bit of blood and ash but no body. This Gift is taught
by a fox-spirit.
System: The player spends one Gnosis point and
one lethal health level. The character immediately steps
sideways when this Gift is used.

Portents (Level Five) The wereraven may look


into the future. A wind-spirit teaches this Gift.
System: The player spends two Gnosis points and
rolls Intelligence + Enigmas (difficulty 8), then asks for
a vision of the future with regard to a certain subject.
More successes grant greater clarity.

Theft of Stars (Level Five) This Gift renders


its target completely unable to see any light derived
from a natural source (the sun, moon, or stars, as well as
any manner of bioluminescence). Victims are reduced
to stumbling about in a bizarre twilight, if not absolute
darkness. Helioss avatar teaches this Gift.
System: The player spends a point of Willpower and
Rage, then makes a contested Willpower roll against
the victim. If the Corax wins the roll, her victim is immediately
plunged into darkness, capable of seeing only
artificial light. The effects of Theft of Stars last for the
Coraxs Glory in hours.

Thieving Talons of the Magpie (Level Five) The Ragabash can steal the
powers of others and use
them herself. These powers can be Gifts (either Garou or
those of other Fera), spirit Charms, vampiric Disciplines,
Sphere magic or any other such power (the Edges of the
Imbued may be exempt, at the Storytellers discretion).
Naturally, a magpie-spirit teaches this Gift.
System: The player must gain three successes on a
Wits + Larceny roll (difficulty of the targets Willpower). If
successful, the Ragabash steals the targeted power, depriving
its owner of its use. Powers are stolen piecemeal, so a
Ragabash who steals a vampires power to merge with the
earth (Protean ) doesnt also gain its ability to see in
the dark or grow claws (Protean and ). The Garou
may keep the power for as many turns as she wishes, so
long as she pays a point of Gnosis each turn. The werewolfs
Gnosis is substituted for any Traits exclusive to the
victim that might be necessary to work the power, such as
a vampires blood pool or a mages Arete. The Ragabash
must know something about her targets powers, either
through observation or rumor, and she must target a power
in the terms by which she would understand it (I wish
to steal the wizards ability to command fire!). This Gift
grants no insight into stolen powers, so botches tend to
be dramatic and memorable.

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