Corax have their own gifts, taught to them by the Sun in mistaken thanks for "rescuing" his position in the celestial hierarchy. Raven has Also sweetened the pot for his children with an extensive range of Gifts to choose from. The Corax downplay the rumors that they have managed to steal the secrets of every single Garou Gift as well, and would dismiss those stories as slander except for one thing: The stories are pretty much true. There aren't many Garou Gifts out there that the Corax haven't uncovered the details of. Mind you, not every Garou Gift is suitable for use with the beak-and-feathers getup, but once a Corax reaches suitable levels of experience, odds are he's picked up most of the tricks in the werewolves' book.
(The sad thing is, of course, that the Garou know that their code has been cracked by the Corax, but they haven't been able to uncover much more than a few Corax recipes in return. It drives them nuts - and the Corax like that just fine.)
All Corax start out with three Gifts. Corax Gifts are directed towards uncovering and passing along information - and getting out alive with the latest news.
This is a danger sense. Taught by one of Grandfather Thunder’s Stormcrows, Enemy Ways is more than just a heightened (and reasonably accurate) sense of paranoia. Instead, it provides solid information on what immediate peril a Corax faces.
System - With a successful Perception + Stealth roll the Corax can pick up hints as to the nature of enemies in the area. Usually a Corax who uses this Gift successfully can pick out the number and type of his opponents; with five or more successes sometimes more can be learned.
There are messages that need to move faster than any Corax can fly, and there are times when neither computer nor phone is a safe method of information transfer. At times like that, a Corax still has a method of getting his message to his nearest fellow wereraven, namely, the use of this Gift. By merely tapping out his message onto any hard surface and using this Gift, a Corax can make sure that someone out there gets his message right now - because there may not be time for a later. This Gift is taught by a Machine-spirit.
System - With this Gift, the Corax can tap out a Morse code message on any surface and, by spending a Gnosis (and succeeding on a Wits + Empathy roll, difficulty 8), have the nearest Corax hear the message clear as day. Of course, the receiving Corax might not know Morse code, but that’s the sort of risk you’ve got to take.
With this Gift, the Garou can open nearly any sort of closed or locked physical device. Things like clasps may or may not be considered 'closed physical devices' according to the GM in the scene. Buttons, velcro, zippers and snaps, however, generally do not count. A raccoon-spirit teaches this Gift.
System - The player rolls Gnosis (difficulty of the local Gauntlet rating).
Raven’s Gleaning takes advantage of the legendary Corax predilection for bright, shiny objects. In essence, a value detector, the Gift allows a Corax to look at a shiny object and, at a glance, discover whether or not it’s worth picking up. Raven himself, or a Raven-spirit acting under orders from the big guy, teaches this Gift.
System - Raven’s Gleaning costs a point of Gnosis, and requires a Perception + Subterfuge roll (difficulty 5). A single success merely gives a yes/no answer as to whether the item is worth snatching. Additional successes can give the Corax an idea of value, composition, craftsmanship and so on.
Scent of the True Form
his Gift allows the Garou to determine the true nature of a person. This information is conveyed as an olfactory sensation - it is actually a scent of the target's natural form. Any spirit servant of Gaia can teach this Gift.
System - The Garou can tell automatically when someone is a werewolf; anything else requires a Perception + Primal-Urge roll. It takes two successes to detect Vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or Mages.
Truth of Gaia
As judges of the Litany, Philodox have the ability to sense whether others have spoken truth or falsehood. A Gaffling of Falcon teaches this Gift.
System - The player rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies.
Voice of the Mimic
This Gift allows the Cora to imitate any sound or voice she has heard. Voices and accents are all covered by the scope of the Gift, as are machine noises, crashes, gunfire and any other noise you can imagine. Voice of the Mimic is taught by a mynah-spirit.
System - The Gift requires a Perception + Expression (or Mimicry) roll, with the difficulty based on the complexity of the sound.
When traveling through the Umbra, Corax often feel the need to leave information for their fellow birds. After all, it’s common courtesy to inform a relative that the old safe road now leads right into a nest of Pattern Spiders, right? Unfortunately, there’s a dearth of writing materials in the Umbra, which means only that the Corax had to find an alternate method of leaving their missives. That’s where this Gift - which allows a Corax to create a recognizable sigil out of whatever’s handy - comes in. A spirit in service to Coyote teaches this Gift (when he feels like it).
System - In the Umbra, the Corax (by rolling Wits + Expression, difficulty 6) can create a marker out of available materials for any other Corax who come by. The number of successes indicates the complexity of the message that can be encrypted into the marker, which can be decrypted by another Corax rolling Perception + Occult (difficulty 7).