Wednesday, July 28, 2021

Totems: Raven, Part III

"Huginn and Muninn fly every day over all the world;
I worry for Huginn that he might not return,
but I worry more for Muninn." - Grímnismál

Totem Tests
1-9. The raven caws and deeds must be done. The devotee loses access to some of his spells or special abilities (50% chance for each one) until he does so. Roll 1d7 for those that are lost to see what it is.
[1] Stare at the next stranger he sees until either they leave or become unnerved (opposed Wisdom checks might be needed).
[2] Find someone or something new to play with. They may not take kindly to the arrangement though (a base 50% chance). If they do, then the follower must leave them a small present the next day.
[3] Spend time in quiet solitude until another disturbs it (a base 1d6 x 10% chance per hour, depending on the place).
[4] Succeed well (by 5 or better) on a spoken Charisma check that occurs in a naturally occurring situation.
[5] Lose a thought or memory (per Referee)
[6] Identify 
a user of non-raven magic or a physical danger to one's kind and warn of the threat it poses.
[7] Commune with raven spirits, doing nothing else but drum, dance, chant, or the like for 2d6 turns.

10-13. Be like the raven. For the next 7d4 days, the follower undergoes a strong, psychological impulse that can only be resisted by saving vs. spell/ making a Will save DC 15. Note that if the same is experienced twice in a row, it becomes permanent. Roll 1d5.
[1] Dress primarily in black, eschewing the company of all except other raven types, or those who at least dress so.
[2] Only speak when spoken to, and any replies will be croaking and cryptic. 
[3] Take trophies of every foe slain (preferring eyes), or at least dip all of one's food in water.
[4] Avoid direct conflict, though can certainly seek to deal with foes via indirect means.
[5] Support those with wolf totems too, not just other raven totems, for they aid in the spoils.

14-16. Be of the raven. The follower becomes more visibly ravenlike now, gaining some trait along with a cumulative 20% chance of causing fear and/or revulsion in any non-raven types who notice it. Such a change also increases the chances of experiencing the totemic side-effect Nevermore by one by replacing another totemic side-effect with it too. Roll 1d5 to see which trait is bestowed, rerolling if the same is rolled more than once, as the follower increasingly becomes a raven hybrid.
[1] Lithe: gain +1d3 Dexterity, but also -1d3 Constitution too.
[2] Raven-hued: always covered in black now, gain a +6 bonus to hide in shadows, but also can be mistaken for evil via magical detection (a 50% chance).
[3] Sharp: gain the excellent eyesight and hearing of the raven, but also the uneasiness of those under one's gaze, reducing Charisma checks with non-raven and non-wolf types by 4.
[4] Wyrd: gain +1d3 Intelligence, but also -1d3 Strength too.
[5] Harbinger of Death: gain a raven's head, allowing a bite attack for 1d4 + Strength modifier damage. 50% chance of gaining raven's feet & 50% chance of wings too. The former grants +5' speed and the latter, the ability to glide clumsily from one high point to another at normal land speed. Each also adds 20% to the chance of horrifying non-raven types.

17+ "Nothing more" croaks the raven. The follower is tested for the next 1d3 days per totem test result over 16. Roll 1d5.
[1] Huginn did not return. The follower must make an Intelligence check to perform simple actions. More advanced thought and difficult actions will be beyond him.
[2] He is turned into a raven, though for 1d3 weeks instead.
[3] Muninn did not return. The follower must make a Wisdom check to remember simple things. More advanced memories and magic spells will be beyond him.
[4] The raven comes to visit each night, causing the follower to save vs. death/ make a Will save DC 10 or go insane.
[5] The follower is sent to some Ravenlike Otherworld, his body lying comatose and his spirit floating on the floor, hopefully returning- a base 85% minus 10% for every 1d3 days gone- otherwise, nevermore.

Next week: Totems: Raven, Part IV!