Crow: the Vengeance

The Crow, written up to be able to be used as a character-type in White Wolf's World of Darkness. This was used by a PC in my Chronicle, Minneapolis by Night.


Character Generation and the Crow Powers

The PC is rolled up as a normal human (use the Vampire generation rules and don't give any disciplines.
Upon returning from the beyond, the PC receives certain benefits from it return and connection to the crow.

The follwing statistics are highened upon returning.
  • +1 Alertness
  • +1 Celerity
  • +1 Perception
  • +4 Fortitude
The abilities are tied directly to the PC's connection to the Crow. If it becomes mortally wounded (as in the movie), these benefits are suspended, making the PC not quite as formidable.


The Crow Discipline, Crowatice
(for lack of a better name).


Level 1 • Cleanse Toxin

Similar to the Tremere ritual Purity of Flesh, the target body will be cleansed of toxins and impurities. If successful a milky white substance will ooze from the touched area. The substance is harmless and is merely the byproduct of the interaction between the discipline and the toxins. Note: this will clear the target of all toxins including drug use. If someone takes prescription drugs, these will now be absent from the bloodstream (unless the drugs are producing natural substances the body would normally produce.)

The target must be touched and the caster must make Intelligence + Medicine against Difficulty 6 to be successful


Level 2 • Crow Sight

This allows vision via the familiar's eyes. This ability is inherently on. This link is never truly disfunctional as the character and the familiar share their psyche. However, to see as the bird does it takes specific effor t on the caster's part. Note: this ability is sometimes initiated by the familiar so at any time the character may receive visions from the familiar without provocation.

Perception + Alertness vs. Difficulty 8. Touch Required. Number of success dictates the clarity of sight.


Level 3 • See the Mind's Eye

Through this ability a target's mind may be read. The wielder of the Mind's Eye should have a sense of what he/she is seeking within the target's mind so as to sift through the years of experiences it may hold. The target must be touched and a Perception + Empathy against difficulty 7. Upon successful completion the targets mind sends forth flashes of memories. The level of successes will determine how much memory is gained. If the wielder does not know what he/she is seeking when employing this ability he will get random images or experiences as deemed by the storyteller. This could be anything from a significant childhood experience to when the target last bought bread.

Perception + Empathy vs. Difficulty 7. Touch Required.
Successes:
  1. You get disjointed images associated with the subject you are seeking. They are brief and fleeting.
  2. You get a series of images with a relationship to one another. You can get a shaky depiction of what is going on.
  3. You gain a clear depiction of the subject in question with accurate sounds and imagery.
  4. You gain a clear story like understanding of the subject. This is as clear as watching a film.
  5. You gain all knowledge and history of what you seek with clear imagery and sound.


Level 4 • Show the Mind's Eye

Converse to the Level 2 ability this is used to display images to the target. Again, the target must be touched to employ this ability. Perception + Empathy against a 7 to be successful. Subject must be kept within the forefront of the initiator's mind to be sent to the target. If no subject is actively thought of this discipline will not work.

Perception + Empathy vs. Difficulty 7
Successes:
  1. You successfully send brief, fleeting, disjointed images to the recipient.
  2. You send a series of images concerning the subject. The recipient may gain a contiguous but shaky depiction of what you wish to impart.
  3. You send a clear depiction including accurate sounds and imagery.
  4. You send a clear story like understanding. This is as clear as watching a film
  5. You send exactly what you intended. The quality is thus that the recipient feels as though he is actually there. This level can virtually consume the recipient. The feeling is so intense that a recipient may feel the complete joy and satisfaction of a loving moment or the sheer terror of a frightful event. Mortals have been known to die of a heart attack from extreme fright.


Level 5 • Envelope the Mind's Eye

This is an EXTREME version of Show the Mind's Eye. This ability force images from the recipient to the target. Any images the character is familiar with may be transmitted. After transmitting these images, the initiator is temporarily relieved of whatever benefits or detriments the associated images may hold (if any) for 1d10 +1 hours. The receiver of this transmission is forced to feel a part of whatever is being transmitted. The recipient of this discipline is highly subject to sensory overload as memory, images and sound rush into the consciousness. The target must make a Stamina + Fortitude roll vs (Vampire 8) (Human 10) with at least two successes to avoid a comatose state for 1d10 + 1 hours.



Ritual: Afterlife Association

The character derives immense healing powers from the crow. However, the crow is not completely invulnerable and may fall prey to death. In this instance another animal may be chosen to hold the character to the material world. The character must choose another companion with whom to give a sliver of his personality. Keep in mind the crow is the animal that bears the soul to the afterlife. Should a character choose a non-flying animal, can he be certain this new companion will succeed in overcoming whatever barrier exists between this life and the next?

The character must initiate Show the Mind's Eye with the animal. In this instance the animal shares in the character's pain. The animal must make stamina (+ fortitude if appropriate) against a 6 to survive the mental onslaught. If the animal does not succeed it dies from heart failure. When this ritual succeeds the animal companion gains a piece of the character's psyche which is transmitted along with the events leading to his death.

Storyteller Note: Every time this is used the character loses a piece of his psyche. The Storyteller may deem appropriate how this affects the player's sanity.



Legal Stuff

The film The Crow is copyright Miramax/Dimension Films. The character of The Crow was created by James O'Barr. This supplement is an entirely unofficial use of the material contained within the film and the graphic novels that inspired it and is not intended as an official or profit making venture in any way, shape or form. Likewise, these rules take the White Wolf Game Systems Roleplaying game, Vampire: The Masquarade as their base. Again, use of these rules are unauthorized, and no infringement is intended. This supplement is not affiliated to either Miramax/Dimension Films or White Wolf Games Studios in any way and should not be viewed as such. This supplement may be freely distributed on the Net but is, under no circumstances whatsoever, to be sold for profit.