The Darkstalker Files
Caws at the Moon
Wolves and ravens have a long and storied history: wherever you find one, you find the other. The bond between a wolf and his/her unkindness of ravens has been known to rival that of the pack and some wolves even breed and train ravens as companions in life and battle.
Additional Equipment: You own a Bird Roost at home or at work where your raven(s) live. You gain additional or larger Bird Roost as your number of Ravens increases.
Minor Effect Suggestion: Your feathered friend(s) spend less time locating you or an intended item.
Major Effect Suggestion: Your feathered friend(s) swoops into aid in battle, distracting your target without being ordered to do so. For one round the difficulty of all tasks it performs is modified by one step to its detriment.
Corvid Companion: A level 2 raven accompanies you and follows your instructions (it knows the same languages you know). The raven companion acts on your turn. The raven has a target number of 3 and a health 3, and inflicts 2 points of damage. Its movement is immediate on ground, long while flying. If your Corvid Companion dies, you can acquire a new Corvid Companion at a Rookery but it will take 1d6 days to find and bond with the new raven. Ravens can mimic human and wolf speech, commonly utilizing this ability to relay messages.
Magpie Eye: Your Corvid Companion collects random shiny objects throughout the day. Check with GM for object details. Enabler.
Munin: You command your Corvid Companion to locate or fetch an object within short or long range (Intellect difficulty 2 task). The object must be light enough to carry. Action to initiate.
Greater Magpie Eye: Your Corvid Companion serves as an Asset in perception and search related checks. Enabler.
Heckle (2 Intellect points): You Command your Corvid Companion to hinder your enemies in battle. Your raven continually swoops in and out of battle, distracting and hampering a single creature. Modify target’s task difficulty by one step, to its detriment. Raven deals Damage to target. Action to initiate.
Additional Companion: Your skill as a Corvid handler has increased so that you can handle two ravens at once. They both act on your turn. Ravens make separate attacks on one or different targets. If one or both of your Corvid Companions dies, you can acquire replacement Corvid Companions at a Rookery. It will take 1d8 days to find and bond with new ravens.
You are trained in raven related skills. Enabler.
Munin & Hugin: You command your Corvid Companion to locate/follow a person or creature it’s seen before (intellect difficulty 3 task). The Raven can also deliver written messages between you and the person. The Raven can always find you provided you are locatable from the sky. Action to initiate.
Heckle & Jeckle (4 intellect points): You Command your Corvid Companion to hinder your enemies in battle. Your ravens continually swoops in and out of battle, distracting and hampering a single creature and modifying its task difficulty by 2 steps to its detriment. Each raven deals Damage to target. This replaces Heckle command. Action to initiate.
Corvid Commander: Your bond with your ravens is so strong that your Corvid Companions anticipate your commands with little to no communication needed. Your Corvid Companion commands become Free Actions. They still act on your turn. You are specialized in all raven skill checks. Enabler.
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