Werecrows

Revision todo

 * Crossroads Mastery - need 3 and 5 dot gifts

After all mechanics approved, finish integrating with fluff text smoothly.

On mighty wings
Werecrows in animal form appear as very large black birds of the widespread genus corvus. They seem equally able to socialize (and breed) with their smaller crow kin, as well as the larger ravens (hence some refer to themselves as Ravenkin). Their pure avian form often escapes notice when observing from a high perch or travelling literally "as the crow flies", although they stand out when they flock with natural birds. Corvus have a rough instinctual ability with the "speech" of their relatives which can be improved with training (see the Crow Tongue merit below).

In rare circumstances, they may enter "Deathwing" form. As huge feathered beasts radiating an aura of supernatural power, werecrows are a force to be reckoned with. Despite their incredible wingspan, Deathwings are relatively clumsy fliers. Worse, drawing so deeply on their supernatural power makes them very prone to respond inappropriately to any threat or conflict (see Schizophrenia, Res+Con-2). Eventually the fragile mortal frame returns, and must deal with the lingering mental, emotional, and physical consequences that they incurred while drunk on power (no regen, madness lingers 24 hours on failed roll). Wise old Ravens council that "Deathwing" refers all too often to self-inflected doom.

Crossing Over
Crossing over, out of the world of the living entirely is the final innate advantage shared by all Corvus, and the one which is nearest to the core of their being. Corvus can sense (with Wits+Empathy+Urge) ghosts or other creatures lingering in the Twilight between worlds, or items which have a strong connection to such a creature. They can also sense areas where a recent or traumatic death occurred, or where the a strong connection exists between worlds (see WtF page 107 and 252). At one of these locations, a Corvus can concentrate on stilling his body and soul, and merge into that gateway between worlds (by spending an essence or rolling Intelligence+Presence+Urge see WtF page 250-251), becoming undetectable except with supernatural means. Like humans drawn into the shadow realm, everything a Corvus is wearing or holding comes with when he merges or shapeshifts (although it is nonfunctional). This skill has saved countless Ravens from dangerous situations in this world, but it is not always an escape route.

Several other kinds of creatures: including ghosts, spirits, and other Corvus, are also capable of merging in this way, and whenever two merge into the same area, they can see and interact with each other. Also a Corvus can bring other willing creatures with when he merges (see Pathfinding). A creature which has crossed over generally can't take any actions without falling out of sync with the area and back into his normal world, but they can freely engage in spiritual conversation and even combat with other creatures merged with the same area. Merged creatures can also attempt to get a sense of the world or soul they are connected to (see WtF 252) Many death spots have a sleeping ghost merged with them, which could be roused (merge roll), although doing so risks the ghost attacking or escaping into the real world if it is powerful and disturbed. Many other loci and death spots are vacant, as either no-one stopped by, or they have left for elsewhere.

Harmony (* = different from werewolves)
Corvus fly within societies as well as worlds, and practice working with others Harmoniously is very important to them. They view healthy, active, relationships with the same reverence pure predators have for demonstrations of Strength and Honor. Without their flocks and families they can lose sight of what is valuable, and even what is real. Harmony is very important to negotiation when merged, as the aura or trustworthiness or shiftiness is palpable. All social rolls with other merged creatures receive a modifier of Harmony-7 dice (because this is the only use of harmony for crows).

Rank  Threshold Sins                      Degeneration Dice 10    Not shapeshifting for 3 days        5 dice 9  * Not sharing a meal each day or... 5 dice carrying a silver weapon 8  * Neglecting a ghost or elder         4 dice 7    Spending too much time alone or... 4 dice * Breaking a social contract 6  * Abandoning a mate or fledgeling     3 dice 5    Slaying a werecrow in battle        3 dice 4    Exposing werecrow secrets or... 3 dice Using Silver weapons on werecrows 3    Torturing Enemies/Prey or... 2 dice Murdering a werecrow 2    Hunting humans or crows for food    2 dice 1    Betrayal of flock or family or... 2 dice Hunting Werecrows for food

Treasures and Nests
Just as their relatives are famous for stealing shiny things for their nests, Corvus collect treasures. A treasure is any item which was THE most important thing in the world to someone for a while. These are often valuable (wedding rings, art, cars), but can be trivial (marbles, old game systems). Some ghosts and spirits can also forge this kind of connection to an item (fetter). If a person who treasured the item has passed on, or a ghost or spirit has fettered to it, Corvus can sense that energy on the item by touching it.

With time and care a werecrow can arrange treasures into a display called a Nest which weaves this energy into a personal locus-like structure (see the nest merit below for details). Anyone else who comes near a nest can sense a supernatural chill, but they radiate warmth to the Corvus who built it. Any creatures capable of merging with nodes and fetters (such as ravens, ghosts, and spirits) can merge with a nest, but the Corvus who built it gains a bonus equal to the nest's rating to their spiritual stats when merged with their nest.

Corvids normally gain essence once a day by resting in one of their nests (equal to it's merit rating), but in this area nests are strangely cold and mostly do not provide that bonus (once a week). If a raven is merged with anything, and has a nest within range of his merging dice pool (in miles normally, although in Southern Georgia 1000 feet) he can spend an essence to cross over to the other nest in one turn, or attempt to roll normally (-1 die per mile/1000 feet). If the nest you are in is significantly physically re-arranged or dissassembled, you fall out unless you can transfer to another in range (by essence or successful roll).

Another benefit of a Nest is that with a Treasure belonging to someone the Raven knew in life (must have spent at least 10 hours in intimate conversation) they can call that ghost to their nest (merge roll), even if their death spot is long since gone. Note that the standard limitations apply, in regards to Ghosts which are busy elsewhere or missing. If this ghost is friendly, it can chat with you, or even call over a ghost it knew (in this way powerful Ravens have been able to speak with their distant ancestors, although a large nest and care is required). Note that disturbing ghosts with the wrong words (or the wrong people) can cause them to break off into the real world, possibly deranged by the transition.

Society and Family
Corvus tend to be clever, social creatures, and thus usually flourish despite a short attention span (urge penalty to any mental action over one turn) and tendency towards bouts of insanity (schizophrenia for 24 hours after a failed control roll). They usually take jobs that allow them to gather treasures of the dead for nesting. Firemen, Police, Retirement Home workers, Nurses, Estate Auctioneers, Detectives, Murderers, Junkyard operators, Pawnbrokers, Museum Curators and similar occupations are favored. Of course, Corvus also trade these items for favors, information or just as an excuse to be sociable. Nothing perks up a raven or Raven like meeting a cousin for the first time in a while, whether he has arms or wings. (+1 essence for the first positive interaction each day with a Corvid you have not seen recently)

Corvus are naturally inclined towards monogamous family life, even before the oddities of their spiritual beliefs are factored in. Most of their children (whether their mate is normal or supernatural) exhibit the soulful sensitivity that indicates time and training could teach them to become active Ravenkind. Of course, some strangers with no recorded ties to Corvus exhibit this sensitivity also, but it is generally assumed that they are the lost descendants of Corvus who did not have the opportunity or inclination to train their young. Corvus who go into labor are unable to change form until their children (or eggs) are out, and Corvus who are laid as eggs grow up as Ravens, and are difficult to train and convince to join human society.

Corvus are generally considered a single extended family that try to trace all their relatives. Unlike most who do that, this is not a matter of prestige or breeding... it is a matter of supernatural cooperation. By meeting their relatives, they can call to them from their Nests should they pass on (and visa versa). By passing down their treasures to other Ravens, they will be visited and stay abreast of changes in the world. Also most old Ravens believe in the plan of Raven they have heard is remembered deep in the Halls, which lends spiritual virtue to encouraging strong ties between the worlds.

Raven's ancient plan
There was a world before this one, where the spirits of all things were connected and the world itself was alive and aware in a way that only tiny fragments of meat and spirit live now.

Then something went horribly wrong and the world turned against itself, ripping itself into pieces with it's own talons and tearing out it's heart with it's own beak.

The great spirit of the world died, leaving countless tiny orphaned spirits to crawl helplessly upon the dead face of the world, suddenly blind to the rest of the universe.

Many greater spirits that survived the death of the world retained a fragment of the world spirit's wisdom, and some of them learned to pass this wisdom on to others.

Raven was one such, who passed down the keeping of secrets and treasures, and delving into the silent realm of death.

He created many children and charged them to do the same, always training their offspring to forge a connection to those who have come before.

They strive to build a net of connections among the depths so strong and so deep, anchored by so many living ravens that the frozen soul of the great spirit can be lifted free of the halls of eternal silence back to the world of the living.

With the great spirit restored to life, the fragments of the world will knit back together, bringing life to the land of the dead and peace to the land of the living.

Dangers

 * Madness shadows you, promising glorious destruction
 * Merging means possibly facing powerful ghosts and spirits
 * Dangerous Ghosts can be accidentally released into the world if riled up
 * Treasures tend to be valuable, and others could covet your collection for that alone
 * Unscrupulous Ravens could covet your collection
 * Soul-eaters are rare, but they are natural enemies of Ravens (and may be bad Ravens)
 * Powerful spirits or ghosts may try to prey upon your energy
 * Others may blame you for the deaths nearby, given your interest in them
 * Some may object to the way your nest sucks energy
 * Other supernaturals are usually dangerous and suspicious
 * Predator shifters may prey upon you and your kin unless you defend yourself

A tear in the net
As a ravenkind coming into northern Georgia, you have great hopes and fears. As the Ravens (and others throughout the whole territory) were suddenly slain, the area should be rich with hidden treasures and opportunities to line your Nest. However, a handful of great fears peck at your thoughts:


 * How much will be lost forever, with so many of the missing Ravens not responding to calls?
 * Why are the nests of all Ravenkind in the area chilly and barely restful?
 * Was this the great spirit finally stirring, only to pull our spirits down, rather than itself up?
 * Regardless of cause, will it happen again, pulling you down before you can weave a good connection?
 * If it does catch you, will your soul remain accessible to respond to calls and see the future?

Shapeshifting (required)

 * Deathwing = +3 Str, +2 Siz+Per+Dex, +1 Sta (health = human+3), 1/1 armor, madness (rolls at -2)
 * Raven = Size 2, +3 Per, +2 Dex, +1 Sta (health = human)

Flight (instead of regeneration)

 * As human, double jump distance
 * In Deathwing, each turn must roll Dex+Ath - circumstances to fly at all
 * In Raven, may fly freely but roll Dex+Ath - circumstances for difficult tricks

Soul Bond (Final Aspect, as Spirit Bond but)

 * Can sense death spots, Twilight Creatures, loci, fetters/treasures
 * Cannot travel to Shadow, only merge with loci/spots/nests
 * Can only peek at shadow realm when merged with loci
 * Cannot feed on Loci (use Nests instead)
 * Enhanced Harmony modifier on merged social rolls
 * Can interact with other merged creatures (not Shadow or Twilight)
 * Can build Nests to merge with, get essence from, retreat to
 * Can call Ghosts to nest, if known in life, available, and have their treasure

Mechanics cheat sheet

 * Supernatural sense roll = Wits+Empathy+Urge
 * Supernatural action roll = Intelligence+Presence+Urge
 * To fly or flying trick = Dex+Ath
 * Respond sanely to challenge when insane : Resolve + Composure

Cling to the Brink (●● or ●●●)

 * Ravenkind deal with the Madness of being tied to the eternal beyond a great deal in their lifetime. Wise old ravens have learned the damage that this madness can cause to their loved ones, their long term goals, and their safety, and will cling desperately to sanity when they feel themselves slipping away.  Anytime they fail a Madness roll, if they have the energy and will to force themselves to think again they try to halt their slide into madness, even if it means spending the next turn locked in interal conflict.


 * Cost: 1 Essence and 1 Willpower (limits per turn apply normally)
 * Dice Pool: Reroll failed madness roll
 * Action: Instant (next action)(●●) or Reflexive (●●●)

Crossroads Mastery (● to ●●●●●)
Werecrows are masters of crossing over, and dealing with those who have stumbled on to the wrong side of the dividing line between life and death. Crows who take this calling seriously master aspects of their nature quite similar Werewolf Death gifts, as found on page 106-109 of WtF.

● Eyes go raven black instead of milky white, can see ghosts and death spots plainly

●● A weapon or handful of ammo effects ghosts and +1, lasts a day, as the revised gift

●●● ???? Improve crossing over or something with ghosts

●●●● A loud crowing call to return home, otherwise as Word of Quiet on pg 108

●●●●● ???? Improve crossing over or something with ghosts

Steal Memory (●●●)

 * Ravenkind treasure secrets (their own, and other's) and this ability allows them to quite literally snatch them from the mind of their target with a touch. They must a precise memory in mind (such as "When you saw me transform" or "Disarming your office security system") and it seldom survives the transfer intact, but even so this aspect has preserved or lined the nest of countless Ravens.  If the Raven takes some of the memory, but there is more, he is aware of that, but not how much more there is.  Attempts to resist this aspect are at -2 if the target is unaware of the Raven's presence and +2 if they are in active conflict with him.


 * Cost: 1 Essence
 * Dice Pool: Manipulation + Larceny + Primal Urge versus Composure + Reserve + Supernatural
 * Action: Instant and Contested


 * Dramatic Failure: The effect backfires, that memory becomes firmly ingrained and refreshed, +5 to remember and -5 to all attempts to remove.
 * Failure: No memory is stolen, and the target is disturbed by the attempt, in conflict with you for the rest of the scene.
 * Success: Every success transfers roughly a minute from the target's conscious long term memory (before this scene) and transfers it to the Raven as vague impressions. Supernatural or technological attempts to restore the memory to either party are at -5, although both get a circumstance bonus to tasks the memory would assist even while it is fragmentary.  This process disturbs the target, giving them a -2 to detect the source of the disturbance.
 * Exceptional Success: The memory transfers intact, as a distant memory of your own. It counts as a shared secret, even though the target can no longer consciously remember it.  The subject is unaware anything unusual transpired.

Swooping Shadows (●● to ●●●●)
Ravens in flight can be exceptionally hard to hit. At ●● the bird form gains the higher of it's Dexterity or Wits as defense whenever in flight. At ●●● this also applies to Deathwing form in flight, and at ●●●● to all forms as long as they move this turn (even if not flying).

Life Stages
Corvus are not created with moon Auspices, they change behavior over the stages of their life.
 * Magpie: Young Corvus play tricks and steal on each other, and during the Magpie stage of their life they get a 1 die bonus to attempts to deceive and sneak.
 * Crow: Corvus form happy devoted bonds, and when they become sexually active they begin to naturally think socially like a gregarious Crow. +1 to socialize and persuade rolls.
 * Raven: Corvus gain wisdom over time, when their Urge reaches 5 they can become wise Ravens, thinking ahead for their flock. +1 bonus on all Mental or Emotional rolls that are likely to effect their flock, including resisting Madness or Supernatural Manipulation.
 * Rook: Lonely Rooks can weather miserable times huddled in their nests after the death of an offspring or mate. +1 to all merge rolls (including ghost summoning), and may use a nest one size larger than than their normal limit, as long as they are not sharing it with anyone.

Special Merits
Corvid Tongue (● to ●●●): Corvus have a rough instinctive understand of Corvid speech, and can make themselves understood in feathered forms (at -2). With ● experience, Ravenkind can improve their understanding of their natural corvid cousins to catch all the nuances of the warnings and gossip the birds deliver. At ●● they can speak clearly in their feathered forms and poorly (-2) in their human form. At ●●● they speak fluently as a human, and are particularly impressive and elequent in bird form (+1 to social rolls with other corvids).

Nest (●+): Creating or increasing a nest requires an appropriate space (size=rank*4), at least a day, a successful Urge roll, and of course, enough treasures or fetters to line the space. Furthermore, a nest is specific to the Raven creating it, and is limited in rank to the Urge of the Raven. A nest can be built for multiple people, but the maximum rank is reduced by one if any of them have a lower Urge.