Be Like A Crow
Be Like A Crow
WINNER
                     BEST ROLE-PLAYING GAME
                                        Corvid
(‘kɔ:vɪd) NOUN
ISBN: 978-1-80068-797-4
Magpie ….………………………………………………………………………………………. 6
Rook ….………………………………………………………………………………………….. 7
Raven ….………………………………………………………………………………………… 8
Jackdaw ….…………………………………………………………………………………….. 9
Cyber-Crow …………………………………………………………………………………… 12
Travelling ………………………………………………………………………………………. 22
Combat …………………………………………………………………………………………. 25
Events ……………………………………………………………………………………………. 29
Cyber-Crow …………………………………………………………………………………… 45
   I, Crowbot
Prepare to see the world from a different perspective. In this game for one
player, the first thing you will do before you begin play is to create your corvid.
You can choose from several species, each with different abilities and
characteristics. You will record this information on a character sheet and refer
to it throughout the game. The section Character and Setting (pg. 4) guides you
through the process of creating your corvid.
If you choose the last option, I salute you and would love to see the results!
It’s important to remember that Be Like a Crow is all about getting creative and
having fun. There is no wrong way to play it so long as you are fulfilling those
two criteria. Experiment with different ways of telling your story and find the
one which works best for you. For instance, I do a live-stream of my sessions at
www.twitch.tv/critical_kit
                                           1
Below is an example journal entry after an event prompt led my jackdaw, Theril,
to an encounter with an eagle:
Not long after I leave the village, I spot the castle in the distance. There’s a
headwind so it’s going to take me an hour of flight to reach it – that’s if I
don’t get hungry or tired on the way, forcing me to land. I’m considering
whether to land and find shelter for an hour, when I become aware of a
shadow looming over me. Looking up, I see a mighty eagle, her wingspan
several times that of mine. I hope she’s not hungry as I’d make an easy
meal.
At this point the prompt asks me to make a skill check. There are more details
on prompts and skill checks in Chapter Three: The Rules but, for now, all you
need to know is that I succeed. I journal the results:
She swoops down and I’m sure my time is up. But no, she flies in front of me
signalling for me to take her tail feathers in my beak. I do so, and with her
great wings, she drives us through the headwind easily. At this rate I will
reach my destination in half the time and with little effort on my part.
As you play through Be Like a Crow, you will keep a journal in your own
preferred style of writing and point of view (I use first-person in my example).
   Your World
In addition to choosing a species, you will also need to consider which setting
you would like to inhabit. Do you want to be a contemporary bird in Urban Crow,
or does an augmented Cyber-Crow call out to you? Maybe you want to skulk
around graveyards using the Gothic Crow setting, or immerse yourself in the
political intrigue of The Ravens of the Tower of London.
Each setting comes with its own map (download them free at
www.criticalkit.co.uk/crow), although you are free to create your own.
Whichever setting you choose, it will have an impact on your corvid’s abilities
and the challenges they will find themselves up against.
                                        2
   The Play Deck and Prompts
The world you inhabit is full of surprises. Some of them go in your favour, others
create challenges and problems that you must overcome. As you play through Be
Like a Crow, you will draw cards from a standard poker deck to introduce these
external events and encounters to your story. The cards are used in the
following instances:
Chapter Three: The Rules explains how the play deck is used to drive your story.
   Objectives
In order to progress through your corvid’s lifecycle stages, you’ll need to
complete objectives. How many objectives you must complete per stage is
entirely up to you, but the following are suggested:
   Lifecycle Stages
As you overcome new challenges and learn from your experiences, your skills
will improve. To gain these benefits you pass through lifecycle stages which are
analogous to levelling up in other RPGs. You begin life as a Fledgling, advancing
to a Juvenile, then Adult, before reaching your final stage, Ol’ Crow.
In order to advance through lifecycle stages you will need to complete a number
of randomly generated objectives for each one. As a Fledgling you will need to
complete two before you can advance to Juvenile. Each stage requires two more
objectives than the previous one. The advancements you gain at each stage are
detailed in the appropriate sections of Creating your Corvid and Choosing your
Setting in Chapter Two.
                                         3
Chapter Two: Character and Setting
To begin a new game of Be Like a Crow, the first thing you’ll need to do is create
your corvid and choose the world it lives in. Grab a pen and a character sheet
(there’s one in the back of this book, or you can download them free at
www.criticalkit.co.uk/crow), then read through the brief descriptions of each
bird in this chapter to see which species you would like to play.
Once you’ve decided on the type of bird you want to be, use the appropriate
section in this chapter to fill in the character sheet. When you have done this,
you should add a few final touches to your sheet such as giving them a name and
adding an optional sketch of their appearance. Once you have created your
character, the second part of this chapter deals with choosing the world you live
in and adjusting your character sheet accordingly. When your character is ready,
you can move on to Chapter Three: The Rules and begin your adventures.
Each species has its own set of strengths and weaknesses that are represented
by a set of skills listed on the character sheet. The more ticks you have against a
skill, the more proficient you are at it. Skills are explained in more detail in
Chapter Three: The Rules. All species gain skill improvements (extra ticks) at each
new lifecycle stage, as well as having a set of special abilities that are unique to
them. There are also some ability modifications that are defined by the setting
you are playing in – these are detailed in the Choosing a Setting section of this
chapter.
If there are any elements you don’t understand when creating your character,
just make a note of them somewhere. Once you have read through Chapter
Three: The Rules, they will make more sense.
                                        4
Carrion Crow
Corvus corone
This all-black bird is one of the most intelligent and adaptable members of the
corvid family. The carrion crow is a solitary bird though, occasionally, they can
be found in pairs and, on rare occasions, in flocks. They are hardy and great
problem solvers but wary of other creatures.
Diet: carrion, insects, worms, seeds, fruit, eggs and any scraps of food they find.
Characteristics: carrion crows will often avoid social contact, but when it comes
to food they can be fearless. They will venture out of remote areas and into
urban environments in search of sustenance. They create their nests from twigs,
rags, bones, and anything else they can find.
You can also add one additional tick to navigate, search, use
tool, peck, and scare at Fledging stage and each time you
advance a lifecycle stage.
                                          5
Magpie
Pica pica
The most distinctive member of the corvid family, this black and white bird is a
jack of all trades. Close up, their black plumage shows hints of purple and blue
iridescence with a hint of green in the tail.
Nesting: multi-level dome structures made from twigs and straw high in trees
or thorny bushes.
You can also add one additional tick to preen, scare, divebomb, evade, and fly at
Fledging lifecycle stage and each time you advance a lifecycle stage.
Special abilities: as an aerial master, you can make divebomb and evade checks
with authority.
                                         6
Rook
Corvus frugilegus
With their greyish-white face, thinner beak and peaked head they are easily
distinguishable from other corvids. They are very sociable and often found
together with jackdaws.
Nesting: communal colonies of nests known as rookeries built from twigs and
branches in high trees.
Diet: carrion, mammals, birds and eggs, insects and other invertebrates.
Characteristics: rooks are highly gregarious and are often seen in large groups.
They are unlikely to be encountered on their own. It’s not uncommon to see
them with groups of other corvids, especially jackdaws.
You can also add one additional tick to befriend, signal, preen, peck and fly at
Fledging stage and each time you advance a lifecycle stage.
                                          7
Raven
Corvus corax
Ravens are massive in comparison to their other corvid relatives. They have
rough black feathers, sometimes with a blue tint and a distinctive diamond-
shaped tail.
Nesting: a sheltered ledge or in the fork of a tree, usually built by themselves and
a mate from large twigs.
Diet: carrion, mammals, birds and eggs, insects and other invertebrates.
You can also add one additional tick to peck, fly, befriend and scare at Fledging
stage and each time you advance a lifecycle stage.
Special abilities: at the start of combat, you can ruff your neck feathers to make
a scare check with authority. A success means you make every subsequent attack
during that combat with authority.
                                        8
Jackdaw
Corvus monedula
One of the smaller relatives of the crow, what this bird lacks in size, it makes up
for in social skills and determination. Not only are jackdaws identifiable by their
size, but they also have a distinctive silver-grey hood and pale eyes.
Diet: insects, young birds and eggs, fruit, seeds and scraps.
Characteristics: jackdaws are sociable and will readily form friendships with
other birds, animals and even humans. They communicate with other species
using eye contact to indicate emotions or locations. They have a strong sense of
social status, with birds who take a partner being considered of a higher rank.
Same-sex “marriages” are not unusual and, in any relationship, both partners
are considered equals.
You can also add one additional tick to befriend, mate, signal, evade and sing at
Fledging stage and each time you advance a stage.
Special abilities: small target. Whenever you are hit by an attack, you can choose
to make an extra evade check with authority and
not take any injuries if you succeed.
                                          9
Choosing a Setting
Once you have chosen a species, it’s time to decide which world they live in.
Each setting grants some extra abilities to your corvid at each lifecycle stage, as
well as having a unique map (feel free to make your own) and prompts for
locations, objects, objectives and characters. Below are brief descriptions of
these settings. The remainder of this chapter contains more detailed
information that affects your characters abilities when playing in your chosen
setting. You should refer to this section at each new lifecycle stage.
Urban Crow: in this contemporary setting, you navigate life in the modern city.
Foxes, cats, cyclists, and pedestrians can be friends or foes. You will need to
scavenge for food and find a place to build a nest, whether it be on the roof of a
multi-storey car park or in an oak tree in the local park.
Cyber-Crow: connect to the feather-net and use your electronically advanced
brain to trade information and help your crew stay ahead of other data
smugglers. You can also enhance your skills with cyber implants such as bionic
eyes and robotic limbs.
Gothic Crow: in this setting, nefarious beings ply their trade under the cloak of
a mist that covers the lands. Protect humans from creatures of the night, and
align yourself with others who wish to bring light back to a world that is forever
in shadow. Gather information in graveyards and seek out occult artefacts to
help lift curses that have beset the population.
Fantasy Crow: deities, humans and monsters stalk these lands. Whilst some
look for a simple life on the fringe, others seek to gain control and influence
over the people through the sharp edge of the blade or by searching for lost
magical items that they believe will bring them unstoppable power.
Steampunk Crow: the worst has happened: humans share the skies with you in
their mechanical flying machines. Travel between airships in search of food,
missing allies and to help those in peril. You can harness the power of steam
and mechanics with augmentations that will grant you extra speed and
endurance.
Ravens of The Tower: when the ravens leave the tower, the kingdom will fall.
Protect the realm by stopping would-be usurpers, intercepting clandestine
messages and rescuing your allies. This scenario takes place in 1800s London.
                                        10
Urban Crow
Living close to the featherless ones can be dangerous, but it also has its
rewards. Those who don’t walk, travel by a metal box called Car (a name I
love because it sounds like caw) and others on two wheels. I wait until most
of them have disappeared into their tall nests to do their work before I
emerge from my own abode, high up in an apartment block. Then it’s to the
park to search for scraps to eat in the places where they discard what they
don’t want. I could do this before the sun rises, but that is when the foxes
and cats are out on the prowl searching for their own tasty snacks that
look something like me.
Fledgling
You are still new to this. Until you complete your first objective, you must make a
fly check each time you take off and land. Failing this check results in one injury.
However, your diminutive size makes you a harder target, and you can hide in
smaller spaces which means all evade checks are made with authority.
Juvenile
You’ve mastered the art of flying and you’ve begun to learn about the world
around you. Add one tick to any two of your Travel & Exploration skills and one
tick to use tool. Pick any other two skills to add one tick to.
Adult
You’ve been out in the world on your own for some time now. You’ve learned to
rely on your survival instincts and become tougher and ready to adapt to new
situations. Add two ticks to use tool, and two ticks to one skill from Travel &
Exploration, Combat and Social Interaction.
Ol’ Crow
You are considered an elder. You command the respect of your peers and
younger corvids. At this point, you may even lead your own small group of birds.
Help is always available, so all checks are made with authority. You can add two
ticks to any four skills.
                                         11
Cyber-Crow
Incoming message… a fledgling who was delivering important data has been
captured. We could wait for a ransom demand, but the word on feather-net
is that the information is valuable in other ways. It cannot fall into the
wrong hands and the kidnappers are, no doubt, already trying to extract it.
Loading last known co-ordinates of AX234, Cyber-Jackdaw… Result: a
disused SkyTrain on the south side of the city. Engaging navigation, booting
up bionic eye. Let’s save the data and, hopefully, the fledgling too.
Fledgling
Shortly after you are born, you are fitted with a geolocation chip to help you find
your way around in this brave new world. Add one tick to your navigation skill.
However, until your implant correctly fuses with your neocortex, it is subject to
the occasional malfunction. Each time you make a navigate check as a fledgling,
you must also make a use tool check. On a failed check, your chip momentarily
overheats, resulting in one injury.
Juvenile
You have made new contacts in the underground tech-augmentation market.
At this lifecycle stage you gain the following implants.
Mechanical wing → add one tick to your fly, divebomb, and evade skills.
Bionic eye → add one tick to your search and navigate skills.
Adult
Now you are fully grown, new implants are available (choose any two):
Metal claw → add one tick to your claw, hop, and use tool skills.
Metal beak → add one tick to your peck, use tool and scare skills.
Comms-chip → add one tick to signal and sing skills.
You can also add two extra ticks to four skills of your choice
Ol’ Crow
You are now a master hacker with a big reputation. You have a wide range of
augmented corvids to call upon to help you, so all checks are made with
authority. You can also add two ticks to any four skills.
                                       12
Gothic Crow
The master has bid me take to the eastern pass between the Dead Forest and the Devil’s
Teeth. Something is rising there. I am to bring back news of the nefarious deeds that
are rumoured to be underway. He tells me my task should not be taken lightly; not only
does the village’s fate rest on whatever information I can return with, but even the very
safety of the world may be at stake. And with a nod and a hop, I am off, out of the
graveyard and beyond, into the mists.
Fledgling
You are born into a world where you are seen as the harbinger of dark news. You
add one tick to your scare skill. The lands you live in are cloaked in darkness and
mist, making travel dangerous. If you fail any navigate check, you inadvertently
collide with a gnarly branch or fly into a tombstone resulting in one injury.
Juvenile
A Dark Deal → You align yourself with a vampire bat who bestows you with
several of their magic abilities. Add one tick to befriend, scare and preen checks.
In combat, on your turn, you can forsake your attack and call on them. They will
instantly appear and give you aid granting you two attacks on subsequent
rounds. They will vanish into thin air at the end of combat. Additionally, as a
Juvenile, you may pick any other two skills to add one extra tick to.
Adult
During your travels, you have witnessed dark rituals that you know should not
be tampered with, and yet they linger in your memory. You can use a Joker or
make two successful dance checks to heal all of your injuries. Each time you
injure an opponent, you can make a sing check and, on a success, the life-blood
you have drained transfers to you, healing one injury. You can also add two extra
ticks to four skills of your choice
Ol’ Crow
You stalk the shadows and put fear into the hearts of all those who encounter
you. You have looked so far into the abyss that it has also stared back into you.
Make all scare and befriend checks with authority. You can also add two ticks to
any four skills.
                                            13
Fantasy Crow
The Old Gods watch over me, just as they created me to watch over the humans. Yet we
are merely their playthings. They become easily bored, and so we are left to fend for
ourselves. An army rides from the east to sack Amisdor, the eastern port city. I do not
readily involve myself in the affairs of humans, but these people have been good to me.
They aided me when I was injured and they are, on the whole, peaceful and without the
means to defend themselves. But, I have a plan. A fearsome dragon I know, Orvaxius,
owes me favour for important information I passed to her. It is an almost impossible
task to fly into the spines and find her, but try I must.
Fledgling
You are still new to this. Until you complete your first objective, you must make a
fly check each time you take off and land. Failing this check results in one injury.
However, your diminutive size also makes you a harder target, and you can hide
in smaller spaces allowing you to make all evade checks with authority.
Juvenile
Hero’s Welcome → Your reputation as a brave adventurer precedes you. Make all
befriend, and scare checks with authority.
Adult
Luck of the Gods → Your deeds have not gone unnoticed by the Higher Powers.
They grant you some boons to help you in your quests. Add one tick to use tool,
peck and sing checks. You can also choose to make one check with authority in
each new map hex you visit.
Ol’ Crow
You are legend. Your adventures live on in poetry recited in taverns throughout
the lands. A statue has been placed in the palace city to honour your deeds. So
battle-hardened and fearsome are you that in combat any opponent must
subtract three from all attacks made against you. You can also add two ticks to
any four skills.
                                          14
Clockwork Crow
A weary magpie came to me no less than an hour ago with a message from the Airship
Providence. It seems the vessel has come into trouble through the misfortune of a
lightning strike and the crew are struggling to maintain altitude. I have been commanded
to take instructions to the engineers in the form of plans that will assist them in making
repairs. I must make haste, though, as the message says the airship is adrift and
heading for the mountains. Why do humans insist on flying when they are without wings
of their own?
Fledgling
You have spent most of your time on one airship and know little of the wider
world. Your navigation checks must all be made with a penalty. However, as you
are small and a hard target, you can make all evade checks with authority.
Juvenile
An airship engineer befriends you and gives you the following from his scrap
pile:
Steam-powered wings → add one tick to your fly, divebomb, and evade skills.
Monocle → add one tick to your search skill.
Additionally, as a juvenile, you may add one extra tick to any two skills.
Adult
The captain of an airship, impressed by your exploits, becomes your patron and
gifts you with the following items.:
Top hat → add one tick to your befriend, preen and mate skills.
Mechanical claws → add one tick to your claw, use tool and scare skills.
You can also add two extra ticks to four skills of your choice
Ol’ Crow
You are a master navigator and problem solver. A freight company offers you a
position as second mate on an airship of your choice. All of your navigation
checks automatically succeed, and you can make all signal and use tool checks
with authority
                                            15
Ravens of The Tower
Two rooks, several jackdaws and a lone magpie risked their lives to bring me this
information. Fortunately, their selflessness paid off, and whilst their names will never be
publicly known, for the security of the realm, their sacrifice has saved many a life. We
will remember them. But now to the pressing business of an impending coup on the state.
If the rumours are true, the usurpers will arise from within. There are traitors in our
midst. I must proceed with the greatest caution if I am to take out the weeds, root and
all.
Fledgling
You are still new to this. Until you complete your first objective, you must make a
fly check each time you take off and land. Failing this check results in one injury.
However, your diminutive size makes you a harder target, and you can hide in
smaller spaces allowing you to make all evade checks with authority.
Juvenile
You are gaining a reputation for being loyal to the realm. An elder has taken you
under their wing and is teaching you the ways of tradecraft. Add one tick to your
befriend, use tool, and evade skills. Additionally you may add one extra tick to
any two skills.
Adult
You become a master of politics, but not without without clipping a few wings.
You have mastered your own style of combat. Add one tick to all of your combat
related skills. You can also add two extra ticks to four skills of your choice
Ol’ Crow
You keep the company of the highest ranks in the establishment. You regularly
hold court with the monarchy and guide the Ravens of The Tower in their
business. Yet your work is never done as there will always be someone in the
shadows waiting to take your place. Through your network of spies, you can call
on help at any time. Whenever you call on an ally to assist, you make any check
with authority.
                                           16
17
18
Chapter Three: The Rules
This chapter details the rules of Be Like a Crow. You don’t need to commit them
all to memory to start playing, and if ever you are unsure of how to handle a
situation use the rule-of-cool: do what works for you and is the most fun. Before
you embark on your adventures, you will need the following items:
A game of Be Like a Crow is likely to take place over many sessions. This will
depend on how much time you spend journalling your adventures and whether
you wish to play a quick one-shot or create a wider narrative.
Once you have done this, you can begin taking turns.
Taking Turns
On a turn you can take one of the following actions. You should journal the
outcome of any of action to build up your story.
→ Generate an Objective.
→ Generate an Event.
→ Travel to a New Hex on the Map.
→ Take Flight or Land
→ Use an Object.
→ Take a combat action.
                                        19
Generating Objectives
This is the first thing you will do when starting a new game. You will also generate
a new objective each time you enter a new lifecycle stage or when a prompt gives
you the opportunity to do so.
To generate an objective, draw a card from the deck and refer its value and suit
colour against the Objective Prompts table related to the setting you are in.
You will notice some prompts have placeholder text that looks like this: [location].
When you come across placeholders in any type of prompt, you should draw
another card against the appropriate table for setting. The next section on Event
Generation explains this in a little more detail.
Event Generation
Events power the storytelling element of Be Like a Crow. Events are not setting
specific, so their prompts can be found at the very beginning of Chapter Four.
They are the random events and encounters that will occur as you travel
throughout your world. You can generate events whenever you like, but there are
a few rules in doing so:
→ Draw a single card and compare the suit colour (red or black) and value to the
 Events table. You should resolve the prompt and journal your experience.
→ Depending on whether you are flying, or landed, use the appropriate table.
→ Whenever you are in flight and travel to a new hex on the map, you must
 generate and resolve at least one event before you can move to another hex.
→ Whenever you land in a hex on the map, you must generate and resolve at least
 two events before you can take flight again and move to another hex.
                                        20
There are more details on the last two stipulations in the Travelling section of
this chapter.
You can draw an event any time you want to add a development to your story.
There are no limits on the number of events you can draw in each hex and if you
have an idea for your own, go for it – see where it leads you to.
For each placeholder you come across, you should draw a card and consult the
appropriate table in your setting. For the above, I would draw three cards
against the Object, Location, and Character prompt tables for my setting
(Gothic Crow in this case) and replace the placeholders with the results. In the
gothic setting, the above might yield:
Find a black rose in the study of a troubled writer and give it to the ghost of a
mouse.
Travelling
Each setting has its own map with landmarks that relate to the location prompts
for that world. You will travel between many locations as you attempt to resolve
your objectives. The maps are divided into hexagons, referred to in this book as
hexes. You can land in any hex and explore, but you can only travel between
adjacent hexes when flying.
You can grab free digital copies of the setting maps at:
www.criticalkit.co.uk/crow
Flying
When you are in the air, you can use a turn to move between adjacent hexes.
However, whenever you enter a new hex, you must generate at least one flight
event before you can move to another hex. You can, of course, choose to spend
as long as you want in any location and take as many turns as you wish there.
                                            21
Landing
You can choose to land in any hex and explore a little. When you do, you must
generate at least two land events before you take flight again and move an
adjacent hex. You can only leave a hex whilst in flight (follow the rules for flying
above). As with flying, you can take as many turns as you wish whilst hopping
around your current location.
Many objects grant you specific benefits which are outlined in their
descriptions. Some have limited uses which are displayed like this: (two uses).
You can use an object as a turn. Some objects do not count towards your tally of
carried objects and this is stipulated in their descriptions.
                                        22
Skill Checks
Many prompts require you to make skill checks to see if you can overcome
certain challenges. You can also make these checks whenever you feel it makes
sense to do so. A good rule of thumb is that if you are attempting to do
something where success isn’t guaranteed, you should make a skill check. For
instance, if you want to hop down some steps, this would be a fairly simple task
and doesn’t require a check. However, if you are attempting to hop through a
tangle of briars without injuring yourself, you should make a hop check. Here is
the process for making a skill check:
Draw one card from the play deck. This value of this card is the target required
for you to succeed.
Draw another card from the play deck. Add the value of this card to the number
of ticks you have for the skill being checked. This number is your attempt score.
I draw a 10. I am looking for food, so I use my search skill which has 2 ticks. My
attempt score is 10+2 = 12.
Compare your attempt score to the target. If it is equal or higher you succeed,
otherwise you fail.
As 12 is greater than the target score of 11, I succeed and find some tasty snacks!
Making a check with authority: draw two cards and use the highest value.
Making a check with a penalty: draw two cards and use the lowest value.
                                            23
Here is a brief overview of the skills listed on your character sheet:
Social Interaction
Befriend measures how good you are at getting on the right side of others.
Signal allows you to call on others for assistance or warn them of danger.
Scare is used to intimidate other creatures you encounter.
Mate determines how well suited you are to form a bond with another creature.
Combat
Peck is the damage you can do with your beak.
Claw is your ability to use your talons to inflict injuries.
Divebomb is a daring aerial manoeuvre to slam and intimidate opponents.
Evade is how well you can dodge attacks and hide from other creatures.
Using Jokers
Whenever you draw a Joker from the deck, you can choose to save it for later or
play it immediately. You can play a Joker to achieve one of the following:
                                        24
Combat
You live in a dangerous world and not every creature you encounter will be an
ally. Some see you as a threat, others are known enemies, and then there are
those who see you as nothing more than a meal. All character prompts have
three values listed alongside their entries, like this: {+2, 4, 1}. From left to right,
these numbers represent their stats for {attack/evade score, injury slots, injuries
they inflict}. If you wish to create your own creature stats, use something similar
from the character table as a template and tweak as you see fit.
Combat in Be Like a Crow takes place in a series of rounds. You always act first.
1. Choose whether to attack with divebomb, claw, beak or, alternatively, to flee
combat (see below). Draw a card and add the number of ticks from your chosen
combat skill to its value. This is your attack/flee score.
2. Draw a card for your opponent and add their attack/evade score.
3. If your attack score is higher or equal to that of your opponent, you inflict one
injury on them.
1. Draw a card and add your opponent’s attack/evade score to the value. This is
their attack score.
2. Draw a card and add the number of ticks for your evade skill to the value. This
is your evade score.
3. If their attack score is higher or equal to your evade score, you sustain a
number of injuries equal to the last value in their stats.
Fleeing Combat
Instead of taking an attack on your turn, you can choose to flee combat. To do
so, repeat the steps above for your opponent’s move. If your evade score is equal
or higher to their attack score, you can flee. Otherwise, you remain in combat
and your opponent’s turn is next.
Combat ends when either you or your opponent sustain the maximum number
of injuries you have remaining OR when you successfully flee combat.
                                           25
Injury and Healing
Whether through combat or just bad luck, you may occasionally sustain a few
bruises and scrapes. Each time you sustain one injury you add a tick to an empty
injury box on your sheet. You have six injury boxes; once they have all been
ticked, and there is no easy way of saying this, the crows will be holding a
funeral for you.
But there is hope through healing. Once per hex, whenever you land, you can
make a preen check. On a success, you can heal one injury (remove a tick from
one injury box). There are also opportunities to heal through some of the event
and object prompts for each setting. Finally, as detailed in the section Using
Jokers in this chapter, you can play this special card to heal two injuries.
When you are ready to level up, follow the instructions for your species of crow
and setting, and adjust your character sheet accordingly.
                                       26
Chapter Four: Prompts and Maps
                 27
This chapter contains the prompts that you will refer to when drawing cards to
generate objectives, events, and placeholder values. They come in two flavours:
Events
Each time you enter a new hex on the map, you must take at least one turn (see
Travelling in Chapter Three). This involves drawing one card and comparing it to
the generic Events prompt tables. There are two types of Event. One for whilst
you are in flight and the other is for when you are landed; you will need to refer
to the appropriate one for your circumstances.
Setting Specific
Whenever you need to generate an objective, or a prompt has placeholder text
like this: [object], you will need to refer to the appropriate table for your setting
in this chapter.
During your travels you will come across various objects that you can choose to
keep. Remember, you can only carry (or have installed) 2 objects at a time,
unless otherwise stated. Many objects grant you specific advantages, but you can
use them in any way that works with your story.
Wait, did I just tell you to ignore the rules? Not exactly, just the prompts, but
then again, this game is about having fun and being creative and if any rules are
hampering your ability to do so, ignore them and get back to telling the story of
your corvid in a way that you are comfortable with.
Finally, if you are feeling adventurous, you might want to try to create your own
prompt tables or even whole new settings, creatures, objects and maps. Feel free
to use the ones in the book as a template.
                                        28
     Events In Flight (Red Suits)
                                     29
     Events In Flight (Black Suits)
     You meet a potential mate. If you are looking for love, make a mate
A
     check; on a success, they will accompany you in your adventures.
     You meet a jackdaw who offers to accompany you and help you at
2    your next location. In the current and next hex you visit, make all
     checks with authority. They will leave you after you leave the next hex.
     You spot an [object] on land. To obtain it, you will need to land and
3
     take two turns before you can leave the current hex.
4    A tailwind gives you haste. Advance immediately to any adjacent hex.
     You spot a congregation of magpies in their nests. You can choose to
     land and make a befriend check to convince them to assist you in a
5
     healing ritual. If you succeed, make a preen check with authority to
     heal two injuries.
     You are hungry. Land and make a search check for food. On a failure,
6    you find a few morsels, but not enough to fully sustain your energy.
     Take one injury. Take your next two in this hex on land.
     A conspiracy of ravens are performing an airborne healing ritual. Join
7    them and make a dance or sing check. If you succeed, you can
     remove one injury tick and they will gift you with [object].
     You see crows performing a funeral in [location]. Land and help them
     using a successful sing or dance check and they will gift you with
8
     [object]. You must take two turns on land before you can leave your
     current hex.
     [object] comes hurtling towards you on the breeze. Make a successful
9    evade check, or it hits you causing one injury. The object falls to the
     ground and you can land in your current hex to retrieve it.
     A bird joins you in flight and presents you with a task. You may
10
     generate a new [objective].
     You fly into low cloud or mist. Make a navigation check. On a failure
J
     you become lost and must take another turn in the current hex.
     An eagle offers you a lift on their tail feathers. You can grab them in
Q    your beak and travel two hexes before you need to take your next
     turn.
K    Create your own event or draw again from this table.
                                  30
     Events on Land (Red Suits)
      You meet a potential mate. What is their name? If you are looking
A     for love, make a mate check; on a success, they will accompany you
      in your adventures.
      You find a tasty morsel. Save it for the next time you become hungry
2
      or eat it now and heal one injury.
      You find a cryptic message made of sticks laid out on the floor. Make
3     a signal check; if you succeed, you can generate a new [objective]
      based on the message.
      The terrain becomes difficult. Make a successful hop check, or you
4
      become stuck for several hours and take one injury.
      A hungry cat {+2, 4, 1} pounces on you. Fight for your life or evade. If
5     you reduce the cat’s injury score to one, it will flee and drop an
      [object].
      You meet [character]. You can make a successful befriend check and
6
      they will tell you about [object] in [location]. Otherwise they flee.
      Your wing becomes caught in something. Make a successful evade
7
      check or take one injury whilst freeing yourself.
      You find [object] that is broken. Make a use tool check to see if you
8     can fix it. If you fail, it can’t be used until you find someone who can
      fix it. You can choose to discard or keep it.
      You meet [character] who offers to carry you to the next hex. You
9     can travel there without making another check and heal one injury
      tick.
      The weather takes a turn for the worse. If you are indoors, ignore
      this prompt and draw another. Otherwise, make a search check for
10    a place to take shelter. If you succeed, wait out the storm here and
      take your next two turns on land. If you fail, you press on, taking
      one injury.
      You meet [character] who requests your assistance. You may
J
      generate a new [objective].
      You meet a swan {+2, 5, 1} who has [object] in their possession and
Q
      will trade it for one of your objects.
K     Create your own event or draw again from this table.
                                     31
     Events on Land (Black Suits)
               33
Fantasy Crow Objectives
                                     34
     Fantasy Crow Objects (Red Suits)
      Vial of fairy dust: the bearer can sprinkle this fine dust over
A     themselves to grant haste whilst in flight. They can immediately
      travel two hexagons without taking any turns (one use).
      Little White-Hilt: this dagger enshrines the bearer in shadow. Make
2
      evade checks with authority.
      Hugin’s feather: prevents the bearer from becoming lost. Whilst
3
      carrying this, all navigate checks are automatically successful.
      A gold piece: presenting this coin to any creature will allow the
4
      giver to perform a befriend check on them with authority (one use).
      Wuse Bi: This tiny brush is loaded with enough paint to create one
      piece of art. Use it to paint an object that will become real. Make a
5
      use tool check, and on a success, you can paint any object from
      these tables and it will become real (one use).
      Shard of Gioll: a tiny rock that can be used to trap any creature.
      Make a dance or sing check to perform a ritual. On a success,
6     chains sprout from the ground and restrain one creature. The
      creature can only be freed at the bearer’s command, and only one
      creature can be restrained at any time.
      Māui's Fishhook: can be used near water to automatically succeed
7
      on a search check for edible fish.
      A sprig of Sanjeevani: this magical herb can cure any malady. You
8
      can consume this once to heal two injuries (one use).
      An elven arrowhead: the bearer can make one extra claw attack
9
      each combat turn.
      Chi Guo Tian Wang: this small comb is shaped like a miniature lyre.
      It can be used to make a preen check with authority. The bearer
10
      can also use it once per location to offer protection from bad
      weather such as heavy rain and fog.
      Rabbit’s foot: once per new location, you enter, you can make any
J
      single check with authority.
      Toadstone: perform a preen check whilst carrying this slimy
Q
      pebble. If you succeed, you heal injuries.
      A dragon’s tooth: whilst holding this, claw attacks can be made with
K
      authority and, when successful, inflict two injuries.
                                   35
     Fantasy Crow Objects (Black Suits)
A     Create your own mythical object or draw again from this table.
      Fjaðrhamr: whilst wearing this cloak of falcon feathers, you can still
2     carry two other objects. You can travel two hexes before taking
      another turn. After being used twice, it vanishes (two uses).
      A rogue’s toolkit: can be used to make claw attacks and use tool
3
      checks with authority.
      Ring of Dispel: an ancient ring covered in runes that deflects any
4
      attacks by the undead, such as liches and zombies.
      Leaf of Yggdrasil: whilst carrying this leaf, you can make a fly check
5     when leaving any hex. On a success you can choose to travel two
      hexes before taking another turn.
      Horn of Plenty: wish for whatever food you like when you are
6
      hungry without the need for a search check (two uses).
      Archimedes's mirror: in place of an attack, reflect sunlight into the
7     eyes of an opponent and gain authority on all subsequent attacks
      made against them.
      Feather of Simurgh: at the bearer’s command, or in place of an
      attack in combat, this feather can be used to summon the spirit of a
      phoenix-like bird. The bird will distract any other creature giving
8
      the bearer authority on all attacks against that creature. It also
      gives the bearer authority on its next scare check. Once combat is
      finished, or on the next turn, the bird and feather vanish (one use).
      Ring of Gyges: this crystal ring can be used to turn invisible at will.
9     You can automatically succeed on an evade check by momentarily
      vanishing (two uses).
      Vial of powdered unicorn horn: heal two injuries with each ration
10
      (two uses).
      Mead of poetry: imbibing the drink contained in this tiny vial gives
      you the ability to captivate an audience. Make a sing check against
J
      any creature; on a success, they will instantly become non-hostile
      and offer you [object] they possess (two uses).
      Ibong Adarna's droppings: throwing this small pellet at a creature
Q
      causes it to immediately turn to stone (one use).
      Draconite: this gemstone allows the bearer to succeed on all non-
K
      combat skill checks made against a dragon.
                                  36
Fantasy Crow Characters
Values in curly brackets represent each character’s statistics, from left to right:
{attack/evade score, injury slots, damage}. e.g. A dwarven merchant {+1, 4 ,1} adds
one to attack and evade skill checks, has four injury slots, and inflicts one injury
when they successfully hit an opponent.
                                          37
Fantasy Crow Locations
Whenever you draw a location, refer to the map at the end of this section (or
create your own map) and see where it might make sense for that location to be.
Don’t forget to embellish the location with your own ideas: What does it look and
smell like? Who else might be there? Is there any history to a place? You can also
get creative and generate your own location.
                                      38
GOTHIC CROW
PROMPTS     Gothic Crow Prompts
               39
Gothic Crow Objectives
                                  40
     Gothic Crow Objects (Red Suits)
      A black rose with the scent of death: make scare checks with
A
      authority whilst carrying this.
      A fractured cat femur: it’s broken, but it’s handy. When using this
2
      item make a use tool check with authority.
      A blood-stained lace glove: it must belong to someone. Maybe they
3
      want it back.
      A poisoned dart: in combat, using a claw or beak attack you can use
4
      this dart. On a hit it instantly kills your opponent (one use).
      A bobbin of golden thread: it never seems to run out, and it creates
5     a trail only you can see. You can instantly return to a previously
      visited hex by means of its imbued magic.
      A single tarot card: see the future. Each time you enter a new hex,
6
      you can make one check with authority in that hex.
7     A typewriter key: a letter of your choice.
      A red ivy root: this rare plant has healing properties. Each ration
8
      heals one injury (two uses).
      A petrified moth (or other insect): not very tasty, but it can be used
9
      to heal one injury if consumed.
      Half a Spanish doubloon: you can give this item to another
10
      creature and make a befriend check with authority on them.
      A monogrammed neckerchief: you can wave this around to make
J
      evade checks with authority.
      A gargoyle’s fingernail: whilst carrying this, successful claw attacks
Q
      inflict one extra injury.
      The sting of a scorpion: use in place of a claw attack and inflict two
K
      extra injuries on a success (one use).
                                    41
     Gothic Crow Objects (Black Suits)
                                 42
Gothic Crow Characters
Values in curly brackets represent each character’s statistics, from left to right:
{attack/evade score, injury slots, damage}. e.g. An undead raven {+2, 4 ,2} adds
two to attack and evade skill checks, has four injury slots, and inflicts two
injuries when they successfully hit an opponent.
                                             43
Gothic Crow Locations
Whenever you draw a location, refer to the map at the end of this section (or
create your own map) and see where it might make sense for that location to be.
Don’t forget to embellish the location with your own ideas: what it looks and
smells like. Who else might be there? Is there any history to place? Note these in
your journal.
                                        44
CYBER-CROW
PROMPTS
             45
Cyber-Crow Objectives
                                     46
     Cyber-Crow Objects (Red Suits)
                                   47
     Cyber-Crow Objects (Black Suits)
      A virtual assistant: once per every new hex you enter, you can
A     choose to make one skill check with authority by consulting your
      new digital mentor.
      A metaverse hack: use this at any feather-net port to corrupt or
2     rewrite some information. You can make a befriend or scare check
      with authority when utilising this information on another creature.
      A ziplock bag of pills: these smart pills grant you authority on any
3
      Tools & Rituals checks (three uses).
      A chip containing corporate secrets: maybe these will make a good
4
      trade with someone who wants them.
      A location scanner: whenever you are looking for an object with the
5     assistance of this item, you can make a search check; on a success,
      you will find what you are looking for,
      A video message: use this to generate an objective when you play it
6
      (one use).
      A neural obfuscator: use this to confuse your opponents. Make any
7
      skill or combat checks against them with authority (four uses).
      A jackdaw exoskeleton: whilst wearing this you can make all evade
8
      checks with authority.
      A nuclear-powered microchip: whilst you are using this chip, you
      can travel two hexes before you need to take a turn. On land, you
9
      only need to take one turn before you can take flight and move to
      another hex.
      Holographic magpie projector: this tiny projector can be used
10    during combat to create a virtual magpie that will distract your
      enemy. Make peck, claw, and divebomb attacks with authority.
      Feather dye. Colour your wings any shade of your choice (this does
J
      not count as a carried object).
      Tiny motorcycle boots with metal buckles. You make hop checks
Q     with authority. Additionally, your claw attacks become stomp
      attacks and inflict two injuries. Plus you look badass.
K     Create an object of your own or draw again.
                                 48
Cyber-Crow Characters
Values in curly brackets represent each character’s statistics, from left to right:
{attack/evade score, injury slots, damage}. e.g. A rock guitarist {+1, 4 ,1} adds one
to attack and evade skill checks, has four injury slots, and inflicts one injury
when they successfully hit an opponent.
                                           49
Cyber-Crow Locations
Whenever you draw a location, refer to the map at the end of this section (or
create your own map) and see where it might make sense for that location to be.
Don’t forget to embellish the location with your own ideas: what it looks and
smells like. Who else might be there? Is there any history to place? Note these in
your journal.
                                         50
CLOCKWORK CROW
PROMPTS
             51
Clockwork Crow Objectives
                                     52
     Clockwork Crow Objects (Red Suits)
A     Create your own mechanical object or draw again from this table.
      A bent steel rod: what is junk to some is a useful tool for you. Make
2
      use tool checks with authority whilst carrying this.
      A thinking-machine punch-card: maybe it contains some
3
      important information or software.
      A pouch of gunpowder: throw this at an opponent to create a
4
      distraction and make an evade check with authority (one use).
      A raven’s gas mask: whilst wearing this you can gain authority on
5
      scare checks. It will also protect you from poisoned air.
      A brass cog: trade this with any airship engineer to get on the right
6
      side of them or make a use tool check to fix something mechanical.
      A pendulum: no good for telling time, but it might make a good
7
      weapon. Add two extra ticks to your claw attack when using this.
      A miniature spy-glass: make search checks with authority whilst
8
      carrying this.
      A poison dart fountain pen: make a successful claw or beak attack
9
      with this to immediately defeat an opponent in combat (one use).
      A hairpin: gain authority on use tool checks whilst using this. It may
10
      also act as a makeshift repair for a small mechanical device.
J     A silver feather-shaped key: it must unlock something.
Q     The tiny musical box: play this to make sing checks with authority.
      A glass tube filled with blue smoke: smash this and vanish amidst
K     the released gas. Make an evade check with authority. Any creature
      in the area of the gas takes one injury.
                                   53
     Clockwork Crow Objects (Black Suits)
A     Create your own mechanical object or draw again from this table.
      A hessian bag filled with exotic tea: you can trade this or imbibe
2
      one ration to heal one injury (two uses).
      Flying goggles: in bad weather you cannot become lost whilst
3
      sporting these ornate gold-rimmed goggles.
      A military medal: whilst carrying this, you can convince others that
4     you are on duty for the army and gain authority on befriend and
      scare checks.
      A star chart: this small rolled up piece of paper gives you authority
5
      on all navigation checks at night.
      A steel rivet: you can use this to repair something or, after making a
6     successful evade check, drop it on an opponent to inflict one
      additional injury.
      A brooch shaped like a dagger: when making a successful claw
7
      attack whilst using this, you can inflict one extra injury.
      A puzzle box: you must succeed in three consecutive use tool
      checks to open this. If you fail, it explodes, destroying its contents
8
      and inflicting 2 injuries on you. If successful you find [object] inside
      it.
      A jeweller’s screwdriver: whilst using this, you can automatically
9     repair any small piece of machinery with a successful use tool
      check.
      The designs for a flying bicycle: just what you need… more humans
10
      in the air. Still, these may prove valuable for trading.
      A bag of calamari: when hungry, you can eat this instead of having
J
      to search for food (two uses).
      A miniature top hat: whilst wearing this, you can get into all the
Q
      right places. Make befriend checks with authority.
      A shard of a mirror: use this with a light source like the sun to make
K     a signal check with authority or in combat as a weapon, making
      claw attacks with authority.
                                  54
Clockwork Crow Characters
Values in curly brackets represent each character’s statistics, from left to right:
{attack/evade score, injury slots, damage}. e.g. A noble raven {+2, 4 ,2} adds two
to attack and evade skill checks, has four injury slots, and inflicts two injuries
when they successfully hit an opponent.
                                          55
Clockwork Crow Locations
Whenever you draw a location, refer to the map at the end of this section (or
create your own map) and see where it might make sense for that location to be.
Don’t forget to embellish the location with your own ideas: what it looks and
smells like. Who else might be there? Is there any history to place? Note these in
your journal.
                                       56
URBAN CROW
PROMPTS
             57
Urban Crow Objectives
                                     58
     Urban Crow Objects (Red Suits)
                                   59
     Urban Crow Objects (Black Suits)
                                60
Urban Crow Characters
Values in curly brackets represent each character’s statistics, from left to right:
{attack/evade score, injury slots, damage}. e.g. A hungry fox {+1, 2 ,1} adds one to
attack and evade skill checks, has two injury slots, and inflicts one injury when
they successfully hit an opponent.
                                          61
Urban Crow Locations
Whenever you draw a location, refer to the map at the end of this section (or
create your own map) and see where it might make sense for that location to be.
Don’t forget to embellish the location with your own ideas: what it looks and
smells like. Who else might be there? Is there any history to place? Note these in
your journal.
                                       62
RAVENS OF THE TOWER
PROMPTS
              63
Ravens of the Tower Objectives
      A silver fork: this ornate form is engraved with the monarch’s crest.
A     You can make use tool, befriend, and claw attacks with authority
      whilst using it.
      The end of a stale loaf: not the best meal, but better than nothing.
2
      Heal one injury whenever you eat some (two uses).
      A jewel from the crown: you should probably return this to the
3
      tower or find yourself at risk of arrest and a hasty trial.
      A poisoned dagger: You can use this to immediately win any combat
4
      against a single opponent by making a successful claw attack.
      A key to the gaol: with these keys, you can access any area of the
5
      tower or any other gaols in the city.
      A cat’s collar. Even though they are not your favourite creatures,
6
      this should still probably be returned to its owner.
      Two farthings in a pouch: money talks. You could glean a favour,
7     trade for another [object], or hire someone’s services with these
      coins.
      The feather of a swan: the monarch’s own bird. You can make any
8
      social interaction checks with authority whilst carrying this.
      A scrap of painted canvas from an old master’s work: good filling
9
      for a nest, or maybe a trade with a human.
      A sprig of seaweed from the Thames: even though it is chewy and
10    tastes disgusting, it has great health benefits. Heal two injuries
      when you eat this (one use).
      A marlinspike: probably discarded by a drunken sailor, this is a
J     handy piece of kit. When utilising it, you can make use tool checks
      with authority.
      A map of the city: you can make all navigate checks with authority
Q
      whilst you possess this.
K     Create your own object or draw again from this table.
                                   65
     Ravens of The Tower Objects (Black Suits)
                                  66
Ravens of The Tower Characters
Values in curly brackets represent each character’s statistics, from left to right:
{attack/evade score, injury slots, damage}. e.g. A sly fox {+1, 2 ,1} adds one to
attack and evade skill checks, has two injury slots, and inflicts one injury when
they successfully hit an opponent.
                                          67
Ravens of The Tower Locations
Whenever you draw a location, refer to the map at the end of this section (or
create your own map) and see where it might make sense for that location to be.
Don’t forget to embellish the location with your own ideas, what it looks and
smells like. Who else might be there? Is there any history to place? Note these in
your journal.
                                       68
Appendix: Pro-crow Hacks
The following rules are experimental and are designed to make the game a little
more challenging. It’s up to you whether you want to employ any, or all of them,
in your sessions.
Objective Limits
You can only have a number of objectives open that equals the number required
to get to the next lifecycle stage. Should a prompt give you the option to
generate an objective, you MUST generate one. If you have no open spaces for
objectives, you MUST remove one existing objective and replace it with the
newly generated one.
Injuries
When making any skill check to heal one injury, if you draw an Ace, the attempt
fails and you do not heal.
When you have only one unticked injury remaining, you sustain a broken wing
and cannot fly until you have at least two unticked injuries and all turns must be
taken on land.
Joker Limits
When you deplete the play deck, before you shuffle the discard pile, you should
discard any Jokers that you currently hold.
Multiplayer
Whilst we are working on a multiplayer RPG for Be Like a Crow (watch out for
the Kickstarter), it is still possible to play this game with more than one person.
Use two decks and take it in turns to draw from your deck. Each of you must
react to, discuss, and journal, together or individually, each prompt. In combat,
you can both make an attack on your opponent each round.
You can also experiment with a second player acting as your mate, or your
sworn enemy.
                                         69
Be Like a Crow
CHARACTER SHEET                                     LIFECYCLE STAGE:
NAME:                                                          SPECIES:
SETTING:                                                       INJURIES
PICTURE/SKETCH DESCRIPTION
SKILLS Underline the name of any skills you have authority in as a reminder.
Crowthulhu
A Fistful of Feathers
                                      71
Crows are more sincere than they look, you know.
                     -Aki
                     a solo rpg
 In this game for one player, YOU get to take on the role
     of a corvid, exploring the world and completing
objectives whilst meeting other creatures and collecting
               weird and wonderful objects.
All you need to start playing are these rules, a pen and
              paper, and a deck of cards.
Spread your wings and take flight with this unique RPG.
                      WINNER
                BEST ROLE-PLAYING GAME