General Tengu Gifts

Rank One

Enemy Ways (Level One)
The Corax gains an acute and accurate danger sense. This Gift is taught by one of Grandfather Thunder’s 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 wereraven 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 tengu’s 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).

Raven’s 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 doesn’t know which).

Scent of the True Form (Level One)
The Tengu is able to scent the truth of those she meets, literally sniffing out an individual’s true form. A vulture spirit teaches this Gift.

System: The Tengu can smell Kinfolk or a fellow wereraven 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 aren’t automatically recognized: A Tengu 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 Tengu to clearly understand and speak with any spirit he encounters. The Gift doesn’t influence spirits’ attitudes toward the wereraven in any way, nor ensure that they have any desire to communicate with him. Any spirit can teach it.

System: This Gift’s effects are permanent.

Truth of Gaia (Level One)
A Tengu may easily separate truth from falsehood. A Gaffling of Falcon teaches this Gift.

System: The player rolls Intelligence + Empathy (difficulty equals the subject’s Manipulation + Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are false. It doesn’t 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 Gift’s 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 Coyote’s 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.

Rank Two

Carrion’s 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.

Messenger’s Fortitude (Level Two)
The Corax 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. (Or passenger pigeon spirit!)

System: The player spends one Gnosis point. Doing anything other than flying ends the Gift. Others may be granted the Messenger’s Fortitude as well, for one Gnosis point per additional flyer.

Razor Feathers (Level Two)
The Corax’s 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).

Sky’s 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 Gaia’s warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Corax 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 doesn’t 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.

Swallow’s Return (Level Two)
This Gift will safely carry a Corax home, even when she doesn’t 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 Corax 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 victim’s Intelligence + Streetwise).

Whisper Catching (Level Two)
What good purpose could there be to keep secrets from Gaia’s protectors? This Gift allows the wereraven to supernaturally eavesdrop on whispered conversations—what 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 Corax as though they had been spoken clearly just next to her.

Wire Sitter (Level Two)
The Corax can steal messages from the Weaver’s web, plucking them from the air or eavesdropping as they race through telephone lines. The Corax must be aware that a conversation is happening to listen in on it (though she doesn’t have to know who’s on the other end of the line). For conversations across land lines, the Corax 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. Spider and 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 man’s last vision just isn’t 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.

Rank Three

Eyes of the Eagle (Level Three)
The Corax’s 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 Gift’s 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.

Mynah’s 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. Mynah’s Touch can only ’store’ one Gift at a time. In the case of permanent Gifts, the Corax may enjoy the Gift’s benefits for one scene before it vanishes.

Scrying (Level Three)
The Corax 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 Corax possesses an item belonging to the person or place being viewed, in which case the difficulty is 8). The Corax may view everything that happens in that area for the rest of the scene.

Sense the Unnatural (Level Three)
The wereraven 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 won’t pick them out specifically as such. A wereraven may sense a person plagued by haunting as easily as a ghost. Any spirit servant of Gaia can teach this Gift.

Sun’s 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.

Rank Four

Attunement (Level Four)
As the Silent Strider Gift.

Airt Sense (Level Four)
The Corax has a natural sense of the “airts” (directions) of the spirit world, and can travel about without much difficulty. The Corax can create or find spirit tracks at will.

System: The player rolls the Corax’s Gnosis if it has to locate a particular place or individual in the Umbra. 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 wereraven’s 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 can’t 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 + wereraven’s 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 Corax can invoke the sun’s power to gain immunity to flame. Additionally, she may ignite any portion of her body and keep it burning as she desires. 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.

Rank Five

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. Helios’s 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 Corax’s Glory in hours.

Thieving Talons of the Magpie (Level Five)
The Corax 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 Storyteller’s discretion). Naturally, a magpie-spirit teaches this Gift.

System: The player must gain three successes on a Wits + Larceny roll (difficulty of the target’s Willpower). If successful, the Corax steals the targeted power, depriving its owner of its use. Powers are stolen piecemeal, so a Corax who steals a vampire’s power to merge with the earth (Protean •••) doesn’t also gain its ability to see in the dark or grow claws (Protean • and ••). The Corax may keep the power for as many turns as she wishes, so long as she pays a point of Gnosis each turn. The wereraven’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s blood pool or a mage’s Arete. The Corax must know something about her target’s 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 wizard’s ability to command fire!”). This Gift grants no insight into stolen powers, so botches tend to be dramatic and memorable.

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