Crows

Often used as messengers and harbingers of doom, the crow and its slightly larger cousin the raven are famous for their connections to the occult. These black birds, averaging around 50 centimeters from tip to tail, live all across the globe in one form or another. Best known for their dramatic penchant of eating eyeballs, crows are actually omnivores and will eat just about anything. Cunning in the extreme, crows are known to be master thieves, pilfering food from trash, picnic baskets, and the nests of other birds.

Historically understood as bearers of misfortune the crow’s mystical ties cover the realms of death discord, divination, hard luck, harmony, mystery’. and resourcefulness. In the modern era, many mystics summon crows to serve as their familiars, using the creature’s commonplace features to avoid suspicion. For those who see signs in the natural world, the appearance of a crow has great meaning, often sending the viewer down a new or different path.

In combat, a lone crow fights to escape. A typical tactic is to take one swipe at an opponent, putting it on the defensive while the crow flies away. Once it gains enough distance, the crow will land and reconsider its options, tending to shy away from any threats. In mass, a murder of crows earns its name quickly and brutally. A group of 10 or more crows will often attack by diving from the sky and pecking with their beaks (attacking as one and adding an additional +2 to the damage total for the group). On the following round, the murder will rake to the air again, preparing for another dive. While no single crow can take out a larger opponent on its own, the massed attack assures that one or two get in a critical lucky shot.

A crow is quite trainable, and it can use its beak to perform complicated maneuvers, such as picking up objects and putting them in open containers. A typical crow can fly for hundreds of kilometers without rest, or longer if the thermals help them.

Crows make excellent foreshadowing devices, providing subtle clues to the direction a group of characters may need to take. Consider having a crow appear as a harbinger just before the beginning of a large battle. Use the image of the crow in an ancient text or series of hieroglyphs to provide a warning of what it to come. When an adventure provides two paths, the appearance of a crow tactfully supporting one or the other can be taken as a sign.

Typical Crow

Reflexes 3D+1: brawling 4D, flying 4D+1, sneak 3D+2

Coordination 1D

Physique 1D+2

Knowledge 1D

Perception 2D+2: search 4D, survival 3D+2

Presence 2D+1: intimidation 2D+2, willpower 3D+1

Strength Damage: 1D

Move: 20 (flying)/12 (gliding)

Fate Points: 0

Character Points: 0

Body Points: 15

Wound levels: 3

Natural Abilities: beak (damage +2); wings; small size (scale value 7)

Note: When a crow becomes a familiar, the bond between master and bird gives the pair the following supernatural abilities: The master may hear or see anything the crow hears by concentrating on their bond.

The crow’s Perception becomes 3D+2, and it gains the following increased skills: search 5D+2, survival 3D+2, and tracking 4D+2.

Additionally, the crow now has an “evil eye,” increasing its intimidation 3D+2. It can look directly at any one creature within 15 meters and make an intimidation check opposed by the target’s willpower check. For a number of round equal to the result point gained, the target cannot use its Character Points to modify its rolls. Additionally, the target cannot use Fate Points to modify its rolls for a number of rounds equal to the result points divided by 2 (round up).

D6 Adventure Creatures (WEG 51021), © 2005 Purgatory Publishing Inc.
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