Drops:
- 1d3-2 kg of White Meat
- 1d6-5 kg of Animal Products (Feathers)
Australasian ravens aren't very physically unusual for virtue of being part of a globe-spanning bird family. They are noticeably larger than their Old World cousins, and their brain-to-body ratio is also higher. Where they do differ significantly is in psychology and behaviour. Australian ravens possess intelligence comparable to a small child and can be trained for menial tasks like carrier pigeons can. They're excellent problem solvers, even being capable of disarming and rearming a simple pistol in exchange for food. While regular ravens already have complex social behaviours, Australian ravens take it a step further. They've been observed engaging in individual relationships like sexual pairing, friendship, rivalry and vassalage. The bigger and smarter ravens usually lead their murder (of ravens!), with the rest paying a "food tax" every once in a while. Alpha ravens also pair with the biggest, most intelligent females producing superior heirs. These are respected by the murder and, when the alpha dies, usually take their place. Australasian ravens have been observed using tools like sticks and stones for a very wide array of tasks; spearing, dive bombing with rocks, baiting insects, constructing roofed nests, grooming, etc.
Ravens are, in Oceanykan mythology, closely connected to the mischievous trickster god Wahn, and said to be the means by which he observes the Earth. It is also said that each of them carries a shart of Wahn's boundless wisdom, and as such, are capable of tricking all sorts of daemons and spirits by making bets, deals and pacts which always turn out in their favour.
Drops:
This creature can take off into the skies, granting them enormous mobility at all times and x3 MOV in an Engagement.
Taking off into the skies costs 1 STA. Each subsequent Turn spent in the air costs 1 additional STA.
While flying, creatures are incapable of Take Cover (1 APS) and lose all Natural Cover.
All of this is, of course, in the Tactical Map. Flying creatures can fly unrestricted in the Operational Map for long periods of time.
This creature’s light weight is offset by its hollow, brittle bones. Every Critical Hit against it inflicts one instance of Crippled.
This creature is particularly skilled at picking through the belongings of dead opponents, ruins and abandoned installations, finding loot others would miss.
This creature is frustratingly hard to hit due to its small size, jittery movements or both. All hit rolls against it beyond Close Range (CR) gain a Hard DM.
Must be Small 🐭.
This creature's mental fortitude or anti-psionic aura are so strong that The Dreamspace bends around them, rendering them immune to PSI-DMG as well as Cursed.