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Be Like A Crow

Be Like a Crow is a solo role-playing game where players create a character based on various species of corvids, each with unique abilities and characteristics. The game emphasizes storytelling and creativity, allowing players to navigate through different settings and complete objectives to advance their character's lifecycle stages. Players use a standard poker deck to introduce events and challenges, enhancing the gameplay experience with prompts and skill checks.
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100% found this document useful (2 votes)
2K views80 pages

Be Like A Crow

Be Like a Crow is a solo role-playing game where players create a character based on various species of corvids, each with unique abilities and characteristics. The game emphasizes storytelling and creativity, allowing players to navigate through different settings and complete objectives to advance their character's lifecycle stages. Players use a standard poker deck to introduce events and challenges, enhancing the gameplay experience with prompts and skill checks.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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B a solo rpg W

WINNER
BEST ROLE-PLAYING GAME
Corvid

(‘kɔ:vɪd) NOUN

a member of the passerine bird family Corvidae,


which includes the crows, magpies and jays, and
the raven, rook and jackdaw
Be Like a Crow: a solo RPG copyright © 2022 Tim Roberts.

All rights reserved. No part of this book may be reproduced


or distributed in any form without prior written permission
from the author, with the exception of non-commercial
uses permitted by copyright law.

The ‘Critical Kit’ wordmark and helm device are


a registered trademark of Critical Kit Ltd.

Corvid art by Khius.

Published in Somerset by Critical Kit Ltd.


www.criticalkit.co.uk
hello@criticalkit.co.uk

ISBN: 978-1-80068-797-4

Third printing June 2023


For my wife, Sarah
Contents
Chapter One: What is a Solo Rpg? ……………………………………………………… 1

Chapter Two: Character and Setting ………………………………………………….. 4

Carrion Crow ….…………………………………………………………………………….. 5

Magpie ….………………………………………………………………………………………. 6

Rook ….………………………………………………………………………………………….. 7

Raven ….………………………………………………………………………………………… 8

Jackdaw ….…………………………………………………………………………………….. 9

Choosing a Setting ………………………………………………………………………….. 10

Urban Crow ……………………………………………………………………………………. 11

Cyber-Crow …………………………………………………………………………………… 12

Gothic Crow …………………………………………………………………………………… 13

Fantasy Crow …………………………………………………………………………………. 14

Clockwork Crow …………………………………………………………………………….. 15

Ravens of The Tower ……………………………………………………………………….. 16

Chapter Three: The Rules …………………………………………………………………… 19

Starting the Game …………………………………………………………………………… 19

Taking Turns ………………………………………………………………………………….. 19

Generating Objectives …………………………………………………………………….. 20

Event Generation ……………………………………………………………………………. 21

Travelling ………………………………………………………………………………………. 22

Carrying and Using Objects …………………………………………………………….. 22

Skill Checks …………………………………………………………………………………… 23


Using Jokers …………………………………………………………………………………… 24

Combat …………………………………………………………………………………………. 25

Injury and Healing ………………………………………………………………………….. 26

Depleting the Play Deck ………………………………………………………………….. 26

Completing Objectives and Lifecycle Stages ……………………………………… 26

Chapter Four: Prompts ……………………………………………………………………… 27

Events ……………………………………………………………………………………………. 29

Fantasy Crow ………………………………………………………………………………….. 34

Gothic Crow …………………………………………………………………………………… 39

Cyber-Crow …………………………………………………………………………………… 45

Clockwork Crow …………………………………………………………………………….. 51

Urban Crow ……………………………………………………………………………………. 57

Ravens of The Tower ……………………………………………………………………….. 63

Appendix: Pro-Crow Hacks ………………………………………………………………… 69

Character Sheet …………………………………………………………………………………. 70


Chapter One: What is a Solo RPG?
You may already have some familiarity with solo role-playing games (solo RPGs)
or this could be the first time you have ever heard of them. No matter how much
knowledge you have of this creative space in tabletop gaming, this chapter will
introduce you to the key concepts of Be Like a Crow.

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.

Recording Your Story


Be Like a Crow is a game of storytelling and creativity. You will take on the role of
a member of the corvid family and, using a series of writing prompts, steer them
through their adventures, all the while recording your experiences and building
a bigger story. How you choose to document your adventures is up to you. I like
to use a pen and journal, but you might also consider some of the following:

→ A word processor such as Google Docs.


→ A blog or social media account.
→ A spreadsheet (what kind of monster are you?).
→ A voice recorder.
→ The back of a napkin (hardcore mode).
→ Sequential art (comic book).

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:

- Generating random events, encounters and objectives using prompts.


- Making skill checks or resolving combat.

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:

Fledgling → two objectives → Juvenile


Juvenile → four objectives → Adult
Adult → six objectives → Ol’ Crow

Objectives are discussed in more detail in Chapter Three: The Rules.

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.

Characteristics and abilities


The species descriptions on the following pages provide you with all of the
information you need to begin creating your character. Some of the information
provided, such as the size and weight of your crow, or the nesting and dietary
habits are there to offer inspiration for your journalling and, whilst they are not
essential, I would suggest you add them to bring your corvid to life.

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

Length: 45-47cm Wingspan: 93-104cm Weight: 370-650g

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.

Nesting: trees and bushes.

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.

Habitats: woodland, farmland, heathland, urban and suburban.

Creating your Carrion Crow


Starting at Fledgling stage, and at each stage you advance, you can add two ticks
to any one skill. You can also add one tick to a single skill from each of your main
skill categories.

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.

Special abilities: intelligent and resilient. Any time you


make a check using skills in the Tools & Rituals
category, you can do so with authority.

5
Magpie
Pica pica

Length: 44-46cm Wingspan: 52-60cm Weight: 200-250g

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.

Diet: for these omnivores and scavengers, anything is a potential


meal.

Characteristics: contrary to public belief, magpies


are not thieves. That’s not to say they don’t
play on this misconception and the legends
that surround them. They are skilled in many
things and have a certain arrogance about their
demeanour. Predatory, scavenging and slow to make
friends, they tend to live in pairs but will occasionally
gather in flocks. They are also highly skilled flyers.

Habitats: woodland, farmland, grassland, wetland, urban


and suburban.

Creating your Magpie


Starting at Fledgling stage, and at each stage you advance, you can add
two ticks to any one skill. You can also add one tick to a single skill from each
of your main skill categories.

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

Length: 44-46cm Wingspan: 81-99cm Weight: 280-340g

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.

Habitats: woodland, farmland, grassland, urban and suburban.

Creating your Rook


Starting at Fledgling stage, and at each stage you advance, you can add two ticks
to any one skill. You can also add one tick to a single skill from each of your main
skill categories.

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.

Special abilities: before making any skill check, you can


choose to make a sing check. If you are
successful, you will draw the assistance of
another rook and can make your next
skill check with authority. In place of an
attack in combat, you can make a sing or
signal check and, if successful, another rook
will assist you, giving you two attacks on
subsequent combat rounds.

7
Raven
Corvus corax

Length: 60-68cm Wingspan: 120-150cm Weight: 800-1500g

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.

Characteristics: though their size can make them intimidating to other


creatures they can be great allies if befriended and are not averse to forming
bonds with other creatures. They are powerful and intelligent, but tend to not
travel far from their nests.

Habitats: woodland, farmland, urban and suburban, coast, Tower of London.

Creating your Raven


Starting at Fledgling stage, and at each stage you advance, you can add two ticks
to any one skill. You can also add one tick to a single skill from each of your main
skill categories.

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.

You can also make any Social Interaction


checks with authority.

8
Jackdaw
Corvus monedula

Length: 34cm Wingspan: 70cm Weight: 220g

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.

Nesting: chimneys, cracks in brickwork, rock crevices, tree holes.

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.

Habitats: woodland, parks, coasts, urban.

Creating your Jackdaw


Starting at Fledgling stage, and at each stage you advance, you can add two ticks
to any one skill. You can also add one tick to a single skill from each of your main
skill categories.

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 copy of this rulebook for reference and prompts.


- A completed character sheet.
- A hex map of the known world. See the Travelling section.
- A notebook and pen, or other means of journalling your story.
- A well-shuffled deck of poker cards (52 cards + 2 Jokers).

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.

Starting the Game


Mark any location on your chosen map where you would like your nest to be (I
use a six-sided die, but you can use a coin or other small object). You might want
to describe your nest and the nearby area in your journal. Now draw a card from
the play deck and generate your first objective from the prompt table related to
your setting. You can also journal who came to you with this objective.

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.

Whenever you generate an objective, don’t forget to make a note of it somewhere


as there will be times when you have several unresolved objectives to deal with.
Once you’ve completed a required number of objectives, you will be able to
advance to the next lifecycle stage (see Lifecycle Stages later in this chapter).

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.

A Note on Placeholder Text


Many prompts have placeholder text that looks like this:

Find [object] in [location] and give it to [character]

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.

Carrying and Using Objects


You can only carry two objects at a time: one in your beak and one in your claws.
If you are carrying two objects and wish to acquire another, you must choose
one object to drop (in flight) or to hide (on land). If you drop an object whilst in
flight, you must make a search check with a penalty in order to find it again in
the same hex you discarded it in. If you hide an object, you can automatically
find it again in the same hex any time you land there. Mark on your map any
hexes where you discard objects.

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.

I draw a Jack, so my target is 11. ( J=11, Q=12 and K=13 )

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!

Authority and Penalties


Occasionally, a situation, an object you carry, or a special ability you possess
might affect your chances of success. If the effect is positive you make a check
with authority. Conversely, if something hinders you, the check will be made
with a penalty. In either case, use the following rules to determine your attempt
score.

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:

Travel & Exploration


Fly is your prowess in the air.
Hop determines how good you are at traversing obstacles on land.
Search is used to find objects, characters, and food.
Navigate is your ability to find your way around without becoming lost.

Tools & Rituals


Dance is a measure of how well you can shake your tail feathers.
Sing is how well you can vocalise your emotions and communicate.
Use Tool is your aptitude for using the objects you find to solve problems.
Preen is used to keep yourself in tip-top condition and heal injuries.

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:

→ Automatically win one combat attack.


→ Automatically succeed on one skill check.
→ Heal two injuries.
→ Discard a drawn card and draw again.

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.

Then your opponent gets to act:

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.

Depleting the Play Deck


When you complete a turn, you must discard any drawn cards (with the
exception of Jokers if you choose to save them). Eventually, you will run out of
cards to draw. When this happens, take the discard pile, give it a good shuffle,
and place it face down. This now becomes your new play deck. Repeat this
process any time you have no more cards in the play deck to draw.

Completing Objectives and Lifecycle Stages


You can complete an objective anytime it makes sense to do so. Maybe you have
found an object, a character or a location you were looking for. Keep a note of
objectives and refer to them as you play. They guide your motivations and your
story should steer towards them. Once you have completed the required
number of objectives for any lifecycle stage you can advance to the next one:

Fledgling → two objectives → Juvenile


Juvenile → four objectives → Adult
Adult → six objectives → Ol’ Crow

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.

Your Story… Your Rules


The prompts are designed to inspire you and, in this capacity, some are less
detailed than others. The more you play Be Like a Crow, the more you will find
yourself tapping into your own creativity. Moreover, there may be times when a
prompt doesn’t make sense to you, or you have a much better idea that will fit
your tale. In such cases, run with your creative spirit and forget the prompts
until you are ready to use them again.

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)

A Create your own event or draw again from this table.


Another bird joins you in flight. They are carrying [object]. You can
2 persuade them to give it to you with a successful befriend check.
Alternatively, fight them for it.
You spot [object] on the ground in [location]. To take it, land and make
a use tool check to dislodge it from where it is trapped. If you fail, the
3
object breaks and is unusable. Maybe you know someone who can fix
it. Take two turns on land before you leave your current hex.
You meet a magpie {+2 , 3, 1} who tells you where you can find [object].
4 In the next hex you visit, you can land and pick it up. You must take
two further turns on land before you can leave that hex.
A rook {+2, 4, 1} flies by and asks for your help. If you accept, you may
5
generate a new [objective].
6 A headwind slows you down. Take another turn in this hex.
A hostile gull {+2, 4, 1} is protecting their territory. Enter combat or
make an evade check to avoid them. If you choose to evade, you must
7
travel to a hex immediately to your left or right before taking another
turn.
A sudden gust of wind knocks you sideways. Make a fly check. On a
failure, you drop one object you are carrying. Make a successful
8
navigate check or become lost and take one more turn in your current
hex.
You meet an elder of your own species. They have a mission for you. If
9
you accept, you may generate a new [objective].
You come across a jackdaw who has an [object]. They will only give it
10
to you in return for an object you currently have.
You become lost. Make a navigate check. If you fail, you must remain
J
in your current location and take another turn.
You fly into bad weather. Make a search check for a place to take
Q shelter. If you succeed, you descend and take your next two turns on
land. If you fail, you press, on taking one injury.
A flock of swallows offer to guide you to a location of your choice. If
K you accept, you only need to take one turn per every two hexes
travelled until you arrive at your destination.

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)

A Create your own event or draw again from this table.


You meet [character], holding [object]. Make a befriend check to
2 persuade them to give it to you, or fight them for it. Otherwise, they
leave you alone after this turn.
A gravely injured fledgling tells you about a mission they were
3 undertaking. Make a preen check to try to save them. You may wish to
take on their [objective] for them.
[character], who is hostile, wants to eat you. Make an evade check, or
4 they take a bite of your wing and you suffer one injury. Enter combat
to escape.
You fall down a hole. Take one injury, then make a fly check to free
5 yourself. If you fail, you become fatigued. You can leave the hole on
your next turn, but your next two skill checks are with a penalty.
6 You spot [object] on the ground. You may take it.
You find a message scratched into the dirt by another of your species
7
who needs help. You can generate a new [objective].
You’re hungry. Make a search check for your favourite snack. If you
fail, you become fatigued until you find sustenance and all skill
8 checks are made with a penalty. You can make another search check
at the end of each turn to stave off the hunger and return to normal
skill checks.
You spot [object], but it’s stuck. Grab a twig and make a use tool
9 check to retrieve it. If you fail, the object becomes further lodged and
impossible to obtain.
You meet [character] who is hostile. You have time to make an evade
10 check to see if you can hide somewhere before they spot you. If you
fail, your cover is blown and they engage in combat with you.
A gang of grey squirrels (or creatures of your choice) accost you. You
J are outnumbered. Make an evade check to escape; otherwise, they
steal one object from you and you take one injury.
You meet a friendly [character] who gives you some important
Q information. You can make any one future check with authority as a
result of your new knowledge.
You meet an elder of your species who asks you to undertake an
K
[objective] in return for the reward of [object].
32
FANTASY CROW
PROMPTS

33
Fantasy Crow Objectives

A Generate your own objective or draw again from this table.


A village is coming under attack from [character] and a cohort of
undead [character]s. Travel to [location] and rally up an army of
2
ravens to help bolster the defences. What is the name of the village,
and why is it under attack?
A necromancer has captured [character] and intends to sacrifice them
at the next full moon. Travel to [location] and attempt to save them.
3
The necromancer can be defeated by a dance ritual whilst holding
[object].
[character] has stolen [object] from [character]. Travel to [location]
4
and attempt to retrieve it.
[character] presents you with [object] and requests you deliver it to
5
[character] in [location].
The gods are angry; they intend to show their wrath by causing a
6 volcano to erupt. Find [object] and drop it into the volcano to appease
them and save the surrounding villages.
A whole town has succumbed to a curse of blindness. Locate [object],
7 then enlist the help of a young jackdaw cleric in [location] to help you
perform a ritual to lift the curse.
[character] has gone missing, last seen in [location]. Travel there and
8
attempt to find them and return them back to their home in [location].
Your nest has been destroyed by [character]. Try to find a new location
9
to build a new nest (you’ve heard of a good spot in [location]).
[character] has lost [object] in [location]. Can you help them find it?
10 They will meet you there (make all checks in that location with
authority).
[character] is worried that if [object] falls into the wrong hands, it will
J be used for great evil. Take it away from land and drop it in the sea.
You will need willpower not to be tempted to keep it for yourself.
An elder has fallen in battle. Travel to [location] to find their body and
Q perform a ritual funeral. Gather others of your species, if possible, to
make the occasion
K Generate your own objective or draw again from this table.

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.

A A lich {+5, 7, 2} A jackdaw spy {+0, 3, 1}

2 A dwarven merchant {+1, 4 ,1} A town guard {+1, 4, 1}

3 Several zombies {+2, 2, 1} The mayor’s cat {+0, 2, 1}

4 A relapsed cleric {+1, 4, 1} A court jester {+0, 4, 1}

5 An elven athlete {+2, 4, 1} A centaur {+2, 4, 1}

6 A retired gladiator {+2, 4, 1} A lost spirit {+0, 0, 0}

7 A troll queen {+3, 5, 1} A timid duke {+0, 4, 1}

8 A deity {+12, 10, 5} The mayor {+0, 4, 1}

9 An obnoxious parrot {+0, 2, 1} A confused sorcerer {+1, 4, 2}

10 A reformed bandit {+1, 3, 1} A street urchin {+0, 2, 1}

J A blacksmith {+1, 3, 1} A wise old wolf {+2, 4, 1}

Q A rook assassin {+3, 4, 2} A tavern owner {+1, 3, 1}

K A grumpy druid {+3, 4, 2} A young dragon {+5, 6, 2}

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.

A A hilltop castle A travelling circus

2 A tavern in a dark alley A mountain pass

3 The wreck of a pirate ship A bandit’s camp

4 A ruined temple The city sewers

5 A sprawling forest An abandoned village

6 A river bank Beneath a bridge

7 A small, tree-covered island A farmer’s orchard

8 A secret room beneath a statue A fishing village

9 A dwarven mine A dragon’s lair

10 A necromancer’s hideout The town mayor’s residence

A cavern behind a frozen


J The palace of an elven city
waterfall

Q A cavern in a cliff-face The tomb of a hero

K Amidst a haunted swamp A school for wizards

38
GOTHIC CROW
PROMPTS Gothic Crow Prompts

39
Gothic Crow Objectives

A Create your own dark objective or draw again.


[character] has kidnapped a fledgling and was last seen taking them
2
to [location]. Can you rescue them?
[object] belonging to [character ] has been stolen by [character] who
3
is hiding out in [location]. Can you retrieve it?
[character] is/are terrorising a village searching for [object]. Can
4
you help the village?
[character] has been cursed with blindness. There is a rumour that
5 an [object] combined with a ritual can cure them. You may find
what you are searching for in [location].
An elderly crow gives you [object] and requests you deliver it to
6
[character] in [location].
Dark magic being cast by [character] is causing the mists to spread
7 across the lands. Can you find them in [location] and steal [object]
that is the source of their power?
[character] needs escorting to [location] for a meeting of their
8 elders, but watch out for [character] who is trying to scupper their
plans.
Find [object] and [object] and take them to [character] in [location]
9 who lost them many years ago. They may give you a frosty
reception.
[character] is trying to create an army of undead [character]. Head
10
to [location] and try to stop them.
Your nemesis, [character], has destroyed your nest whilst you were
J travelling. You heard there is a potential site for a new nest in
[location]. Travel there and build one.
You have been asked to perform a ritual at the funeral of
Q [character] in [location]. You will need [object] to complete the
ritual. However, a necromancer raven has other plans.
K Create your own dark objective or draw again.

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)

A pebble inscribed with an eye: whilst carrying this, all search


A
checks can be made with authority.
A magical silver key with no teeth: whenever you make a use tool
2 check with this item you can do so with authority. It can also
unlock anything that is locked.
3 A bag of rats’ whiskers. Weird. They must have some kind of use.
A ciphered note wrote on a leaf. It must be important. If only you
4
could read it - maybe it contains an [objective].
A fake diamond earring. You can give this item to another creature
5
and make a befriend check with authority on them.
A cracked monocle. It’s still functional and gives you authority on
6
search checks.
A crow’s skull. Wearing this skull gives you authority on scare
7
checks.
A black crescent moon brooch. Whilst carrying this brooch you
8
cannot become lost, even if a prompt declares you so.
A white raven’s feather quill. You can communicate with any other
9 creature whilst using this pen in your beak to write messages in the
air. It also grants you authority on signal checks.
A miniature vial of spider venom. Use this in place of an attack to
10
automatically inflict one injury on a creature (three uses).
A 6 sided die made of buffalo bone. Roll the dice: before any check,
J draw a card and if it is greater than 7 your check can be made with
authority. Otherwise you make it with a penalty.
A scratched silver baby rattle. Shake this rattle in place of a combat
Q
attack then make an evade check with authority to flee.
A locket with a torn photograph. Whilst carrying this, you feel an
K enormous sense of dread. Your first turn in a new hex must be
made with a penalty.

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.

A A vampire bat {+2, 4, 2} A over-friendly magpie {+1, 3, 1}

2 An undead raven {+2, 4, 2} A hungover sailor {+0, 3, 1}

3 A corruptible priest {+1, 4, 1} A sociopathic cat {+1, 3, 1}

4 A carnival worker {+1, 5, 1} A living doll {+0, 1, 1}

5 A lost banshee {+1, 3, 1} A troubled writer {+0, 3, 1}

6 A group of militant rats {+2, 6, 1} The ghost of a mouse {+0, 0, 0}

7 A jilted groom {+0, 3, 1} A melancholy scarecrow {+0, 2, 0}

8 A flightless moth {+0, 1, 1} A black fox {+1, 3, 1}

9 A three-legged dog {+0, 4, 1} A greedy occultist {+0, 0, 0}

10 A street urchin {+0, 1, 1} An invisible hen {+0, 4, 1}

J An exiled monarch {+1, 4, 1} A studious badger {+1, 2, 1}

Q A fortune teller {+1, 3, 1} A goat with one red eye {+1, 2, 1}

K An elderly tarantula {+0, 2, 1} A magician’s rabbit {+0, 2, 1}

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.

A The ruins of a castle A broken jetty

2 A mist-cloaked forest A graveyard

3 The study of a troubled writer A duke’s wine cellar

4 A magician’s cupboard A spectral horse and carriage

5 A foreboding house in the city Beneath the town gallows

6 The squalid bedsit of a murderer A partially submerged shipwreck

An expansive and treacherous


7 The local morgue
bog

8 A wooden shack in the woods A medium’s séance room

A hidden cavern behind a


9 An ancient, hollowed-out tree
waterfall
The dead zoo - a museum of bad
10 A travelling carnival
taxidermy

J A scientist’s workshop A tailor who only opens at night

Q The sewers beneath the city An abandoned theatre

The clocktower of an isolated A rotting satchel thrown into a


K
country church ravine

44
CYBER-CROW
PROMPTS

45
Cyber-Crow Objectives

A Create your own objective or draw again.


[character] has hired you to steal [object] from [character]. The item is
2
stored in a high-security location: [location].
A newly recruited fledgling has been captured by [character] and is
3 being held in [location]. They are attempting to extract information
from your recruit. Save them before the information is stolen.
Word on the feather-net is that [character] has glitched during a data
4 transfer. Their cyber-soul has been uploaded to the meta-verse.
Upload yourself and fly to virtual [location] to get them back.
[character] has discovered your secret base. You need to move on fast.
5 You’ve heard that [location] might be a good place set up a new HQ.
Take [object] with you and don’t let it fall into the wrong claws.
[character] has loaded a virus in your data chip. Go find [object] in
6
[location] and bring it to a data specialist, [character]. They can fix you.
An anonymous [character] has requested you steal a valuable piece of
7 digital art from [location] in the metaverse. The reward in credits is
enough to purchase that cybernetic upgrade you’ve been wanting.
[character], who was once an ally, has gone rogue and stolen your
8
[object]. Last spotted in [location], can you steal it back?
Two corporate adversaries have asked you to spy on each other. One
9
manufactures [object], the other produces [object]. Who do you help?
Take [object] to a [location] but whilst there, steal [object] from
10
[character]. There’s no such thing as a fair trade in your line of work,

A virus uploaded to the feather-net is spreading amongst your


competitors. As you are untouched by it, there are suspicions that you
created it. Whilst it’s good to have less competition, you now have a lot
J
more targets on you. It’s in you interest to fix this. Research has led
you to [object] in [location] that can be used as a fix. Retrieve it, then
deliver it to [location] to patch the virus.

A competitor, [character], has stolen an [object] for someone. Find


Q them, then track them to their client in [location]. Maybe you can offer
a better deal. Or maybe you want to create problems for both of them.

K Create your own objective or draw again.

46
Cyber-Crow Objects (Red Suits)

A corrupted data card: maybe it contains some important


A
information, but you’ll need to find someone to repair it first.
A six-digit passcode engraved on a digital keyring: you can open
2
one locked door with this.
A solar battery pack: plug this into one of your ports to enable you
3
to fly two hexes before taking another turn (two uses).
An electromagnetic pulser: activate this to completely debilitate
4
any creatures within a few feet of you (one use).
A nanobot: this microscopic cyber-spider can be used to repair
5
your ports. Heal one injury each time you land.
Three differently coloured wires: you can fix any broken
6
electronics with a successful use tool check.
A ciphered message: find someone who can decipher this; it will
7
lead you to [object] in [location] (one use).
8 A software patch: apply this to heal two injuries (one use).
A vial of plutonium: at any level above Fledgling, you can add this to
your wings’ fuel source to briefly increase flying power. Travel
9
three hexes before making another turn and make your next two
skill checks with authority.
A fake digital ID: whilst using this, you can convince any creature
10 you are someone or something else. Make any appropriate social
interaction checks with authority.
A beak-mounted HUD with maps: whilst using this you can never
J become lost and can make all navigation and search checks with
authority.
A wireless transmitter upgrade: communicate secretly with other
Q
creatures. Make all signal checks with authority.
K Create an object of your own or draw again.

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.

A A human hacker {+1, 4, 1} A heron data thief {+1, 3, 1}

2 An augmented jackdaw {+1, 4, 1} A lawyer specialising in IT {+0, 3, 1}

3 A corrupt detective {+1, 6, 1} A cat with bionic legs {+1, 4, 1}

4 A malfunctioning robot {+0, 2, 1} A rogue AI assistant {+0, 0, 0}

5 A smart-vaccuum {+0, 2, 1} A retired web developer {+0, 3, 1}

6 A hacker badger {+2, 4, 1} A rat troubleshooter/fixer {+0, 2, 1}

7 A company CEO {+0, 3, 1} A hovercab driver {+0, 4, 1}

8 A security drone {+0, 2, 1} An assassin wasp-droid {+4, 2, 2}

9 A robot-wolf {+2, 5, 1} An eye doctor {+0, 2, 1}

10 A nightclub owner {+1, 4, 1} A raven data courier {+1, 2, 1}

J A nano-spider {+0, 1, 0} A pizza delivery biker {+1, 4, 1}

Q A bionic surgeon {+1, 4, 1} A pharmacist {+1, 4, 1}

K A rock guitarist {+1, 4, 1} An internet celebrity {+0, 2, 1}

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.

A A subterranean nightclub A collapsed motorway bridge

2 A disused railway tunnel An android graveyard

3 The 200th-floor office of a CEO A Virtual Reality expo

4 A hacker’s basement A communications dish

5 A police station A comic book store

6 A cybernetics factory Behind a CCTV camera

7 A data-centre A smoke-filled alley

8 A burned-out hovercar A data thief’s bedsit

9 A run-down apartment block A microchip warehouse

10 A SkyTrain terminus Feather-net’s secret HQ

J Behind a neon sign A garbage truck

Q A service hatch in a hotel An air-purification farm

K A hovercar landing pad A storm drain

50
CLOCKWORK CROW
PROMPTS

51
Clockwork Crow Objectives

A Generate your own objective or draw again from this table.


An airship is in trouble and slowly drifting out to sea. The engineer
2 needs [object]. Can you find it and take it to them? They may need you
to help them navigate back to the airport.
[character], a renowned villain, has created a war machine that is
3 putting the people of the city in fear. Travel to their layer in [location]
and sabotage the machine.
[character] has stolen [object] from [character]. Travel to [location]
4
and attempt to retrieve it for them.
[character] has been receiving anonymous death threats from
5 someone. A postmark on one of the letters is from [location]. Gather
evidence and report your findings to the chief of police.
An airship has gone missing outside the city. [character] has asked
6 you to locate their friends who was aboard it. Maybe you can locate it
and the other passengers too.
A baron and a duke are fighting for possession of [object]. It is
7 currently in the hands of [character]. Pick a side and help them steal
it.
[character] has gone missing, last seen in [location]. Air pirates might
8 be involved. Travel there and attempt to find them and return them
back to their home in [location].
Your nest has been destroyed by [character]. Try to find a new location
9
to build a new nest (you’ve heard of a good spot in [location]).
Rumour is that [character] has hired an assassin raven to dispatch of
10
[character]. Can you head to [location] and scupper the plans.
[character] has become lost in the coal mines. Their parents will
J
reward you with [object] if you can find and return them to [location].
[character] needs [object] for their new invention. Travel to the
Q scrapyard and try to obtain it for them. You may need something to
trade. What have they created?
An Ol’ Crow is having a party before they leave the city to live in the
K country. They want [object] for the ritual. Go find it, then return and
perform the ritual. Maybe a little singing and dancing is in order.

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.

A An airship captain {+2, 4, 2} A chief engineer {+1, 3, 1}

2 A noble raven {+2, 4, 2} A mechanical snake {+0, 3, 1}

3 A head chef {+1, 4, 1} Head of the alley cat pirates {+1, 3, 1}

4 A coal mine canary {+1, 5, 1} An airship crew member {+0, 1, 1}

5 A clockwork spider {+1, 3, 1} A rat with clockwork legs {+0, 3, 1}

6 A spurned hamster {+2, 6, 1} The chief of police {+0, 0, 0}

7 A market trader {+0, 3, 1} A doctor of eyes {+0, 2, 0}

8 An unlucky noble {+0, 1, 1} A squirrel with gold teeth {+1, 3, 1}

9 A weary seagull {+0, 4, 1} A bored librarian {+0, 0, 0}

10 A young pickpocket {+0, 1, 1} A parrot archaeologist {+0, 4, 1}

J A magpie inventor {+1, 4, 1} An crew of press gang rooks {+1, 2, 1}

Q A steam-powered robot {+1, 3, 1} An octopus in a wheelchair {+1, 2, 1}

K A watchmaker {+0, 2, 1} A person of mystery {+0, 2, 1}

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.

A An underground coffee-house A steam-powered submarine

2 A railway tunnel The duke’s secret shed

3 A military-owned hot air balloon A noble’s air yacht

4 A thinking machine room A fountain

5 A crashed airship The top of a lightning mast

6 A watchmaker’s workshop A prison watchtower

7 The Ministry of New Discoveries Beneath a looming aqueduct

8 A windmill in the countryside An archaeologist’s storeroom

9 Beneath an ornate spiral staircase A busy steelworks

10 An cargo carrying airship A five-storey grand library

J A coal mine outside the city A scrap metal yard

Q A floating village near the docks A flying cruise ship

K An abandoned science expo An overturned train carriage

56
URBAN CROW
PROMPTS

57
Urban Crow Objectives

A Generate your own objective or draw again from this table.


A crow has passed away near the park. Go find them, grab an
2
entourage on the way, and perform a ritual.
[character] is feeling a bit lonely. Go find them and do your best to
3
cheer them up. They like [object], so that may help!
[character] has been penned in by a few stray cats at [location]. See if
4
you can help them escape.
There’s a new rubbish bin installed at [location]. It looks like the other
5
birds aren’t aware of it yet, so you could stock up on some food.
A [character] has been raiding the feeders in [location]. You’ve heard
6 that they are scared of [object]. If you can find it, you might be able to
frighten them away from the area.
A child has dropped their favourite snuggly. They were last seen
7
crying in [location]. Take it to them.
A fledgling has fallen down a chimney in [location]. Travel there, see if
8
you can rescue them and return them to their nest in [location].
An old tree in the park is going to be destroyed. You know of a bunch
9 of rooks in [location] who you might be able to convince to build new
homes and give the tree protected status.
Your nest has been destroyed by bad weather. You know there is a
10 good spot in [location]. Travel there, pick up some twigs on the way,
and build your new home.
Litter has blown all over [location]. If you go to help to retrieve it, you
J
might make a new human friend in a street cleaner.
Your favourite human has lost [object]. You think you last saw them
Q
with it at [location]. Go there and find it and take it back to them.
K Generate your own objective or draw again from this table.

58
Urban Crow Objects (Red Suits)

A Create your own object or draw again from this table.


A handkerchief: use this to distract your opponents and make
2
evade checks with authority.
A toy soldier: this must belong to a human. Maybe if you return it to
3
them, they will feed you.
A mobile phone: the humans love these. Make a use tool check. If
the value is five or less, nothing happens. From six to ten, you can
4 use the camera to preen and heal one injury. For J, Q or K you
activate the ringtone, spook an opponent and immediately make
the next two combat checks with authority.
A sturdy twig: you have authority on use tools checks whilst
5 utilising this spectacular piece of an old tree. Could make good
foundations for a new nest.
A wallet: there’s lots of pretty paper inside this that will make good
6
insulation for a nest.
A baby’s rattle: you can shake this in combat to gain authority on all
7 of your attack checks. Maybe it can be used to signal other
creatures with authority.
A pair of spectacles: you’ve seen a rook use something like this on a
8 sunny day to start a fire. Look through them and you can gain
authority on search checks.
9 A set of car/house keys: they must unlock something.
A sandwich in a bag: not as tasty as insects, but you can have a
10
nibble at this and heal one injury (three uses).
A diamond ring: shiny, shiny, you know a few birds who will trade
J
this for another [object].
Earphones: the humans like to store these strange bits of string on
Q their heads. They are also dangerous to other birds. Maybe they are
better hidden out of sight.
A school tie: the human fledglings put these under their squidgy
K
heads. They do make lovely warm linings for nests, though.

59
Urban Crow Objects (Black Suits)

A Create your own object or draw again from this table.


A ballpoint pen: scrawl a message for someone and make a signal
2 check with authority to see if they understand it. This can also be
used in place of a claw attack to inflict two injuries.
3 A winning lottery ticket: more nest stuffing material.
A laser pointer: use this to make signal checks with authority, or to
4
distract opponents and make evade checks with authority.
A photograph: maybe it’s your favourite human. One of the humans
5
in the picture seems familiar.
A pin badge: a nice shiny distraction that gives you authority on
6
evade checks and an extra claw attack once per each new combat.
A lipstick/lip balm: preen your beak with this and make befriend
and mate checks with authority. May make good glue for a nest.
7
You can also apply this to your wings (one use) to increase your
aerodynamics and travel three hexes before taking your next turn.
A bag of fries: nom nom nom, caw. Have a snack and heal one
8
injury (two uses).
A drivers’ license: another picture of a human. They seem nice.
9 Maybe you can find them and make them your new favourite
human.
A screwdriver: much better than a twig, You can use this to make
10
use tool checks with authority.
A fridge magnet: what does it look like? It might be useful to drop
J on an opponent, granting you a second divebomb attack on any
single attack in combat.
A shoelace: this is the worst tasting worm. Maybe it could be used
Q to make a nest or create some kind of signal. It looks useful, in any
case.
K Create your own object or draw again from this table.

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.

A A hungry fox {+1, 2, 1} A family of mice {+1, 6, 1}

2 A postman {+1, 4, 1} An elderly gardener {+1, 3, 1}

3 A timid rat {+0, 2, 1} An escaped budgerigar {+0, 2, 1}

4 A cyclist {+1, 4, 1} An ants’ nest {+0, 0, 0}

5 A lost dog {+1, 3, 1} A police officer {+2, 4, 2}

6 A city banker {+1, 4, 1} A newspaper editor {+1, 4, 1}

7 A market trader {+1, 4, 1} A lost raven {+1, 2, 1}

8 An angry cat {+1, 2, 2} An agitated store owner {+1, 4, 1}

9 A melancholy pigeon {+0, 2, 1} A builder’s apprentice {+1, 4, 1}

10 A cafe owner {+1, 4, 1} A window cleaner {+1, 4, 1}

J A school bus driver {+1, 4, 1} A couple on a blind date {+2, 4, 1}

Q An injured sparrow {+0, 1, 0} A chihuahua and its human {+3, 6, 1}

K A vigilant squirrel {+0, 2, 1} Three school kids {+1, 6, 1}

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.

A A cafe The plinth of a statue

2 A railway station A boat on a small lake

3 A museum of modern art A rowboat on the lake

4 An old tree A fountain in the park

5 A car park roof A streetlight

6 An ATM machine An alley

7 The town hall Under a bridge

8 A back garden A kids’ play park

9 The subway A busy shopping mall

10 A fast-food restaurant The library

J The top of a skyscraper A traffic island

Q A fountain A football field

K A supermarket A bus stop

62
RAVENS OF THE TOWER
PROMPTS

63
Ravens of the Tower Objectives

Generate your own objective of political intrigue or draw again


A
from this table.
The bells of the cathedral have stopped ringing. Go to [location] to
2 find [object] that can be used to fix them. Maybe you can help with
repairs.
A traitor [character] is in your midst. See if you can find them and
3
hold a trial by ritual with your peers.
Meet [character] in the docks. They have [object] for you that must
4
be delivered to [location]. Your monarch’s life may depend on it.
Intercept [character] in [location] and try to steal some secret
5 messages they are carrying. It may take a successful signal check to
decipher their code.
A fledgling has been kidnapped in the market district. Travel there
6 and try to find them and bring to justice [character] who abducted
them.
Two of the monarch’s counsel are fighting for possession of
7 [object]. It is currently in the hands of [character]. Pick a side and
retrieve it.
A murderous [character] is on the loose in the dark alleys of the
8 city. Your monarch has asked that you help allay panic amongst the
locals.
There is rumour of a boat coming up the river in the early hours of
tomorrow morning. The captain, [character], is planning to break
9
out [character] who is imprisoned in the tower. Do not let them
reach the tower or carry out their plans.
An Ol’ Crow has usurped the tower and installed a new band of
10 ravens. You suspect he has his eyes on the Palace next. Gather your
ousted peers and retake the tower, restoring order.
A jackdaw of nobility is preparing for their wedding. Find [object] in
J [location] to offer as a tribute and then perform a ritual to marry
the couple. Don’t forget the post-wedding celebrations.
An elder raven has passed. Travel to [location] and perform a ritual
Q
for their funeral and swear in their replacement.
The ravens are leaving the tower. Something is spooking them. You
K suspect [character] in [location] is involved. Can you stop them
before prophecy becomes comes to pass?
64
Ravens of The Tower Objects (Red Suits)

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)

A raven’s feather quill: scrawl a message for someone and make a


signal check with authority to see if they will understand it. This
A
can also be used in place of a claw attack to stab an opponent and
inflict two injuries.
The monarch’s decree: this small piece of paper verifies your
2 allegiance and service to the crown. All Social Interaction checks
can be made with authority whilst it is in your possession.
A small pouch filled with three coffee beans: you can trade this, or
3
imbibe one ration to heal one injury (three uses).
A vial of beeswax: apply this to your feathers to make yourself more
4 aerodynamic. After application, you can fly two hexes before taking
your next turn (two uses).
An earl’s monocle: whilst carrying this you can make all search
5
checks with authority.
A toy sailboat: it looks like it might float, and there’s room for a bird
6
of your size on board.
A fish hook: make a use tool check near water to catch a fish to eat.
7 You can also make an extra claw attack once per combat round
when holding this.
A ciphered note from “an anonymous friend”: find someone who
8
can decipher this for you. It may contain important information.
A falcon’s hood: in place of a beak attack, you can attempt to place
9 this over another birds head. On a success, the bird is rendered
blind and will immediately surrender to you.
A handkerchief embroidered with your monarch’s crest: you can
make any Social Interaction checks with authority whilst carrying
10
this. You can also use it as a distraction and make evade checks
with authority.
A tiny bell engraved with raven feathers: ring this and you can
J summon a nearby raven who will help you in your current hex and
grant authority on all checks.
Q The deeds to a vacated nest in the palace: it’s yours for the taking!

K Create your own object.

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.

A A sly fox {+1, 2, 1} An earl {+1, 4, 1}

2 A town crier {+1, 4, 1} A raven of the Tower {+1, 3, 1}

3 A belligerent rat {+0, 2, 1} A draught horse {+3, 5, 2}

4 A loyal butler {+1, 4, 1} A courtier’s pet rabbit {+0, 0, 0}

5 A street urchin {+1, 3, 1} A police officer {+2, 4, 1}

6 A bad accountant {+1, 4, 1} A famous writer {+1, 4, 1}

7 A market trader {+1, 4, 1} Two magpies in love {+1, 4, 1}

8 A bored cat {+1, 2, 1} A rat street trader {+1, 2, 1}

9 A white dove {+0, 2, 1} A lost traveller {+1, 4, 1}

10 A tavern owner {+1 4, 1} An advisor to the monarch {+1, 4, 1}

J A coach driver {+1, 4, 1} A jackdaw messenger {+0, 2, 1}

Q A pickpocket mouse {+0, 1, 0} A wily parrot {+1, 2, 1}

K An ancient mariner {+2, 4, 1} A monarch in disguise {+1, 4, 1}

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.

A An underground gaol The plinth of a statue

2 A jetty on the river The crow’s nest of a moored ship

3 A market trader’s cart An earl’s carriage

4 The barrel run in a tavern A fountain in the park

5 The roof of a cathedral A gas-powered streetlight

6 A money lender’s office A dark alley

7 The town hall Beneath London Bridge

8 A busy public park A school-master’s quarters

9 A run-down stables Buckingham Palace

10 An opulent tea house A bookstore

J A secret tunnel Backstage at the Theatre Royale

Q The attic of a four-storey house A blacksmith’s workshop

K Beneath a church altar A warehouse on the docks

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.

TRAVEL & EXPLORATION SOCIAL INTERACTION TOOLS & RITUALS


FLY BEFRIEND DANCE
HOP SIGNAL SING
SEARCH SCARE USE TOOL
NAVIGATE MATE PREEN

COMBAT OBJECTS CARRIED


PECK
CLAW
DIVEBOMB
EVADE

Get more free printable character sheets at www.criticalkit.co.uk/crow


Oh, the places you’ll crow!
If you are looking for more worlds for your crow to explore, why not check out
our expansions. They are available in softcover and PDF format and introduce
new characters, locations, items and objectives, and new mechanics relevant to
the setting.

Crowthulhu

In this cosmic horror setting, you will face


great terrors on land and in the skies.

Go beak to claw against pelican cults, eldritch


parakeets, gangland squirrels, and a host of
other nefarious creatures. Scupper the plans of
alien gods, restore balance to the universe and
build a nest.

Includes new prompts, maps and rules for fear.

A Fistful of Feathers

This wild west expansion for Be Like a Crow is


set in the desperate world of the Rooklands.
Whether you choose to be a law master, a
bounty hunter, a sharpshooter or an outlaw,
you’ll need to keep your wits about you and
prove you have true grit.

As you fly from town to town, you’ll have to


deal with buffalo bandits, coyote drifters and
lizards who shoot from the hip.

Pick up these and more Be Like a Crow goodies at www.criticalkit.co.uk/crow

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.

You can choose to play a crow, raven, rook, jackdaw or


magpie and journey through one of six settings: urban,
cyber, steampunk, fantasy, gothic & Tower of London

Spread your wings and take flight with this unique RPG.

WINNER
BEST ROLE-PLAYING GAME

Published in the UK by Critical Kit Ltd.


73

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