The Crow Cinematic Adventure - WKDQJN
The Crow Cinematic Adventure - WKDQJN
The Crow Cinematic Adventure - WKDQJN
CA 1-01
2 THE CROW
TABLE OF CONTENTS
Credits 2 Part IV: Game Master Advice 43
Table of Contents 3 Setting the Mood 43
Foreword 4 Reborn on the Team 43
Playing Spirit Allies 43
Part I: Introduction 5 Running Ritual Magic 44
The Movies 5 Prophetic Dreams 44
The World of the Crow 6 Adventure Ideas 45
Terminology 6
Part V: The Adventure 46
Part II: Hero Options 7
Backgrounds 7
Prayers of the Past 46
Introduction 47
Professions 9
Synopsis 48
Classes 11
The Setting 48
Reborn (Wise Hero) 11 Storytelling Themes 50
The Butterfly 14 Timeline 51
The Cat 16 Adventure Hooks 51
The Crow 18 The Mastermind 53
The Mastiff 20
The Moth 22
Intro (Session Zero) 54
The Owl 24 Verse (Act One) 60
The Snake 26 Chorus (Act Two) 68
The Spider 28
Bridge (Act Three) 79
Soothsayer (Smart Hero) 30
Outro (Conclusion) 84
Feats 33
Part VI: The Cast 87
Part III: New Rules 37
Supporting Cast 87
Ritual Magic 37
Key Characters 98
Pregenerated Heroes 101
TABLE OF CONTENTS 3
FOREWORD
When I told a friend that I had never seen The Crow, she
insisted we watch it as soon as possible. And she was right. I
was too young to experience the movie when it first came
out, and I didn’t encounter the franchise at all until I was
a teenager and the third movie, The Crow: Salvation,
appeared on TV. That one didn’t really grab me, and I
assumed that was just what The Crow franchise was like.
But when I finally watched the original, I understood
what made the story and the world of The Crow
truly special.
The Crow is an extremely atmospheric and
emotional movie, drawing you into its
dark and grim world through the eyes
of Eric Draven, portrayed in a stunning
performance by the late Brandon Lee. It
dwells in the negative, letting you really
experience that darkness and the sadness,
but in the end, it delivers a message full of
hope. It says that the world can be dark and
cruel and painful, and even that it will be those
things, but that’s not all that there is. There
is love in the world too, and that’s worth
something. It is not a happy movie, but it is a
deeply kind one.
I’m extremely excited to be able to bring
this world to Everyday Heroes. It focuses
on some of my favorite aspects of
roleplaying games—dark themes with a
dash of hope, exploring the journeys of
traumatized characters, and of course
cool supernatural powers. My hope is
that this book allows you to tell stories
that mean as much to you as The Crow
means to its fans. Or at least let you have
a good time with good friends. If you
can do that, then I’ve surely succeeded.
With kindness,
4 THE CROW
PART I: INTRODUCTION
In the dark and moody streets, grungy underground bars, and gang-violence ridden neighborhoods
of The Crow, players can experience all manner of stories of vengeance, justice, and setting right
what has been made wrong. Here you might play as Reborn, heroes returned to life and tasked with
quests by one of the spirits of death. Or you might play as their friends, allies, or even opposition,
slowly coming to terms with the fact that the dead can rise, and the supernatural is real.
The Crow allows you to tell deeply personal stories, Depictions of abuse, both mental and physical
where heroes confront their trauma and try to bring Drug use, addiction, and overdose
some measure of justice to a world that is otherwise full
General hopelessness
of darkness and evil. It is a setting that lends itself to
introspective and character-driven stories, but also one that Harm to children
allows for heart-pounding action as the heroes combat their Incestuous relationships
many enemies.
Profanity
Sexual violence
“If the people we love are stolen from Torture and pain
us, the way to have them live on is to If any players express concern about these themes or
never stop loving them. Buildings burn, depictions, we recommend you take efforts to minimize
the focus on the concerning theme.
people die, but real love is forever.”
— Sarah (The Crow) The Fade-To-Black Tool
The Crow is a 1994 action-thriller superhero film released As a group, determine a way for anyone in the game
by Miramax Films to generally positive reviews, and it has to signal when they would like an uncomfortable scene
since become a cult classic. An adaptation of the 1989 to resolve “off-screen” with no further description. You
comic book of the same name by James O’Barr, the film can then narrate a “fade-to-black.” The consequences
stars Brandon Lee as Eric Draven, who is brought back to of actions still happen, and the world still moves on, but
life to punish those responsible for his murder, as well as the details of that scene are now left to the imagination.
the murder of his fiancé. Brandon Lee tragically died during Ideally, the signal is a gesture that is easy to observe
filming due to a prop malfunction, but the film was nearly for everyone in the game. In person games often use a
complete and was released despite the tragedy. card or figure to point to. The X-card (a card or paper
Though The Crow had three sequels—The Crow: City of with an X drawn on it) is a common standard. Saying
Angels in 1996, The Crow: Salvation in 2000, and The “let’s fade to black” should be an option as well.
Crow: Wicked Prayer in 2005—this book takes its source
material primarily from the original and its first sequel,
City of Angels, as these films add the most to the lore of
the franchise.
INTROduCTION 5
THE WORLD OF THE CROW This need to send souls to the underworld may be due to a
spirit’s altruistic nature, or its need for a need for order and
“People once believed that when someone harmony. Or it could be that some sort of bounty is paid by
the underworld for delivered souls, or perhaps mortal souls
dies, a crow carries their soul to the land of occupying the in between are simply distracting or harmful
the dead. But sometimes, something so bad to the spirits that live there.
happens that a terrible sadness is carried with But even once they have passed into the underworld, some
it and the soul can’t rest. Then sometimes, souls are able to escape. How this is accomplished, and how
just sometimes, the crow can bring that often it occurs, is up to the GM, but it is always a difficult
feat. The underworld is guarded by powerful forces, and
soul back to put the wrong things right.”
it may dispatch hunters to capture those few souls that
— Sarah (The Crow)
manage to escape.
The world of The Crow looks much like our own, but when
you look in the shadows, things start to become much
stranger. In this world, those familiar with the occult can
perform esoteric rituals, soothsayers can gaze into the
TERMINOLOGY
Crow, The. Often a Reborn returned to life by a crow spirit is
future, and sometimes—just sometimes—the dead can
referred to as “The Crow.” This title is not official, and could
return to fix what has been broken.
also refer to the spirit itself. This is also the name of this
In this world, the spirits of death exist. These mysterious book as well as the movie it is based on.
entities are the bridge between this world and the next.
Reborn. The general term for a human brought back to life
Some ferry the souls of the dead to their final rest, some
by a spirit of death. They are not truly alive, but still walk in
guard the gates to the underworld, and others carry
the world of the living.
messages, warnings, or omens. But all walk between worlds,
and there they may find the souls of those filled with such Ritual Spell. A magical spell that can be cast if you know the
pain, anger, sadness, or regret that they cannot, or will not, right incantations, ingredients, and other requirements.
rest. With a great expenditure of will, a spirit of death can Soothsayer. A psychic capable of seeing beyond the physical.
return such a soul to life, at least for a time, so they can set They can see the future, distant places, or gaze into the true
right what is wrong, and finally be at peace. meaning of things.
Other spirits besides these that are connected to death Spirit. Spirits are entities of supernatural origin that exist
may exist as well, but the stories of The Crow do not focus beyond the physical world. Some manifest themselves in
on them. These stories are about dark and dingy streets a form we can interact with, while others communicate in
where the corrupt and evil prey on the innocent. These dreams or omens.
stories are about vengeance, justice, and hope in the face of Spirit of Death. The spirits of death are the spirits we are
unrelenting darkness. These stories are about death. concerned with in The Crow. They come from the realm of
death or the space between our world and that one. They
THE UNDERWORLD take many forms, often appearing as animals, and some
In this world, the afterlife is definitively real. Humans have can exert enough power to temporarily return a human
souls, and those souls go somewhere when we die. But what to life.
is this underworld and how does it work? Well, that’s less Underworld. The afterlife, whatever it may be, where souls
definitive. Most of the time, stories in The Crow don’t require are supposed to go when they die.
you to know very much about what happens after death, at
least to those that actually pass on to their final rest. What’s
most important is that there is a space in between life and
death where many spirits dwell, and where mortal souls
might remain trapped and unable to move on. Beyond this,
it is up to the GM to decide how the underworld functions,
should it matter in their story. But there are some things
that are usually true.
The spirits of death do not want mortal souls to linger in
the space between, and will do what they can to encourage
them to move along, up to and including creating Reborn.
HERO OPTIONS 7
SAVED BY THE SPIRITS
You should be dead. Or at least your life should be in shambles. But thanks to the intervention of
a spirit of death, you’ve survived. And maybe even thrived. Perhaps you were saved by one of the
Reborn, or you were given a vision as a warning.
Ability Adjustment. Increase your Wisdom by 1 to a maximum of 20.
Special Feature. Spirit Sight. You have witnessed the power of the spirits of death,
and you recognize spirits when you see them. You can tell if anyone or anything
you see is a spirit, and if any person you see has been bonded to a spirit.
STREET RAT
You grew up on the streets, whether you were an orphan, your guardian
was homeless, or you were a latchkey kid striking out on your own most days
after school.
Ability Adjustment. Increase your Dexterity by 1 to a maximum of 20.
Proficiency. Streetwise
Special Feature. City Secrets. You know every nook and cranny
of your city, and you know how to find the hidden paths in
other places. You have advantage on ability checks made
to navigate in a city, as well as those made to avoid (or
locate) crowds, traffic, or construction.
SUICIDE SURVIVOR
You wanted to end it all once. But when you survived,
you realized that you didn’t want to die after all. You may
or may not be happy, but there’s something in the world
worth living for.
Ability Adjustment. Increase your Constitution or
Wisdom by 1 to a maximum of 20.
Iconic Equipment. Long sleeved shirt or
makeup kit (to hide the scars)
Proficiency. Choose either Insight
or Medicine
Special Feature. Will to Live. You tried
to die once, but you won’t make that
mistake again. You have advantage
on death saving throws.
In crime-ridden streets haunted by monsters both Proficiencies. Mechanics, Streetwise, and Vehicles
mundane and supernatural, people make their living
Special Feature. Hot Rods. You have access to all kinds
however they can. The following professions are available
of great car parts. Given a week to put some of them
to heroes in The Crow in addition to those found in the
together, you can purchase a vehicle as if your Wealth
Everyday Heroes Core Rulebook. Level were 2 higher than it is.
KID
CHARITY You don’t have a job because you’re a kid! Or maybe you
You work for a charitable organization that provides
have something like a paper route, but it doesn’t pay well.
assistance to those in need, such as a homeless shelter,
If you go to school, it’s grade school, so you probably aren’t
free clinic, or community center. You don’t get paid much,
learning all that much.
but you don’t do it for the money.
Ability Adjustments. Increase your Dexterity and three
Ability Adjustments. Increase your Wisdom and three other
other ability scores of your choice by 1, to a maximum
ability scores of your choice by 1, to a maximum of 20
of 20
Iconic Equipment. Donation flyers, first aid kit
Iconic Equipment. Skateboard or bicycle,
Wealth Level. 1 superhero lunchbox
Proficiencies. Choose two from Arts and Crafts, Insight, Wealth Level. 1
Medicine, Persuasion, Streetwise, and Survival.
Proficiencies. Acrobatics and Endurance
Special Feature. Can you help? You are experienced in
Small. Your size is Small. You have disadvantage on attack
convincing people to help out for a good cause. You have
rolls made with heavy weapons, but you might be able to
advantage on Charisma (Persuasion) checks made to
fit into spaces adults couldn’t.
convince someone to act altruistically.
Special Feature. Innocent. You’re just a kid! You have
advantage on Charisma checks made to convince an
CHOP SHOP JOCKEY adult not to punish you, whether you did something worth
You cut up cars for a living. Some cars that end up in a chop punishing or not.
shop are legally obtained, but some specialize in stolen
vehicles, and some just don’t ask questions.
HERO OPTIONS 9
KIDS AND REALISM PAWN SHOP OWNER
You run a pawn shop, where desperate people borrow
Realistically speaking, children are limited in what they can do,
money in exchange for valuable collateral. If they don’t pay
especially physically. While the player characters are the main
up in time, you keep the item and sell it at a mark-up.
characters, and are often exceptional, in a game where realism is
important to you even exceptional kids shouldn’t have a Strength Ability Adjustments. Increase your Wisdom and two other
score higher than 12, and they shouldn’t be Strong or Tough ability scores of your choice by 1, to a maximum of 20
Heroes. The GM may also disallow other character options on a Iconic Equipment. Cheap jewelry
case-by-case basis.
Wealth Level. 2
In a less realistic game, you might allow a kid to be a Tough Proficiencies. Deception, Insight, and Streetwise
Hero, or have a Strength score of up to 14. And if you’re not
Special Feature. Appraisal. You have advantage on ability
concerned about realism at all, then there’s no need to place any
checks made to know the value of any object.
restrictions. Being a kid isn’t any more mechanically powerful
than any other profession, and these limits exist only to help
with immersion. SNITCH
You’re a criminal, but you’ve got a deal with the law. You
snitch on other criminals, and in exchange you stay out
MAGICIAN of prison.
You perform tricks and illusions in front of an audience for
Ability Adjustments. Increase your Charisma and two other
a living. You pull rabbits out of hats, levitate assistants, and
dazzle crowds with your amazing card tricks. ability scores of your choice by 1, to a maximum of 20
Iconic Equipment. Burner phone
Ability Adjustments. Increase your Dexterity and two other
ability scores of your choice by 1, to a maximum of 20 Wealth Level. 2
Iconic Equipment. Deck of playing cards, flash paper, fake Proficiencies. Deception and choose one from Security,
flowers, rabbit or pigeon Sleight of Hand, Stealth, or Streetwise
Wealth Level. 2 Special Feature. Limited Immunity. You have an in with the
Proficiencies. Performance cops. The police will let you off the hook for pretty crimes
you commit, and you can avoid punishment for larger
Expertise. Sleight of Hand
crimes so long as you give up someone else involved.
Special Feature. Magician’s Pockets. You are adept at hiding
things for your tricks. You have advantage on ability
checks made to hide objects on your person.
STARVING ARTIST
You perform or create art for a living, but your career hasn’t
exactly taken off. You might be a local musician, a small-
OCCULTIST time comedian, an unknown painter, or any other kind of
You trade in ancient texts, mystical objects, or other occult creator that hasn’t hit it big.
paraphernalia. You might sell hokey trinkets to tourists,
Ability Adjustment. Increase your Charisma and three other
trade in artifacts and curios with historical relevance, delve
ability scores of your choice by 1, to a maximum of 20
into the truly supernatural, or do some combination of
Iconic Equipment. Artisan’s tools of some kind, granola bars
all three.
Wealth Level. 1
Ability Adjustments. Increase your Intelligence and two other
ability scores of your choice by 1, to a maximum of 20 Proficiency. Choose either Arts and Crafts or Performance,
Iconic Equipment. Book of esoteric lore, weird amulet and choose either Computers or Streetwise
Special Feature. Artistic Focus. Choose one type of
Wealth Level. 3
performance or art in which you specialize. You gain
Proficiencies. Social Sciences and choose one from
advantage when practicing the chosen type of art
Deception, Investigation, or Persuasion
or performance.
Special Feature. Occult Knowledge. You have read a variety
of occult texts. You have advantage on checks made to
remember or research information about occult practices
and entities.
REBORN
(WISE HERO)
“They’re all dead, they just don’t know it yet.”
— Eric draven (The Crow)
You are not truly alive, yet you walk the world once more. You have been returned
to the world of the living by a spirit of death to fulfill a purpose, right a wrong, or take
your vengeance. This spirit accompanies you on your quest, granting you its gifts
to accomplish your task. Only when your mission is complete can you finally rest.
The Reborn is extremely difficult to put down, unable to truly die so long as
their spirit ally is unharmed. They reduce the damage they take and recover
quickly from injuries, so long as they have the Focus to spend. They also have
a variety of additional supernatural powers based on their spirit. At early
levels, they will have to carefully decide how to spend their Focus, while
at higher levels they can wield their many powers much more freely.
11
TALENTS You act in a manner in direct opposition to the
LEVEL TALENTS spirit’s nature.
1 Spirit Bond, Reborn Body, Vanish The spirit drops to 0 hit points or dies.
5 Advanced Combat Training Once broken, the bond can be reestablished if the
7 Greater Deathly Vigor conditions that broke the bond are reversed; if, at the GM’s
discretion, a new quest is offered to you by your spirit; or
9 Improved Bond
if you properly atone for acting in opposition to the spirit.
You may instead be offered a quest by a different spirit,
Proficiencies replacing your chosen spirit, as well as the benefits and
Saves: Strength and Wisdom powers it granted you.
Skills: None (note that your choice of spirit will get you Reborn Body. Granted at level 1. Though animate, you are not
skill proficiencies) truly alive. You count as a monster (undead) instead of a
Equipment: Basic Equipment, Advanced Equipment, person (human), but you appear mostly alive. Your heart
and Historical Equipment doesn’t beat, and you are cold to the touch, but your body
is restored from injury, rot, and decay, leaving you with only
Equipment Recommendations scars from the wounds that ended your life.
Equipment Pack: Artist Pack, Everyday Pack or Punk Pack You do not age; you do not need to breathe, eat, drink, or
Weapons: Two brass knuckles, two concealed-carry pistols, sleep; and you are immune to all illness and to poison
pump-action shotgun, sword-cane, and/or damage. You cannot become Sickened and you cannot gain
two-handed sword levels of Exhaustion or Intoxication. You cannot die and you
do not make death saving throws. Finally, you have all of the
Reborn powers listed below.
CHOOSING YOUR DEATH
When you create a Reborn, you must determine the circumstances If your spirit bond is broken, you lose access to your
of your death, as well as the quest your spirit has given you. Death’s Power, Feel Nothing, and Regeneration powers
You should work with your GM when coming up with these story and you can die, making death saving throws as normal.
elements, but the content of your backstory is ultimately your In addition, while your bond is broken, you can become
own choice. In the films, a great deal of terrible things happened Sickened and gain levels of Exhaustion and Intoxication,
to the characters, usually including sexual assault. But when and you gain 1 level of Exhaustion every hour until you die
building your character, you decide what happened to them and as your body rots.
their loved ones, and you don’t need to include anything with Vanish. Granted at level 1. So long as you are not in combat
which you’re uncomfortable. and there are no enemies present, you can choose to
disappear mysteriously. Allies and bystanders look away
Talents for just a moment and you are gone. You must leave the
Spirit Bond. Granted at level 1. You were returned to the area, but doing so leaves no tracks or trace of where you
world of the living by a spirit of death to right a wrong have gone, and you cannot be followed or intercepted.
or complete an unfinished task. Select one of the spirits Exactly how this is accomplished, only you and your bonded
listed for the Reborn. That spirit takes on physical form spirit know. This doesn’t allow you to travel any faster than
and accompanies you as an NPC controlled by the GM. The normal. It only lets you do so mysteriously.
spirit does not speak, but it can make simple concepts Deathly Vigor. Granted at level 3. When taking a long rest, you
known to you, and it can share its senses with you. recover all of your spent hit dice, instead of half.
You and your chosen spirit have a mystical bond that Advanced Combat Training. Granted at level 5. Once during
grants you supernatural abilities. This bond is powered by your turn, when you take the Attack action, you can make
your emotional attachment to the land of the living. These two attacks as part of that action.
emotional needs drive you to undertake a quest. You gain
Greater Deathly Vigor. Granted at level 7. After you finish a
the bond benefits associated with your chosen spirit, as
short rest, you can recover up to two spent hit dice, whether
well as the bond powers associated with that spirit, but you
you spent them during that rest or earlier.
lose these benefits and powers if the bond with your spirit is
broken. Your bond can be broken in the following ways: Improved Bond. Granted at level 9. You gain an additional
benefit determined by your chosen spirit. You lose access
You complete the quest set forth by the spirit.
to this benefit if your bond with your chosen spirit is broken.
You abandon your spirit’s quest.
HERO OPTIONS 13
THE BUTTERFLY
A butterfly is sometimes seen as an omen of death, both
literal death as well as the end of a relationship. Such
spirits appear to mourn this end, and to guide the souls
of the mourned to their final rest. If a relationship has
been broken—a romance, a friendship, a familial bond—
and your spirit cannot move on until love returns
or the damage of that relationship’s dissolution
has been repaired, a butterfly spirit may call on
you to set it right.
Souls. Butterfly spirits are most drawn to souls
that cannot move on because of a relationship
that the soul is responsible for destroying. They
prefer to redeem lost souls, but they sometimes
also choose those whose relationships have fallen
apart for other reasons, or those souls who cannot
rest because of the ruined relationship of their
friends or family.
You may have broken a lover’s heart or never
reconciled with your parents, torn apart a family or
broken up true love. You might have watched your best
friend throw away a perfect romance or seen your support
group dissolve, unable to reunite without your influence.
Quests. Butterfly spirits bestow quests based around fixing
relationships. Most often, this is one specific relationship
between two or more people, but some quests require that
multiple broken relationships be resolved. Perhaps you must not
only reconcile with your spurned lover, but also repair the rift your death left
between your siblings.
Nature. Butterfly spirits are gentle, preferring their Reborn to solve problems peacefully when possible. They disapprove of
needless killing and excessive brutality, but they are not above violence when it is necessary. Butterflies most abhor the
destruction of relationships, and demand that their Reborn preserve the love between people above all.
EXAMPLE QUESTS:
After a theft went wrong and turned to murder, you pinned the crime on your lover, the other parent to your
children. Now, following your death at the hands of your actual partners in crime, the kids have been put into
a foster system that does not care for them. You have been tasked with proving your lover’s innocence and
reuniting them with your children. But that will implicate your old partners, and they killed you to keep you
quiet in the first place, so they won’t be too happy to see you back.
In your career as an assassin, you left a long string of broken hearts behind you, but during one particular job,
you manipulated your way in between a couple, seducing both and destroying their true love to gain access to
information you needed. Now you cannot rest until you reunite these lovers. Unfortunately, they now work for
competing crime bosses.
You fell in with a bad crowd and dragged your sibling with you, but when you got out of the life, they didn’t.
After your past caught up with you, you regretted not doing more to get their life back on track. Now you have
returned to do just that, but last you left things, your sibling hated you for abandoning them, and the gang they
are part of won’t let them go without a fight.
HERO OPTIONS 15
THE CAT
Black cats are often associated with death, and there is
some truth to this in the world of The Crow. Cat spirits
visit the sick and the old, waiting to bring their souls to
rest. But they often witness their charges taken
advantage of; heirlooms stolen as aging parents are
placed in crumbling homes, or inheritance stolen
or squandered by the unworthy. When you have
been exploited, or something of great importance
has been stolen from you, a cat spirit may call on
you to bring justice.
Souls. Cat spirits create Reborn from the souls
of the exploited; those from which something
has been taken. They are the most likely type
among the spirits of death to choose souls that
are unaware of the injustice done to them, who
perhaps could have gone to their final rest if not for
this intervention.
You may have been sick, disabled, old, or a
child. You might have lost control of your life
to an abusive partner or family member, or
you fell victim of terrible fraud. Or perhaps it is
your death that has been exploited; inheritance stolen,
or your likeness used to promote evil. Whatever the case,
someone has taken advantage of you, whether you know it
or not.
Quests. Cat spirits most often bestow quests that require you to return
what was taken, even if this means stealing it back. But they may also require
that you prevent those that took advantage of you from harming others. If what was taken has been used to do harm, a cat
spirit may ask you to undo the damage that was done.
Nature. Cat spirits hate to see the vulnerable hurt, and they abhor a lie that does harm. However, they are tricksters by nature,
and love to see deception turned on evildoers. They prefer their Reborn to solve problems subtly and with a delicate touch
when possible, and they cannot tolerate innocents being caught in the crossfire.
EXAMPLE QUESTS:
A rich philanthropist, your estate was meant to be given to the charity you created, but one or more of your
children had other plans. After they killed you and altered your will, you have returned to make sure the money
ends up in the right hands. But first, you’ll need to deduce which of your children is responsible; the altered will
names all of them as beneficiaries.
During your successful music career, your abusive parents became controlling and refused to allow you access
to the money you had earned. When you became an adult and threatened to cut them out, they had you
declared mentally unfit, and placed you under a conservatorship. And when your career began to slow, they
forced your siblings into an equally harsh life of pursuing fame, and made sure you ended up six feet under.
Now you have returned to expose their wrongdoings and keep your siblings from sharing your fate.
When you got sick and required constant care, you hired a full-time nurse. But as time went on, they began to
take increased advantage of you. Stealing from you, cutting you off from friends and family, and even physically
abusing you. When your condition started to improve, they tried to poison you to keep you reliant on them, but
the dose was lethal. Now they have moved on to another victim, and you have come back from the beyond to
break their cycle of abuse.
HERO OPTIONS 17
THE CROW
Crows are said to carry the souls of the dead to the afterlife,
and there is some truth to this. Crow spirits indeed carry
the souls of the tragically deceased, the lost and the
discarded. But if you carry a sadness great enough, a
crow spirit may call upon you to right the wrong that
keeps you from passing on.
Souls. Crow spirits choose to create Reborn from
the souls of those that cannot pass because of the
sadness they feel for the harm done to those they
love. Such a soul may well carry its own pain, but
the pain of its loved ones is what keeps it from
moving on.
Most likely, you died side-by-side with someone
you love, witnessing their death as well as your own.
But you may also have died elsewhere, unable to
prevent the suffering of someone close to you.
Quests. Crow spirits ask that you bring justice, and
set things right, usually by killing those responsible
for the pain or death of your loved one. This may stray
dangerously close to vengeance, but a crow’s quest
is always to prevent others from going through what
your loved one did, or to save someone you love from
further suffering.
Nature. Crow spirits have no sympathy for those that bring
suffering. They desire a swift end to such villains, so they can
never again cause sorrow and death. Crow spirits require their
Reborn to pursue justice relentlessly, though they will make an
exception if an innocent would be put in harm’s way.
EXAMPLE QUESTS:
You and your spouse, living out your married bliss, were victims of a home invasion. The robbers should have
been there only for your possessions, but they were sadistic, evil people. They killed you both, but not before
torturing your partner in front of you. A crow spirit has brought you back to a semblance of life to bring these
murderers to justice. But first you have to figure out who they really were.
You were a politician, about to vote on an important piece of legislature when your only child was kidnapped.
You were extorted into voting against your beliefs, but when you arrived at the meeting spot given to you, you
found your child had been brutally killed even though you did what they asked. In a rage, you attacked the
kidnappers, but they easily gunned you down. Now you are back and must end these kidnappers before they
destroy another life.
You and your family—your parents and siblings—were targeted by a dark and twisted cult. They kidnapped and
sacrificed you one-by-one, but not before carving runes upon your skin and cutting out your eyes. You were
the last to die, forced to listen to your family die, your eyes already taken. Now you have come back to put
an end to this cult once and for all. The crow spirit has restored your sight, though your eye sockets remain
empty voids.
HERO OPTIONS 19
THE MASTIFF
Black mastiffs are said to be omens of death, but in truth,
mastiff spirits appear only as guardians of the dead,
protecting cemeteries as well as the gates to the
underworld. If you are a fellow guardian, and you
cannot rest because your charges are in danger, a
mastiff spirit may bring you back to protect those
close to you.
Souls. Mastiff spirits choose the souls of
protectors who cannot pass on because of the
worry they have for whoever it is they protected
in life, especially those that died protecting
their charges.
You might be an older sibling, a community leader,
a teacher, a doctor, or someone else that takes
care of others, or you might simply be someone that
feels a deep responsibility toward those around you.
Quests. The quests bestowed by mastiff spirits
are usually straightforward, but often larger than
protecting only those close to you. They might ask
that you make the community at large safe from some
threat, or require that you watch over the innocent for
much longer than other spirits might.
Nature. Mastiff spirits are protectors by nature and cannot
abide their Reborn to stand by while someone is in danger.
They prefer the direct approach and abhor those that would
sacrifice others for “the greater good.” Mastiff spirits are not
loners and prefer their Reborn work with others to achieve
their goals. They especially enjoy working with other spirits.
EXAMPLE QUESTS:
You were an activist, leading your community in its fight for equality. But a backward police force hated you for
your success in organizing protests, and they decided to take matters into their own hands. Now, other leaders
have risen to take on the mantle you left, and the police are gunning for them as well. You have returned to
defend your community from the very officers who are meant to protect them.
You always helped out your neighbors in the cramped apartment complex you lived in. You carried groceries for
the elderly residents, did handiwork whenever you could, and negotiated with the owners when they wouldn’t
fix a problem that was too large for you to do yourself. But after a serial killer targeted you, things have been
bad for your neighbors. They live in fear of this killer, and their living conditions aren’t getting any better. You
have been brought back to not only bring your killer to justice, but to find a way to improve the lives of your
neighbors as well.
In life, you ran a support group of addicts, but when a new drug hit the streets, those responsible for it took
umbrage with your attempts to keep their customers sober. When you didn’t back down after multiple threats,
they took you out. Now your support group is scattered, many hooked on this new drug, or their old medicines
of choice. You have come back to get their lives back on track, and to get this drug off the streets.
HERO OPTIONS 21
THE MOTH
Moths are omens of disaster; events that may spell the end for
a great many. They are sometimes seen as bringers of doom,
but they are merely harbingers, warning of what is to come,
and bringing the souls of the doomed to the hereafter.
When you could see a great disaster on the horizon, and
you cannot rest for fear of it, a moth spirit might return
you to the world of the living to avert that disaster,
or at least warn others of its coming.
Souls. Moth spirits are drawn to seers and psychics,
but they create Reborn from anyone who cannot
rest because of their fear of the future, whether
that fear is properly placed or not.
You might have been a seer in life, gifted—or
cursed—with visions of a terrible future, or perhaps
you learned too much and were “taken care of”
for it. You might have been an outspoken scientist
or safety inspector whose knowledge has been
discounted. Or you might be a conspiracy theorist
whose theories were all wrong; all you wanted was to
save people from disaster, even if the disaster the spirit
has chosen you for is different from what you envisioned.
Quests. Moth spirits bestow quests related to averting
disaster, whether that means convincing people to evacuate,
or actually preventing the disaster entirely. They are most
concerned with larger calamities, but they might also bestow a
quest to avert disaster for a smaller number of people, or even
a single individual.
Nature. Moth spirits are themselves enigmatic and cryptic, but they want others to know the danger they are in. Sharing
information, even if it is not information others will believe, is of utmost importance to moth spirits. They do not want their
Reborn to force others to act, but rather give them what they need to make their own decisions.
EXAMPLE QUESTS:
As the city safety inspector, you were expected to ignore a variety of safety violations that helped line the
pockets of the rich. But when you refused to sign off on a dangerous bridge that could collapse and hurt a lot
of people, you were unceremoniously shot to death. Your successor approved the bridge as ordered, and it was
constructed. Now that you have returned, you must expose this corruption before the inevitable collapse.
As a reporter, it was your job to bring the truth to the people. But when you learned too much about the
chemical dumping practices of a large corporation, they hired someone to take you out. Now the city water has
been contaminated, and you have come back to expose this corporate carelessness. But first, you must warn
the people against drinking the water.
Since you were a child, you received psychic visions of the future, filled with disaster and ruin. You soon
learned that these events could be prevented, and you dedicated your life to doing just that. But when you
foresaw the complete annihilation of the city—a gigantic explosion of fire—the shock of the vision caused you
to fall onto the tracks of the subway where you were crushed to death by an oncoming train. A moth spirit has
returned you to the land of the living to prevent this disaster, or at least get everyone out of the city before
it happens.
HERO OPTIONS 23
THE OWL
Owl spirits serve as the messengers of the gods of death,
most often bringing messages to their fellow spirits, but
when no other spirit can—or is willing to—intervene, and
a great wrong must be righted, an owl spirit may take a
more direct approach, choosing a champion to return
to the living realm. If you carry a feeling of great
guilt for what more you could have done to help
others, that hero might be you.
Souls. Simply put, owl spirits choose heroes. Those
that have a true, altruistic desire to help others
that was not fulfilled in life. Most often, these are
souls that failed in some way and carry a need to
redeem themselves, but they may simply be souls
with a never-ending need to do good.
You might have been a firefighter, an EMT, or an
activist in life, dedicating your professional life to
helping others, but you may also have simply been a
good person who always did what they could to help.
Or perhaps you were a vigilante, providing justice
when the law would not, or could not.
Quests. Owl spirits bestow a wide variety of quests, as
people may need help in innumerable ways. You may need
to simply bring a villain to justice, or your quests may be
more complex, requiring that you fix an entire broken system.
Nature. Owl spirits are messengers and teachers, intervening
only when it is absolutely necessary. They prefer that
their Reborn think before they act, consider the larger
consequences of their actions, and to give others a chance to change their ways rather than deliver them swift death.
EXAMPLE QUESTS:
You were a firefighter that died in a gigantic blaze. Your sacrifice saved dozens of lives that day, but you always
felt you could have done more. Now, a decade later, a serial arsonist plagues the city, and you are needed once
more. You have been returned to stop this arsonist and save anyone you can from the flames they spread.
Where you grew up, the law was no protection, and ambulances refused to come to your neighborhood. You and
your friends stepped up, providing protection, medical aid, and anything else you could to keep your community
safe. But when organized crime arrived, you couldn’t stand up to them, and you were gunned down. Soon after,
the community banded together and kicked the mob to the curb, but you always felt unfulfilled having failed to
do it yourself. Now, years later, organized crime has come to another at-risk community in your city, and no one
is standing up for the people. You have been brought back to help others like you always wanted to help your
own neighborhood.
You were a hero to your tribe, but you were unable to save them from the foreign invaders that came to take
your land. It has been nearly 400 years, and the descendants of your people are threatened again. Greedy
politicians are stealing their ancestral land to build their factories, and you have been returned to life to once
again be the hero you once were.
Keen Sight. The owl spirit has advantage on Wisdom Owl’s Screech. As an action, you can spend 1 Focus to let
(Perception) checks that rely on sight. out a deafening screech that only your enemies can hear.
Spirit of Death. The owl spirit does not fall unconscious when Each enemy within 120 feet that can hear you must make
it is reduced to 0 hit points, and it does not make death a Constitution saving throw with a DC equal to 8 + your
saving throws normally. Instead, its movement speed is Wisdom modifier + your proficiency bonus or be Deafened
halved, and it has disadvantage on attack rolls while at 0 and Sickened until the end of your next turn.
hit points. It can still die, and it still suffers death saving Owl’s Sight. As a bonus action, you can spend 1 Focus to
throw failures when it takes further damage. gain the keen sight of an owl. For the next hour, you
Actions have Nightvision, and you get advantage on all Wisdom
Beak and Talons. Melee Attack: Your Wisdom modifier + your (Perception) checks based on sight.
proficiency bonus to hit, PV 1, reach 5 ft., one target. Hit: 1d4 Sage Advice. You can spend 1 Focus to take the Help action as
+ 2 piercing damage. a bonus action. If you do, you can help up to two different
allies that are up to 120 feet away, so long as they can
hear you.
ANCIENT REBORN
Most Reborn are recently deceased—a day, a month, a year,
maybe even a decade. But sometimes, a much older soul is
brought back to serve a purpose. An owl spirit is most likely to do
this, returning a deceased hero to life to serve a purpose separate
from that hero’s own circumstances. But some wrongs last
generations, and any spirit can create a Reborn from someone
long dead to end a persistent evil, or to prevent history from
repeating itself.
HERO OPTIONS 25
THE SNAKE
Snakes represent the eternal cycle of death and rebirth,
shedding their skin anew. But snake spirits are more
vicious than this; they represent the cycle of violence,
the never-ending repetition of vengeance. If your spirit
cannot rest because of your anger or hatred of those
who have wronged you, a snake spirit may bring
you back to wreak your vengeance. Only when
your rage is sated can you finally rest.
Souls. Snake spirits choose souls that cannot find
rest because they have been betrayed, abused, or
violently murdered and seethe with rage because
of it. Most often these souls desire revenge
against those that killed them, but some who have
died of other causes wish to bring ruin to their
abusers or others who have wronged them.
You may simply be someone who was murdered in
a particularly brutal, violent manner, your tortured
spirit now unable to move on. Or perhaps you were a
victim for a much longer time, your anger and hatred
building and building until your death did nothing to
abate it. Whatever the case, you need someone to pay,
and pay dearly.
Quests. Snake spirits bestow only one kind of quest:
vengeance. Hurt those who hurt you, kill those who killed
you, and burn down the lives of those who ruined yours.
They prefer poetic justice, but they may be satisfied with the
death of your enemies.
Nature. Snake spirits are concerned only with vengeance,
and demand that their Reborn pursue their goals without
regard for the consequences. Justice must be done, and
damn anyone that gets in the way.
EXAMPLE QUESTS:
Your life was going perfectly. You had it all. The money, the cars, the penthouse apartment. But you were
framed for murder, and you didn’t even know the victim. Given the death sentence, a snake spirit has returned
you to take vengeance on the real killer. Not for justice, but for vengeance!
You were a hitman for the mob, and you were good at your job. But that all ended with one target. They
outsmarted you, outmaneuvered you, and outfought you. You were not only killed, but humiliated! Now you are
back to prove your power by destroying your final target once and for all.
You thought you married the person of your dreams, but it quickly turned into a living nightmare. Trapped in
their abuse, your life was completely destroyed. Everyone you cared about was tormented until they couldn’t
stand to be near you anymore. Eventually, you took your own life to escape, but what you really wanted was
vengeance, not simply an end. You have returned to put an end to your abusive spouse, and all of their friends
that stood by and let them abuse you.
HERO OPTIONS 27
THE SPIDER
Spiders spin their webs, waiting for the inevitable. Spider
spirits too spin their webs, but they spin webs of fate rather
than silk, bringing those souls stuck in their webs to the
other side. But if your destiny is not yet fulfilled, you may
find yourself returned to a semblance of life by a spider
spirit to put right the strings of fate.
Souls. A spider spirit chooses souls who remain
trapped between worlds by the web of fate. Most
often these are the souls of those who have been
cut down by supernatural forces that play at
denying fate, but some simply still have a part to
play in the mysterious, intricate plans of destiny.
Whether or not you know it, you had a destiny, and
it did not come to pass. You shouldn’t have died,
and yet you did, leaving you with a great feeling
of unfulfillment. You might have been someone
of great significance whose actions could change
the world, or you could be a nobody, whose life was
seemingly insignificant, but the part you had to play
was anything but.
Quests. The quests bestowed by a spirit are often complex
and difficult to understand. They might require that you
unravel them, slowly coming to understand their purpose,
or you may just have to trust that the quest given is your
destiny, even if you are never able to grasp its importance.
Nature. Spider spirits’ intentions are difficult to discern.
Their priority is always the fulfillment of destiny, and they
dislike any distractions from this purpose. They prefer their
Reborn remain focused and on-task.
EXAMPLE QUESTS:
You were a vigilante, hunting down criminals who escaped justice in your corrupt city. But one such criminal
wielded dark powers, and knew you were coming. They struck you down as soon as you found them. But it
was not yet your time, and you were meant to end the reign of one of the most powerful crime bosses in town.
A spider spirit has brought you back to complete your destiny, but will you pursue the one that struck you
down instead?
You were a young politician meant to inspire change by standing up to injustice in your city, but instead you
backed down and died in obscurity. You have now been brought back to end the injustice yourself, whether you
like it or not.
You had prophetic dreams your entire life, guiding you to become someone great. At first, you followed their
path, becoming a doctor and healing the sick. But when your dreams pushed you to leave it all behind, move to
another city, and live in squalor to help those most in need at a free clinic, you refused. A car accident claimed
your life soon after, and now you have been returned and tasked with helping those you forsook in life.
Bite. Melee Attack: Your Wisdom modifier + your proficiency For up to 24 hours after using this power, you have
bonus to hit, PV 0, reach 5 ft., one creature. Hit: 1 piercing advantage on the next ability check you make to locate any
damage, and the target must succeed on a DC 8 + your person or place included in the answer, as you follow the
Wisdom modifier + your proficiency bonus Constitution subtle strands of fate.
saving throw or be Sickened for 1 minute. While Sickened in You can also use this power on an unwilling target. To do so,
this way, the target suffers 1d6 poison damage at the start make an opposed Strength (Athletics) or Dexterity (Sleight
of each of its turns. The target can repeat the save at the of Hand) check against your target’s choice of either a
end of each of its turns, ending the effect on a success. Strength (Athletics) or Dexterity (Acrobatics) check. If you
win, you touch the target’s eyes and can read their strands.
Spider Bond Benefits (1st level)
Spin the Web. You gain proficiency in three of the following Spider Cling. As an action, you can spend 1 Focus to imbue
skills of your choice: Deception, Insight, Security, Sleight of yourself with the climbing ability of a spider. For the next
Hand, or Stealth. hour, you can climb difficult surfaces, including upside down
on ceilings, without needing to make an ability check.
Improved Spider Bond Benefits (9th level)
Inescapable Fate. When an enemy succeeds on a saving
throw, you can spend your reaction to cause that saving
throw to fail instead. You can only use this talent on any
given target once before you finish a long rest.
HERO OPTIONS 29
SOOTHSAYER
(SMART HERO)
“Can you look destiny in the eye without flinching?”
— Sybil (The Crow: City of Angels)
You are a seer, gleaning what you can from psychic visions. You
gaze into the future as easily as you look into the hearts of your
enemies, guiding destiny to your benefit with a deft touch.
30
TALENTS
7th: It takes no action to enact this plan, and you can enact
LEVEL TALENTS
it even if you are not present or aware of the target.
1 As Foretold, Blessing of Fortune You can enact it only once per roll.
3 Plan Enhancements 9th: You can enact this plan up to three more times within
5 Plan Enhancements the next hour without spending Genius points.
HERO OPTIONS 31
the next 30 minutes. The GM chooses from the following PLAN ENHANCEMENTS:
possible omens: 3rd: You can ask two questions.
Good omen. The course of action will have a 5th: You can ask three questions.
positive outcome.
7th: You can ask four questions.
Bad omen. The course of action will have a
9th: You can ask five questions.
negative outcome.
Mixed omen. The course of action will have both a positive Your Time Has Come
and negative outcome. When an enemy you are aware of within 120 feet takes
damage, you can enact this plan as a reaction to
No omen. The course of action will have neither a
cause them to take 2d6 additional damage of the
positive nor negative outcome.
same type.
This plan doesn’t consider any possible
circumstances that might change the outcome, PLAN ENHANCEMENTS:
such as the use of additional plans or the loss or 3rd: The damage becomes 3d6. You can affect
addition of a companion. any enemy you are aware of, regardless
of the range.
PLAN ENHANCEMENTS:
5th: The damage becomes 5d6.
3rd: You can receive omens about a
course of action you plan to take 7th: The damage becomes 6d6. It takes
within the next 4 hours. no action to enact this plan, and
you can enact it even if you are
5th: Instead of receiving a simple omen,
not present or aware of the
you can ask any one question about
target, but you can do so only
your course of action, which the GM
once before the start of your
will answer truthfully, though the
next turn.
answer might be a cryptic rhyme or
other vague omen. 9th: The damage becomes 8d6.
7th: You can enact this plan as a free Witness Your End
action, having already performed
As an action, you can enact this plan to
the divination earlier.
show one enemy you are aware of within
9th: You can ask up to three questions, 120 feet their death. This might be their
as above. They can be about true end, or simply one possible future,
the same course of action or at the GM’s discretion. The target must
different ones. make a Wisdom saving throw, taking
2d8 psychic damage on a failed save, or
Sight Beyond Sight half as much on a successful one. On a
When you enact this plan, which does not failed save, the target also drops what it is
require any action, you suddenly know things holding and is Frightened until the end of
about another person that you couldn’t its next turn.
possibly know. You can ask the GM one of the
following questions about any one person of PLAN ENHANCEMENTS:
your choice, which they must answer truthfully. 3rd: The damage becomes 3d8.
The GM may allow other similar questions at 5th: You can target up to two enemies.
their discretion. On a failed save, a target is Frightened
What do they cherish? for 1 minute. A target can repeat the
saving throw at the end of each of its
What do they hate?
turns, ending the effect on itself on a
What do they respect? successful save.
What do they seek? 7th: The damage becomes 4d8.
What kind of being are they? 9th: You can target up to three enemies. While
What is their strength? Frightened by this plan, the target is
also Paralyzed.
What is their weakness?
Pyro (Minor Feat) If you are not a Smart Hero (archetype), you can only use
“You know, Lake Erie actually caught on fire once from all shared plan enhancements up to 3rd level.
the crap floating around in it. I wish I could’ve seen that.”
Advanced Soothsayer Training (Major Feat)
— T-Bird
Prerequisite: Not a Soothsayer (class), Soothsayer Training
You love to light fires, and you know all the best ways to feat, Level 8+
light ‘em.
Your mystical ability to see the unseen has expanded.
You are considered proficient in any weapon or explosive
When you finish a long rest, roll 1d20 and record the
that deals fire damage, even if you do not have the
result. At any time before you finish another long rest,
appropriate equipment proficiency.
you can expend your recorded result to replace the roll
You can draw and light a Molotov cocktail as part of the
of any d20 roll with that number, regardless of who rolled
action used to throw it. the d20. You don’t need to be present, or even conscious,
The DC to put out any fire you light increases by your to do this. Expended results cannot be used again.
proficiency bonus, including the Burning condition you You gain an additional 1 Genius point.
inflict on any combatant.
You learn 2 additional plans, either from the Soothsayer
When you deal fire damage to a combatant with an
or shared plan list.
attack that does not normally cause the target to become
You can only use Soothsayer plan enhancements up to
Burning, the target must make a Dexterity saving
5th level.
throw with a DC of 8 + your Dexterity modifier + your
proficiency bonus. On a failed save, the target is Burning. If you are not a Smart Hero (archetype), you can only use
shared plan enhancements up to 5th level.
HERO OPTIONS 33
SPIRIT SERVANT FEATS equal to 8 + your Wisdom modifier + your proficiency
While you can’t multiclass directly with the Reborn class, bonus. If the target fails the saving throw, its emotions
you can serve a spirit while still alive by taking one of the are claimed for the next 10 minutes. While its emotions
following Spirit Servant feats. Each is a major feat, and any are calmed, the target does not act out of anger, fear, or
given character can take only one of them. other intense emotions. If the target is Frightened, that
condition ends. This power does not change the target’s
As a Spirit Servant, you take on tasks and responsibilities
non-emotional motivations, and how the target now acts
given to you by your chosen spirit. This may be in the
is up to the GM (or the player for a player character).
form of quests or missions, or simply guidelines for how
This effect ends if the target is attacked or harmed, or if
to live your life. For instance, you might be asked to guide
it witnesses any of its allies being attacked or harmed.
or accompany Reborn created by the spirit or its allies,
You cannot use this bonus action again until you have
or you might be asked to pursue a career related to your
completed a short or long rest.
spirit’s nature.
While Reborn are accompanied by the spirit they Cat Servant (Major Feat)
are bonded to, spirit servants operate more or less Prerequisites: Not a Reborn (class), no other Spirit
independently. You may often be visited or contacted by Servant feat
the spirit you serve, but unless that spirit is also bonded to
As a servant of a cat spirit, you are responsible for
a Reborn ally of yours, it won’t stick around for long after
protecting the innocent—the sick, the old, the young—from
bestowing a task upon you.
those that would take advantage of them.
If your services are no longer required or wanted by the
You gain proficiency in one of the following skills of your
spirit you serve, or you choose to abandon your service to
choice: Acrobatics, Security, or Stealth.
the spirit, you lose all of your Spirit Servant feat’s benefits,
You do not treat climbing as difficult movement.
but you can replace that feat after one week with any other
major feat (including a different Spirit Servant feat) or any You can vanish from the eyes of those around you,
two minor feats of your choice. allowing you to take the Hide action even if you have
nowhere to hide. As long as you don’t move, you can
Butterfly Servant (Major Feat) continue to treat your position as a hiding place for up
Prerequisites: Not a Reborn (class), no other Spirit to 1 hour. Once you move, you become unhidden at the
Servant feat end of your turn unless you end that turn somewhere
As a servant of a butterfly spirit, you are tasked with you could normally hide. You cannot use this action again
protecting and repairing the bonds between humans. until you have completed a short or long rest.
You gain proficiency in two of the following skills of As an action, while you are in dim light or darkness,
your choice: Deception, Performance, Persuasion, you can move to any other location in dim light or
or Intimidation. darkness you are aware of within 60 feet. You cannot
use this action again until you have completed a short or
As an action, you can alter your appearance, including
long rest.
that of your equipment, for the next 10 minutes. You
can seem up to 1 foot shorter or taller and can appear Crow Servant (Major Feat)
thin, fat, or anywhere in between, but you must remain
Prerequisites: Not a Reborn (class), no other Spirit
generally humanoid in shape. Otherwise, the extent of
Servant feat
the disguise is up to you. However, this effect is merely an
illusion, and does not hold up to physical inspection. For As a servant of a crow spirit, you must bring justice to
example, if you use this power to add a hat to your outfit, the world, whether through violence or by providing a
objects pass through the hat, and anyone who touches it helping hand.
would feel nothing or would feel your head and hair. If you You gain proficiency in one of the following skills of your
use this power to appear thinner than you are, the hand choice: Acrobatics, Perception, or Stealth.
of someone who reaches out to touch you would bump You gain damage reduction 15 against falling damage.
into you while it was seemingly still in midair. You cannot
As an action, you can transform yourself and any
use this action again until you have completed a short or
equipment you are carrying into the form of a crow for
long rest.
up to 10 minutes. You retain your proficiencies, talents,
As a bonus action, you can attempt to calm the emotions
current hit points, and hit dice, as well as your Intelligen
of one person who can see you by looking into their eyes. ce, Wisdom, and Charisma scores. Otherwise, you use the
The target must make a Wisdom saving throw with a DC stat block of a crow spirit instead of your own. If you and
HERO OPTIONS 35
Distracted in this way, a target must spend its action to Who does this person bear a strong enmity toward?
make at least one attack against a combatant during What place is most important to this person?
each of its turns, and must move into range to do so if
For up to 24 hours after using this power, you have
necessary. It can choose who to attack, but must attack
advantage on the next ability check you make to locate
an ally or bystander if it cannot move within range of an
any person or place included in the answer, as you follow
enemy. If there is no target available, the target must take
the subtle strands of fate. You can also use this power on
the dash action, moving toward at least one combatant.
an unwilling target. To do so, make an opposed Strength
The target can repeat the saving throw at the end of each
(Athletics) or Dexterity (Sleight of Hand) check against
of its turns, ending the effect on a success. You cannot
your target’s choice of either a Strength (Athletics) or
use this action again until you have completed a short or
Dexterity (Acrobatics) check. If you win, you touch the
long rest.
target’s eyes and can read their strands. You cannot use
When an enemy deals damage to you, even if that
this action again until you have completed a short or
damage was prevented, you can become enraged by that long rest.
enemy. When you do, you gain advantage on your next
attack roll against that enemy before the end of your
next turn. You cannot use this action again until you have EQUIPMENT
completed a short or long rest. The Crow takes place in a world that is, on its surface, the
same as our own. Spirits and magic exist in the background
Spider Servant (Major Feat) of the world, but human equipment is the same. The
Prerequisites: Not a Reborn (class), no other Spirit following additional equipment packs are used by the
Servant feat classes included in this book.
As a servant of a spider spirit, you are an agent of fate Artist Pack (Price Level 2)
itself. You could be given almost any task, large or small, in
Clothes. Trendy Bohemian clothing, paint-covered smock
service of destiny.
Gear. Bag stuff or pocket stuff, art supplies
You gain proficiency in two of the following skills of your
choice: Deception, Insight, Security, Sleight of Hand, Vehicle. Common car, car stuff
or Stealth. Weapons. None
As an action, you can create a 5-foot square web of sticky Armor. None
spider silk centered on a point you can see within 30 feet.
The web must be anchored between two solid masses Punk Pack (Price Level 1)
(such as walls or a doorway) or layered across a floor, Clothes. Leather pants, vest with an anarchy symbol, combat
wall, or ceiling. It lasts for up to 1 minute but disappears if boots, studded bracelets, tons of piercings
you use this power again. Gear. Bag stuff or pocket stuff
Each combatant that starts its turn in the web’s area Vehicle. Junker car (or motorcycle for +1 Price)
or that enters it during its turn must make a Dexterity
Weapons. Baseball bat, brass knuckles, or small knife
saving throw with a DC of 8 + your Wisdom modifier +
your proficiency bonus. On a failed save, that combatant Armor. Heavy leather jacket (Armored Clothing)
is Restrained until it breaks free. A combatant Restrained
Mystic Pack (Price Level 2)
by the web can use its action to make a Strength
check against the same DC. If it succeeds, it is no
Clothes. Mystical robes, mystical jewelry
longer Restrained. You cannot use this action again until Gear. Bag stuff or pocket stuff; tarot cards, crystal ball, or
you have completed a short or long rest. throwing bones
As an action, you can touch a willing or helpless person’s Vehicle. Common car painted an odd color, car stuff
eyes to read the strands of fate that surround them. Weapons. Staff (large wooden club) or pepper spray
When you do, you can ask the GM one of the following
Armor. None
questions, which they will answer truthfully.
Who shares a strong bond with this person?
37
of any ritual you can dream of in your story. But the GM think of, but the more potent the effect, the harder it will be
always has final say on just about every aspect of ritual to cast. The GM tells you the difficulty to research the spell,
magic. They decide what is possible, and what you’re going chosen from the following list:
to have to do to get what you want. Easy. You can find the spell easily with access to a public
When you want to cast a ritual spell, there are two options: library and/or the internet.
research a new spell, or cast one you already have Standard. You require access to an occult library or a
access to. knowledgeable occultist, or you may need to translate,
cross-reference, or otherwise interpret readily
RESEARCHING A NEW SPELL available information.
When you know what kind of spell you’d like to cast, but you Difficult. You will need to undertake a significant quest to
don’t have access to a ritual that will do the trick, you will learn the secrets of this spell.
always follow these steps:
Impossible. You have no way of learning this spell right
1. Choose the effect. You first have to tell the GM what you now or it doesn’t exist.
want to do, and they’ll tell you how hard it’s going to be to
find a spell to do that or tell you that it’s impossible. В Example: Sarah wants to close a spiritual rift that has
2. Research the spell. If the spell is possible, you now need to opened in Los Angeles preceding the events of The
learn how to cast it. You’ll need to track the spell down. Crow: City of Angels. She decides the only way to
This might take a little time or money, require you to accomplish this is a magical ritual. Her player asks the
convince people to help you, require some real legwork, GM if this is possible, and how difficult it would be to find
or it could require an entire adventure to find. such a spell. The GM decides the research difficulty for
3. Learn the spell. Once you’ve found the spell, you learn what this spell will be Standard. Sarah will need to consult a
you need to do to cast it. The GM chooses any number of local mystic to learn this spell. After failing a Wisdom
requirements or limitations to the spell and tells you the (Streetwise) check to locate this mystic, the GM decides
DC of the Intelligence check you’ll need to make to cast it. Sarah tracks them down, but is jumped by some goons
on the way. She and her companions must fight them off
4. Cast the spell. When you have everything you need and
before proceeding.
you’ve done everything to prepare, you can finally cast
the spell. You make an Intelligence check, and if you
succeed, the spell is cast. Doing Research
In order to cast a ritual spell, you must first learn how. This
BUT WHAT ARE THE LIMITS? may be as easy as looking it up in a book you have on hand
Ritual magic can conceivably be used to do anything, but that or finding it on a web page, or as difficult as delving into an
doesn’t mean everything is possible within any given campaign. ancient tomb to find a long-lost inscription, depending on
When playing a game set in the world of The Crow, ritual magic the research difficulty chosen by the GM.
is mostly subtle, providing information or contact with spirits.
Easy Research.
Rare and difficult rituals may be able to conjure spirits, animate
A spell with a research difficulty of Easy can be found
dead bodies, control minds, or channel the power of spirits. Ritual
with little trouble. It may take a little bit of time to do the
requirements are most often macabre, related to death, blood,
research, but the information is freely available, and in a
and darkness.
language the players understand. Easy research generally
You can also use ritual magic in other settings as well. When takes anywhere from minutes to a couple of hours.
playing in a world of the GM’s own creation, you might discuss
EXAMPLES OF EASY RESEARCH INCLUDE:
ahead of time what sorts of things ritual magic can and can’t do,
You must go to the local library and find the right books
or the GM may provide a description similar to the above. But the
there. This takes the group about an hour once you get to
GM can also decide what effects are possible only as they come
the library.
up in the story. Perhaps your characters are new to the world of
magic, and they are learning what it can do at the same time you You have to find the right occult website, which takes a
are. Or maybe your characters know perfectly well what it can do, few minutes with access to a smart phone or computer.
but you’re only being clued in as the narrative demands. Research you did for another spell earlier suffices, and
you have that material at home.
Choosing the Effect
When you want to perform a ritual spell, first describe the
effect you want it to have. This can be anything you can
NEW RuLES 39
reading the appropriate incantations or drawing the right but still tell you what materials you’ll need to cast it so you
signs, or it may simply require patience. can gather them along the way.
It will take a lot of preparation before you can cast it—
additional research, experimentation, or practice. This В Continued Example: After dealing with the goons, Sarah
could take days, weeks, or even years, and may require speaks with the mystic, and they explain what she’ll
one or more additional ability checks to complete. need for the ritual: Sarah will have to perform the ritual
at midnight, she will need the help of a spirit of death,
It must be done at a specific time and/or place. For
and the ritual will draw the ire of dark spirits. The rest
example, it must be cast at dawn, it can only be
of the ritual will require only inexpensive chalk, and the
performed on the night of the full moon, or it can be done
appropriate incantation, which the mystic writes down
only during a convergence of leylines that occurs once
for her.
every 12 years.
Luckily, the ritual will be easy to actually cast, with a
You will need the help of one or more specific people and/
DC of 5. Plus, one of Sarah’s companions is a Reborn,
or spirits. For example, you may need to convince a spirit
accompanied by a moth spirit, which will satisfy the
of death to help perform the ritual, or perhaps the spell
requirement for a spirit of death.
can only be cast while you look into the eyes of a child.
It will take multiple people to cast. This might be
anywhere from 2 or 3 to an entire congregation or even Casting the Spell
thousands of participants. Once you have satisfied all of the spell’s requirements,
you must pass an Intelligence check against the spell’s
Unless one of these requirements says otherwise, a spell
casting difficulty to cast it successfully. If you succeed, the
almost always requires your research material to be at
spell has the desired effect. If you fail, the spell may have
hand, takes at least a few minutes to cast, and consumes at
no effect, a lesser effect, or it might go very wrong, at the
least some inexpensive and readily available components
GM’s discretion.
such as salt, candles, or chalk. These requirements can
be waived at the GM’s discretion, and of course may be If multiple people are participating in the ritual, usually only
superseded by more challenging requirements. one of them makes the check, but if everyone must perform
complex tasks during the ritual, it may be made as a group
Alternatives check instead. No one can use the Help action to assist in
The GM can also present you with alternatives to certain this check; other participants are too busy, and bystanders
requirements or limitations. For instance, the spell might would only get in the way.
have a terrible side effect unless you cast it on the night of
the winter solstice, or it could require a rare magical object В Continued Example: That night, at midnight, Sarah
to have its full effect, but a limited version can still be cast performs the ritual. She draws magical signs in chalk
without the component. and speaks the appropriate dark words. Her companion’s
moth spirit ally slowly makes a counterclockwise circle
CASTING DIFFICULTY
around the signs Sarah has drawn, symbolizing the
When you find the spell, you also learn its difficulty, chosen
closing of the doorway. But before she can finish the
by the GM. This will determine the DC of the Intelligence
ritual, a half dozen shadowy spirits of the dead appear
check made to cast the spell, if any. Typically, a very simple
and attack! Sarah and her companions fight them off,
spell will not require any check, an easy spell will have a
and she finishes the ritual, passing the DC 5 Intelligence
DC of 5, a standard spell will have a DC of 10, and a very
check as set by the casting difficulty. The rift is closed!
complex spell will have a DC of 15, but the GM can choose
any DC they think is appropriate.
The GM may also provide optional requirements or CASTING AN EXISTING SPELL
limitations that will lower the DC of the Intelligence check to Once you’ve researched a spell, you don’t need to do so
cast the spell. For instance, a spell may have a DC of 10 to again if you’d like to cast it again, but in addition to player-
cast alone, 5 with a group of three participants, or no check driven rituals that allow you to choose an effect for the GM
at all with a group of 33. to consider, you might also find existing rituals without
LEARNING ALONG THE WAY
necessarily going looking for a specific effect, or a ritual
might be introduced as part of the story; a goal, a reward,
At the GM’s discretion, you might learn bits and pieces
or a tool for you to use.
of the spell’s requirements and difficulty throughout the
research process. For instance, a teacher may require you When the GM introduces a ritual, you skip the Choosing the
to perform a task for them before teaching you the spell, Effect step entirely; the GM has already chosen it. You might
SAMPLE RITUALS Casting Difficulty. Complex. This spell has a DC of 15. If you
fail by 5 or more, the body rises, but does not obey you, and
Included here are sample rituals the players could suggest
instead attacks anything and everything nearby in a rage.
or find in their adventures, with suggested difficulties and
requirements. The GM can use them as-is or modify them
Exorcism
in any way they see fit for their own game. This is in no
This spell allows the caster to banish any spirit possessing
way an exhaustive list, but functions as a guideline and
a person’s body. When cast successfully, the spirit is sent
resource, providing examples of the kinds of things ritual
back to the realm of the dead and the possession is ended.
magic might be able to do in your game.
This cannot be used to banish a soul that is inhabiting its
Conjure the Dead own body, even if that body is dead (such as a Reborn).
With this ritual, the caster can bring forth a recently Research. Easy. The details of performing exorcisms are
deceased spirit and speak with it. When successfully cast, freely available in most places.
the soul of one person named by the caster appears Requirements. An exorcism can only be performed by a
before them for up to 1 minute. This soul cannot interact person of deep faith, but this faith can be in anything, and
with the world, and only the caster can see it. It is under no is not limited to any specific religion. The target of the spell
compulsion to aid the caster. must be restrained as you speak the proper incantations
Research. Standard. This is not a spell that is publicly and prayers, which takes two hours to complete. The target
available, but it can be found in many legitimate books on of the exorcism suffers 1 level of Exhaustion, whether you
the occult. Access to an occult library or a book purchased succeed or not.
from a legitimate occult store with a Price of 3 is enough to Casting Difficulty. The difficulty depends on the power of
find the spell. the spirit being banished; the DC is equal to the spirit’s
Requirements. You must cast this spell at the location the Charisma score. Failure has no penalty, but remember that
spirit died. Casting it requires at least four participants to each attempt causes 1 level of Exhaustion to the subject of
join hands. You must draw a circle around you and your the ritual.
group in salt and speak the spirit’s name.
Mental Invasion
Casting Difficulty. Standard. This spell has a DC of 10. If you
With this ritual, the caster delves deeply into another
fail by 5 or more, the salt circle is broken and one of you
person’s mind, allowing the caster to learn deep and dark
is possessed by a spirit of the GM’s choice, which controls
secrets held by that person. When cast successfully, the
their body until it is exorcised.
caster can ask the target one or more questions, one at a
Corpse Puppet time. For each question, the caster must make a Wisdom
(Insight) check, with a DC beginning at 10. Each question
This powerful ritual allows the caster to animate the
beyond the first increases this DC cumulatively by 5. On a
bodies of the dead, controlling them like puppets. When
success, the target must answer truthfully and fully, with
cast successfully, the caster animates one human corpse
no ability to lie by omission. Once a check is failed, or the
they touch, which becomes a Corpse Puppet. The puppet
caster is satisfied, the spell ends. If the caster fails by 5 or
obeys the caster’s verbal commands to the best of its
more, the target can choose to reverse the effect of the
limited ability.
spell, asking a single question of the caster with no required
Research. Difficult. By spending a week of research, or a check, then the spell ends.
single day if you have access to an occult library, you can
learn that only one known necromancer can teach you this
Research. Standard. You can learn this spell from a local
mystic, but only if they trust you. How you can earn their
spell. But this necromancer is corrupt and selfish and asks
NEW RuLES 41
trust varies; they may feel you are trustworthy upon While in this trance, the caster is unaware of the world
meeting you, but most likely you must be introduced by a around them.
mutual friend or do a favor as an act of good faith. If your Research. Easy. Learning this spell is a simple task; it is
intentions are selfish or malicious, you will also need to pass available in many introductory texts and websites, though
a DC 20 Charisma (Deception) check, or the mystic reads most claim it is fake and simply a barbaric practice invented
your true intentions and will refuse to teach you. by a cult long ago.
Requirements. To invade the mind of another, they must Requirements. Only someone who has personally met a
be restrained or willing, and you must touch their eyes spirit of death can cast this spell. To cast it, you must burn
(opened or closed). You must hold a rare and expensive three disembodied human eyeballs, each from a different
ruby (Price 5) in your hand. The ruby turns to dust after the person, in an expensive (Price 4) chalice. After speaking the
ritual. Finally, casting this spell is tiring, causing you to take incantation, you must fill the rest of the chalice with wine of
two levels of Exhaustion upon casting it. any quality, then drink the mixture. The eyes must be from
Casting Difficulty. Simple. There is no check made to initially the living or people who have died within the last week.
cast this spell. Casting Difficulty. Easy. This spell has a DC of 5. If the ritual
fails, the caster is Incapacitated for 1 minute.
Sight Threefold
The ritual of Sight Threefold allows the caster to gaze into Softening of the Living Stone
the spirit realm to learn secret knowledge. Should the spell By casting this spell, a ritual magic user can restore
be cast successfully, the caster enters a trance and can ask the flesh of someone who has been turned to stone by
up to three questions of the spirits that will be answered magical means.
with a “yes” or “no.” The answers provided are always true,
but the spirits are not omniscient. If they do not know the
Research. Standard. Any spirit of death can teach you this
ritual, so long as they deem you worthy.
answer, they will instead tell you the answer is “unclear.”
Requirements. You must administer an elixir made from the
tears of a gorgon to the eyes of the petrified victim.
Casting Difficulty. Easy. This spell has a DC of 5. There
is no penalty for failure other than wasted materials.
When creating adventures for The Crow, there are some extra concepts to consider, but
also a whole lot of opportunity to tie the heroes into your story. Presented here is a variety
of advice that will be useful when running games in the world of The Crow.
RUNNING RITUAL MAGIC given to them by the spirits or other forces beyond our
understanding, and you certainly don’t need to include such
Ritual magic allows the players to do just about anything,
dreams at all.
which can be intimidating as a GM, but don’t worry! You
have complete authority here to decide what is possible, SOME EXAMPLES OF PROPHETIC DREAMS COULD BE:
and what will be required to make it happen. The rules are A character witnesses the villain fulfilling their plan in a
explicit in this, so you don’t need to feel bad for saying a nightmare. This shows the character that there is a threat,
particular spell is impossible, or that its price is high. The and they may also learn the identity of the villain, and
players should be well prepared for that eventuality. perhaps where the final battle will take place.
That said, ritual magic is a great tool for storytelling, One of the characters sees a vision of one or more of the
and when possible, you should work with your players to other player’s characters, prompting them to find those
incorporate it into the story, using a spell’s research and people and become a group.
requirements to introduce new challenges to the adventure, The party Soothsayer dreams of the death of an innocent,
or providing your players with alternate challenges to who they now know they must find and protect.
those the spell will overcome. Spells should only be entirely
The whole group dreams of a murder of crows circling a
impossible if they would completely short-circuit the plot
specific landmark, marking its importance.
or break the mood or themes of the game. And remember,
FOREWORD
For me, the original Crow comic by James O’Barr was a definitive work of art and
transformative for my youth. I came into it like most kids in the ’90s did—we picked up
a copy at the same time the movie came out. Every now and then, we each encounter
properties that check every box for us, and given my personal life, The Crow was it for me.
I ate up the lore, fell further into urban legends, researched more into the mythology, and
became less afraid of death—which at the time surrounded me completely.
The Crow: Prayers of the Past is my story to add to the Crow mythos, and I hope that its
tale of revenge and love pays homage to the aspects of the IP that fans have loved over
the years. Weaving this tale into the Everyday Heroes modern universe and designing it so
players have a personal connection to this story is my heartfelt goal. Hopefully, the story
contained allows your table to find beauty in connections we share with one another.
Sincerely,
Rick Heinz
Adventure Writer
46
INTRODUCTION Zero and character backstories work well with six-string
guitar, hard country, and sorrowful songs; The Club Trash
“Tears surrounding death are hidden encounter could always use a peppering of thrash metal;
lastly, each of the personal villains can be given a theme
behind unwilling acceptance around the song, either picked by the players or the GM.
world. Let’s put an end to that shall we?”
Additionally, it may be out-of-game homework for your
— vee players, but we advise that each player at the table pick a
Death frightens us. The fear of our own mortality has long theme song for their characters during their session zero.
been a marker to determine when we come of age. Yet what After each game session during Prayers of the Past, pick
happens when we are faced with undeniable proof that we a theme song as a group, and once the final chord of this
could return? Every culture in the world has myths about adventure is strung, give the soundtrack to your players as
our souls traveling to the land of the dead—and returning a memento.
from such. But to stare in the eyes of one you once loved, Game Masters can run this adventure for both starting
or catch a glimpse of them racing down an alley on a rain Everyday Heroes characters and experienced Reborn with
filled night after years of being dead; what impact would little modification. There is always an element of the Reborn
that have? being leagues above the prey they hunt as they seek
The Crow: Prayers of the Past is an adventure for Everyday out their revenge. The difficulty isn’t going to come from
Heroes that serves to launch a full campaign in The Crow bullets flying in the direction of your players, but rather
universe or even a climax to an ongoing campaign. Initially, in the consequences of their actions and the morality of
this adventure is set for characters ranging from levels revenge. Can an endless cycle of violence truly right the
5 or 6, with more options detailed in the Intro and Hooks wrongs committed?
section. Focusing heavily on the themes of love, redemption,
revenge, and exploration this adventure should be read in
its entirety before playing in order to capture the full impact
of these themes. As with most adventures, players who read ALL GREAT ACTION ADVENTURES
beyond to scry their futures will find it a fruitless endeavor.
The future is not so easily predicted when dealing with love, NEED A GREAT SCORE
and this adventure has multiple potential outcomes.
Syrinscape’s soundsets add immersive sound
For source material and inspiration, we draw heavily upon and a movie-like soundtrack to all your adventures.
The Crow (1994), The Crow: City of Angels (1996), and
The Crow: Wicked Prayer (2005). Outside of these three,
all comics and novels are considered in universe and
compatible with this adventure, and the Game Master has
plenty of room to bring their favorite tale into this campaign
(and that will be clear during Act Two).
Running this adventure is best with music, and it would
be a sin to not recommend the original Crow motion
picture soundtrack, as well as the score. Both are award-
winning pieces, and the score by Graeme Revell is perfect
background music to set immersion. For added immersion,
Evil Genius Games has partnered with Syrinscape for a
complete soundscape. More information can be found at
Syrinscape.com.
Yet all adventures can benefit from musical inspiration. The
titles of the main segments are based on the components of
a song: Intro, Verse, Chorus, Bridge, and Outro, respectively.
Even in the original Crow movie, Eric Draven plays a guitar
riff mid-movie, and thematically tying the adventure Scan this QR Code to download the soundtrack
segments into the components of a song aids the tempo
of the adventure. During actual play, the following musical
styles are appropriate: Vee (the antagonist) works best with
industrial and EDM style music as her inspiration; Session
“Do you think Persephone was a Reborn? If Combat: Without a little revenge and violence it wouldn’t
properly be a Crow story. For a faster pace group that
she can walk into Hades, why can’t we? If it’s
is looking to push the boundaries of their character
the pomegranates just say, I’ve got loads.” sheets—let them be monsters. Particularly early on in
— The diabolical Acts One and Two. They’ve been touched by (or are) a
Stories in The Crow universe feature themes of love, Reborn and have access to gifts that regular people don’t
retribution, redemption, and grittiness. Prayers of the Past have. Many mercenaries and hired help within Club Trash
is no different as an Everyday Heroes adventure. There’s will react with a fight response when triggered, but that
a certain charm for storytellers when their players finally doesn’t mean they will be intelligent about it. Honestly,
get revenge on a villain who wronged them, and that’s an how many people shot Eric Draven right after watching
aspect of this adventure we should aim to achieve. Because him heal? Combat in the first act should be narrated fun
this is an RPG adventure with player agency, the themes and poppy, while Act Two should start to turn dark and
of discovery and conspiracy are also prominent. Not every deliberate—almost visceral. By the time the characters
player who sits at the table will be filled with nostalgia are in Act Three, they may feel invincible, but Vee is
or familiar with the source material—and nothing in this counting on that. Players who go too far down the path
adventure will require them to be. What is most important of vengeance may find themselves walking down a road
is that each player feels as if they’ve had a unique tale for they never intended.
them, even if they are a group of Reborn. Social: Since the characters within Prayers of the
When players begin to relish in their supernatural talents Past meet each other in Detroit, there are plenty of
in a world that has yet to embrace them, remember to opportunities for them to roleplay with one another
narrate the shock and horror of NPC reactions. The setting during character interactions. Each of them has seen
may be filled with stark contrasts of good and evil, but the their own personal tragedy (Reborn or not), and each of
world is still not ready for the dead to return. Disbelief in them has a reason to be lured here by Vee. About midway
the eyes of villains can make retribution delicious. When through Act Two, the party should begin to seriously
storytelling (particularly during Act Two), remember to let ask questions rather than commit pure acts of revenge,
each meaningful kill the characters achieve have room to but if not—let the villains and NPCs speak and ask more
breathe before racing to the next scene. questions of the players. Get the party to share their
stories or hear their quippy one-liners and jokes before
Every group of players approaches the table differently,
they get their revenge. However, when the time for Vee’s
and as GMs, it’s our job to provide them with an experience.
showdown finally comes, make sure you are prepared
Some groups enjoy the creepy quiet exploration through
as a GM to be social. Vee’s plan might very well take into
Motor City at night, while others want shotgun battles in
consideration that the party won’t work together when
Club Trash. Here are three aspects of play for Prayers of
faced with difficult choices. For some characters, revenge,
rather than love, is all they desire—no matter the cost.
52
last. More heart-wrenching than the one before it. It’s odd pairing to be sure, but invading nations for rare-earth
easier to believe the world is a cesspool than believe in minerals and unique archaeological assets for collection
a global conspiracy that ties them together—at least, for was certainly more entertaining than taking up cartography
most people. You’ve seen the signs and pieced together like her uncle. Vee cultivated scarcity, never seeing the
threads that something is truly wrong in the world. A impact she had on humanity to acquire and hoard history’s
hidden world of violence, retribution, and retaliation exists treasures from the world.
in a perpetual cycle that you’ve uncovered… and nobody Even apart in the world, the twins were always connected.
else believes. It’s up to you to wake up those at the Vee would dream of flesh, drugs, and liberation while
center of that world and show them a path forward—for Allie shared in Vee’s budding desire to pet something
everyone alive. precious. Together, they elevated each other’s prestige.
Allie would always discover leads on the lips of lovers,
THE MASTERMIND and Vee would eventually part ways with her acquisitions.
Stylish, influential, and shatteringly flawed—they merged
“A kiss from Allie melted lovers like the bullets with money in a way that secured them invites to
every gala.
wings of Icarus. A kiss from me leaves you
Seven years ago, Vee’s world ended. Another vengeful soul
frozen in time. Forever wondering what could
in Hong Kong revisited their nightclub with indiscriminate
have been if our paths never crossed.” revenge. Pinned under the unsightly bodies with horrified
— vee expressions, Allie drowned and choked on the blood
Prestige means many things to many people. For some, of her associates as a Reborn murdered everyone in
it’s a level of noble pedigree granted through winning the attendance that night—for a crime she never committed.
genetic lottery. For others, it’s a level of status obtained A final nightmare that Vee dreams of every night: the last
after endless nights of hard work to obtain success. Vee plea for help as Allie suffocates under a pool of vitae and
and Allie achieved both. Born into a quiet wealth from a bodily fluids.
family of financiers who helped shape the destiny of nations, With Vee’s resources, it was easy to track down the killer
neither twin needed to worry about something as mundane and secure her sister’s body. That was done nearly the next
as survival. Their family possessed influence for those in morning. Yet how could someone dead return? This mystery
power both above and below legal means. From a young opened a new world for Vee, which she plunged into with
age, the twins were taught that they were the predators, single-minded focus. For months she collected every tale of
and the world was populated only by prey. revenge her empire could uncover until a pattern emerged.
Yet the sycophantic lifestyle of their family did not produce A tragedy struck, horrid in nature, until a soul that could
monsters. Despite their parents absent-mindedly causing not rest would be driven back to life by a spirit. Eric, Carrie,
famine in Brazil, or their distant cousin loaning enough Ashe, Stephen, and so many more. History was filled with
money to start a civil war, Vee and Allie were a socialite’s tales of the Reborn and the spirits who would ferry the
dream. Beautiful, born from wealth, and filled with life souls—and Vee knew it was no longer folklore.
and energy—with seemingly enough to put out into the It was Myca’s journals and occult musings that provided
world. For much of their youth (between the fencing the most recent guidance. As Top Dollar’s half-sister, Myca
championships and photo shoots), the twins thought they was at the center of Eric Draven’s rampage of vengeance
wielded their family’s prestige as a force of good. Yet in Detroit. Among scribbled notes and cocaine-induced
donations to charity, no matter how big the check, were recordings, Myca was a soothsayer who uncovered the
simply a means for the family to stay socially relevant. secrets of stealing the crow’s power—a secret that would
Event after event slowly became hollow. A banal tour drive bleed out as hearsay among the criminal world for decades.
of smiles, sex, and meaningless promises for the twins. In Vee found it fascinating, that out of the many victims of
each of them, creeping boredom began to set in—the same the Reborn, Myca was one killed by the spirit itself. Vee
boredom that struck many in their family. desperately wanted to choke the life out of any caw-cawing
Allie was the first to dip her toes into the underbelly of black bird she saw, but knew that everyone in the world has
society. During a curious trip to the shanty towns within a price. Perhaps that applied to the otherworldly as well,
Hong Kong, Allie discovered a playground of depravity and there was a path back for Allie—and even a pathway to
at night. Ancient mystery and mythology danced at the collect something rarer than uniqueness.
fingertips of the impossibly rich, who acted out their darkest In Vee’s mind, if something so precious as time was now
fantasies while protected by their prestige. Vee gravitated meaningless, the lives of the living no longer mattered—but
to the corporate world of mercenaries and geology. An death did. She threw every resource at her disposal to
Lastly, every tragedy must be personal. There are always Take each story up to the point where the tragedy is
lives impacted and survivors that may remember the concluded, and that character (or their friends) are in the
characters. Who are those people? Who were the ones the grave. Drive home the concept that the killers managed
characters loved? How much hate slipped into their hearts to escape justice and are still out there in the world. Then
upon bearing witness (or being the victim) of the tragedy end each story with a chilling question to that player: Did
in question? anybody attend the funeral?
Give each player a turn at the table by asking who wants Key observations you can make as a storyteller are: Who
to go next, and let each player volunteer their tale. Some are the quiet ones? In most groups, there will be some
stories springboard off one another easier than simply players who are quick to respond, and others remain quiet
going left to right. Plus, some players may instantly or hold their tale to the end. It’s important that everyone
have ideas, and others might listen to the tales told for feels included and each player gets their spotlight, and that
will naturally happen during this section. Yet it’s a good sign
You become aware of others in your state of Your mission as a GM is to narrate their vengeance
purgatory. Glimpses of each other’s tales whispered unfolding against their killers in their own city. While
and screamed from their lips as they suffer the each killing can be the focus of a prior campaign, for the
same nightmares as you. Fragments of shared pain, purposes of Prayers of the Past, the initial killings are
binding yet ethereal all the same. Even the Devil merely paving the road. Although, you can use this moment
leaves you alone to wallow on the edge of hell, for you to recap a past campaign.
are not theirs to claim just yet. The vengeance within Before any Reborn character begins their path of
your soul is stronger than even eternal torment. vengeance, they must acquire their Mask of Death: the
When the spirits arrive, you first mistake them for markings granted from the pain they suffered during
angels. The offer to each of you is the same: fix that the time they died (or from their death). The players can
which is broken. All they ask, is you agree to rest choose between something supernatural, face paint, masks,
when the deed is finished. or anything that strikes their fancy to make their character
feel iconic. The wicked smile of the crow is not unique to
That night there are no nightmares. No screams. No
Eric, Ashe, or others—but a projection of their pain meant
whispers of love. For the first time, you are met with
to terrify those who wronged them. Once each character
the soft patter of rain and dirt as you are freed from
identifies their Mask of Death, they start unlocking the
your grave. Returned to the lands of the living with
supernatural aspects of their character sheet. For non-
a howl of conquest. You’ll never forget the faces of
Reborn characters, this is when they truly begin accepting
your killers, and when you are done—they will never
the supernatural world and the rules by which it operates.
forget yours.
There is one target who will always get away during this For groups keener to spot a larger conspiracy, the above
session: their personal villain. cards still work, but you might want to bring in their loved
ones. Have the ghost of their loved ones offer a flashback,
or a memory of a phone call to connect the characters to
IT’S NOT YOUR END UNTIL VEE SAYS Club Trash. A Soothsayer character in the party can be a
There are several methods to bring Session Zero to a
great tie-in for the end of Session Zero. Let the Soothsayer
close and leave a compelling hook for the main adventure.
character know about each of the Reborn in different
If you’ve kept this module away from your party, they
cities and have them meet earlier than Act One (or at least
might not have a clue about Vee or the conspiracy nature
contact each character) with a foretelling. Anything that
of Prayers of the Past. Racing through their murders so
hints at a larger conspiracy is perfectly okay, but try to stay
quickly during the first game session might cause some
away from strictly naming Vee just yet. That’s for later.
players concern because those kills could easily be their
own story arc. For groups who are completely in the dark, a Once these sections are complete, proceed to Verse (Act
rug pull of plot will work fantastically. One). If there is remaining time at the table for the Intro,
adding some comedy into your adventure can help temper
When the characters each go for their final act of revenge, some of the darker themes narrated. The perfect comedic
here are some calling cards that can be delivered to interlude is: how do dead characters with no paperwork
each character: travel to Detroit? Where do they get their funds? Even a
MIA: You’ve readied yourself for the final kill. The one road trip with their Soothsayer friend might involve a few
behind your pain is ready to feel how awful goodness is. stops for waffles.
Only… they aren’t here. They aren’t at their usual haunts.
You can’t sense them either. Tearing apart their home
you find a note addressed to your name under a feather
with a simple question: Do you know what happens to
your kind if you never finish what set you on this Earth?
If you want to find out, stay there. Otherwise, come to
Club Trash.
60
For each player in the party, have the hired spies make a Crossing the bridge onto Zug Island makes clear
DC 18 Intelligence (Investigation) check. No matter how well your destination. Spotlights shoot into the night
Vee planned, there is a chance their spies simply miss the sky, kissing the letters “T.R.A.S.H.” nestled atop a
character’s entry into the city. For each success achieved by decommissioned cement factory. A red biohazard
her operatives, one hired spy attempts to tail that character logo is spraypainted on several walls around the
to Club Trash and alert Vee that a target is inbound. complex. Even from this distance, you hear the
Tailing the party to the club is another matter entirely. sounds of metal music vibrating through the air. Rows
There may be fewer spies than player characters, so of parked cars line the gravel lot with little regard for
only a few risk picking up a tail. Randomly determine parking etiquette. Bonfires, sometimes glowing blue
which characters are the fortunate ones, and make a or neon green, litter the landscape despite the rain.
Dexterity (Stealth) check versus the character’s passive Gatherings of gutter punks bask in the free music.
Perception score. Or for vehicle-bound characters, The club pays homage to the old days of Devil’s Night
make a Wisdom (Vehicle) check against the player’s in a modern form of revival. Unable to burn much of
active Perception. modern Detroit, the bonfires are filled with whatever
If the spies are successful, then characters arrive at Club looted trash, bank notes, and wallets that had been
Trash for the Right on Time encounter. collected as an appetizer for what’s to come.
If the spies noticed no characters arriving, then through Walking up to the club itself, you see this concrete
sheer fate, the characters arrive early and gain the metropolis is a 24-hour party with eight separate
Uninvited Guests bonus. bars and multiple concerts going on simultaneously.
From the outside, it’s a disharmonic cacophony of
If a character catches wind of a spy, they have two
noise and cheap drugs. Yet everyone assures you
options: Fight or Flee. See both options later in
that you will find what you are looking for inside.
this section.
If a character chooses to flee the tail following them, let
them run a few red lights or convince their taxicab driver to CLUB TRASH ENCOUNTER –
go faster. A DC 12 Charisma (Intimidation) check convinces PAVE YOUR OWN FUTURE
even the most jaded Motor City driver to break any traffic Potential Enemies: Club Trash punk (p. 95), elite
law to lose a tail. Characters driving themselves can make a mercenary (p. 94), hired spy (p. 94).
Dexterity (Vehicle) check against the hired spy to determine
Rewards: Various gear and equipment, information, vehicles.
whether they escape early. The spy only gives chase for a
round or two, long enough to confirm they had the correct Environmental Effects: While music is playing, all melee
target. That particular character arrives Right on Time. attacks and Dexterity (Stealth) checks have advantage.
All Wisdom (Perception) and Charisma (Persuasion) checks
Characters hoping to gain some information by fighting
have disadvantage. If music stops playing, ground-level
their tail are quickly disappointed. The spies have no
areas are counted as difficult terrain due to crowds fleeing.
interest in fighting, and the moment there is a sign of
resistance or the character turning around to face them, Important Rooms: The Hangman (Bar #3) on the fourth level,
the spies peel off in the opposite direction. However, the spy VIP Lounge on the fifth level, fire escape, freight elevator,
takes a flash-camera photo of the character as instructed stairwell #3, Almighty Dollar (Bar #1) on ground level.
by Vee, hoping to gain a shot of their spirit—though the spy Getting into Club Trash is easy for characters arriving with
has no idea about the importance of the animal guide. To the distinguished honor of being Uninvited Guests through
better gauge how your players envision their spirits acting, the front door—a massive double door with red velvet rope.
ask the characters where their spirit would be at the time The bouncers and ticket takers outside aren’t aware of the
the photo is taken. This question can subtly raise tension characters yet, and simply stamp their wrist if the character
at the table. These fighting characters have unknowingly can produce semi-close-to-legal ID and at least 20 bucks
given Vee a few extra moments to prepare and arrive at the (or 30 with no ID). Anyone with Wealth Level 1 can achieve
Missing the Party point of the encounter. this without problems. Characters with neither should
Once all characters have arrived at Club Trash, read the get their first hint about trying to engage with Charisma
following aloud: (Persuasion) at disadvantage while the music is blasting, but
with a successful DC 12 check, the bouncer lets them in.
For characters arriving Right on Time, the scene is a bit
different. The front entryway has been closed half-shut,
63
them full of lead. Given extra hardware from Vee, Club
GM TIP:
Trash punks refuse to take cover against enemies.
Since the characters likely arrive by separate means and methods,
Vee’s entire goal during this encounter isn’t to kill the PCs, make sure you alternate between each player. If one character
but rather film and study them. Do the Reborn truly heal? Is who arrives early gets distracted chatting up a bartender, move to
there a limit to it? What happens if you shoot both knees at another character walking through the crowd behind them. Even
the same time? with the characters entering by different means, corral them to
Vee herself speaks to the characters via large TV walls either the ground floor bar (Almighty Dollar) or the third-floor
set throughout the club, but she is not in the VIP Lounge. bar (Hangman’s Joke). The third-floor bar is a bit of a shortcut for
Rather, she is hidden among the crowd on the ground floor, a faster encounter and is triggered by characters arriving early
potentially hoping she can catch a spirit. It’s important to or being escorted by punks. The most likely scenario is that the
note that Vee has not clued in anyone else at this point characters fight their way through punks.
about a Reborn’s weakness. No villain in the encounter
For all characters, Vee eventually starts the show. It’s only a
targets the animals unless the spirits attack. Vee doesn’t
matter of time before a camera or one of the punks inside
want anyone stealing her power, after all.
recognizes even an uninvited guest. Once you are ready,
begin the combat by reading the scene below:
The Show Begins
Once the characters have entered Club Trash, there are Amid the sea of thrashing flesh, cocktails of drugs,
three separate bonuses based upon their luck in getting to and guns with their safeties turned off, you each see
the establishment. While the players have had little control a silhouette above that’s familiar to you. Leaning over
over how they achieve these bonuses, they can establish a a rusted metal railing, the killers you seek enjoy a
more dynamic scene and storyline: smoke while drinks dangle in their hands. It’s hard to
Uninvited Guests: Characters who manage to slip in early see them 50 feet up with all the flashing lights, but
and unannounced might catch Vee or her guards in the you are rather sure there is a cocaine-induced party
midst of preparation. A DC 16 Wisdom (Perception) check behind them. They fade back behind the banister,
reveals Vee upstairs in the VIP Lounge, handing SMGs to right as the TVs cut on.
Club Trash punks while pointing down to the doors. These An attractive girl with one side of her head shaved,
characters stand a chance of forcing Vee to flee early if wearing black lipstick, smiles to the audience. “Dying
they are able to track her to her hiding spot in the middle used to be such a pain. Everything in life was lost
of the crowd. Additionally, Vee’s four elite mercenaries are and you would never taste steak again. Well color me
currently getting ready in the bathroom in The Hangman surprised. You sycophantic trashheads enjoy my club,
(Bar #3) and have left their equipment near the sink right?! You enjoy the freedom to do what you want?! Well,
while they get their boots on. how about a new one in honor of Devil’s Night! There are
Right on Time: These characters arrive too late to be able some uninvited guests who really need to learn the pain
to catch Vee and her guards getting ready, but they of death. So tonight, for one night only, inflicting pain is
benefit from the stage show she set. News clippings worth your deepest desires. Vee knows what you trash
and reports highlighting their tragedies are spliced into want, and I’ll supply. As long as these faces can’t walk
music videos across each of the club’s bars, each with to claim their prize in the VIP Lounge. If they get there
the slogan “Hangman’s Joke.” The music is prime for first… I’m closing down the club!”
fighting, and the characters notice an extra bounce in The characters’ faces with red X marks appear on the
their step when moving through the club. Parties in need screens with a growing bounty counter. The music
of direction arrive Right on Time and notice the clues kicks into overdrive as eyes scan the club hunting for
regarding Hangman’s Joke. you. Roll initiative.
Missing the Party: These characters gain the tactical
advantage of choosing their entry point. Highlight the fire For this encounter, begin the fight with two Club Trash
escape that leads up to the fourth floor with Club Trash punks per player character. Only roll initiative once for all
punks firing inside the building (with their backs turned). the punks and keep it static throughout the fight (no need
Or any other method the character wishes to enter. Late to add extra initiative order). Throughout the fight, Club
characters to the combat have advantage on all attacks Trash punks constantly appear, with a sprinkle of elite
made during their first turn as they arrive unnoticed. mercenaries taking a few shots here and there based on
which path the party takes. The party’s goal ultimately is to
end up in the VIP Lounge on level 5 of the club. Assuming
with their weapons regardless of any bystanders. 1 Light fixtures and strobe lights from above get shattered.
A 30-foot area around the combat zone becomes dark.
The VIP Lounge: Arriving in the VIP Longue marks the end of 2 The back shelves of a nearby bar shatter, and all the top-
the encounter. Instead of finding their personal enemies, shelf whiskey begins to pour down. The bartender glares
the characters find cocaine-riddled actors dressed in their at the culprit responsible and makes a contested Charisma
(Intimidation) roll with +8 as they are soaked in booze.
enemies’ clothes. Out the window, characters can see a Success means the culprit feels a very compelling reason
convoy of expensive cars already driving across the bridge to either make amends, leave a tip, or leave the bar.
to flee Zug Island. At this point, Club Trash begins a mass 3 Speakers go haywire after being horribly damaged. A
evacuation for anyone still sane. The actors, however, will horrid sound blasts through a 60-foot radius in the combat
provide guidance for Act Two detailed below. zone, forcing everyone to have disadvantage on any
Wisdom based skill checks or saving throws this round.
4 Innocent club-goers get caught in the crossfire
Vee’s Dialogue Options and fall to the floor. In 1d4 rounds, they are
These dialogue options can be spliced into every round or trampled to death by the mosh pits.
whenever you feel appropriate. Feel free to improv extras 5 A transformer near an electrical panel gets damaged and
if needed. Roleplaying Vee is about being both annoyed, shorts out, bursting into flames; 10,000-degree molten
copper explodes in a 10-foot radius around the combat zone,
confident, and curious at the same time. dealing 6d8 fire damage to anyone caught within. A DC 13
“Bullets don’t work! Are you magicians? What happens if we Dexterity saving throw can be made for half damage.
cut off a hand?” 6 Something sets off the sprinkler system.
All visibility is lowered to 45 feet.
“Seriously?! You can’t even tackle ONE of them? Buddy, you 7 A mountain of narcotics gets blasted (or thrown) into the air.
need to lay off the drugs.” Any nearby people race to scoop up the free packets, turning it
into difficult terrain for 30 feet. Anyone inside must make a DC
“Okay, okay—new plan. Shoot one in BOTH knees and see if 13 Constitution saving throw or experience the rush of uppers
they can still walk. If you’ve got balls to get close enough. and gain 1d8 temporary hit points. Additional saving throws
We all know your aim sucks.” can be repeated at the end of each round, with the target
gaining the sickened condition until they complete a long rest.
“Do you know how much your bodies would be worth? Tell 8 Windows and pigeon waste explode above the combat
you what, I’ll donate a few billion to your family. Just lie zone. Among the falling glass and white powder that
down and let me dissect you. For science. I promise.” frequents industrial warehouses, creatures within 30
feet of the combat zone must make a DC 13 Dexterity
“Ooh, that had to hurt. How many hits did they take on the saving throw or suffer 1d4 piercing damage—and
way down? Bets, anyone? If they’re still moving—bartender, have the taste of pigeon crap in their mouth.
free drinks for that one.”
“Do you think you are the only ones hurt in this world? Concluding Club Trash
Violence happens to everyone—WHAT MAKES YOU SO Once the characters reach the VIP Lounge (or the fight has
SPECIAL?!” gone on long enough), bring the encounter to a close. Take
“Run, run, run little ghosts. The past haunts the present, and a moment to narrate the current state of Club Trash based
I have to wonder which of us is the poltergeist. You… or me?” on the rampage above. The band may or may not still be
playing, fires could be started, punks could be fleeing or
“You REALLY want to kill our VIPs, don’t you? I mean, I moaning while injured on the floor, and more. Giving the
know they’ve done some messed up shite, but this is a bit players a narrative recap of their actions is part of the fun.
excessive isn’t it?” There is one actor for each personal enemy chosen (based
“She would have liked you. She really would have. on player group size). The actors don’t know anything about
Determined, violent, and with glorious makeup. Question for the characters, Vee, or even who they are truly dressed up
the audience: Who does your eyeliner?” as. They were simply hired to wear these clothes, pretend
“Look yourself in the mirror and ask yourself a serious to be menacing, and enjoy a party. What they do know,
question: Are you really still you? Or are you working for however, is some overheard conversations about where the
the devil?” real enemies are.
Earlier in the night, one actor overheard Vee telling the
Club Destruction personal enemy that there is a way to “put the past to rest”
This optional table can be rolled upon randomly to add and ensure they could survive. Vee gave assignments to
narrative spice to the encounter. Ideally, save it for each of them around Detroit to go dig up the past of other
67
CHORUS (ACT TWO)
“I don’t know you and don’t care to. All I do know, is Vee has a
few screws loose and thinks the dead can return. Absurd, right?
Pay me, and I’ll put my gun down and just walk away.”
—Mercenary For Hire
The Chorus of this adventure sees the characters finally hotel (or even a penthouse if they looted enough). Restore
getting revenge on those who’ve wronged them. In every the party to full hit points, clean off the blood, and reload
story of The Crow, revenge is dished out. This is that act. their firearms before getting into the weeds of Act Two.
Additionally, it’s the act where the characters are truly Some players will want to give chase immediately, believing
united with hints of a larger conspiracy in play. Large they can catch up to Vee by using their talents or even
portions of the Chorus are going to be directed by the paths out of pure determination. Communicate to these players
the players pick, so this chapter is written to accommodate how difficult a task would be. The mass evacuation and
the multiple-path narrative before bringing Prayers of the panic at Club Trash makes getting down to their vehicles
Past to a close. a slow task and given the traffic on the bridge road would
After the events of Club Trash, the party should be given yield no results. For characters with talents that allow more
a long rest (possibly even the full night) and a chance to supernatural means of travel—highlight that Vee is already
roleplay with each other. Let the characters find a safe speeding away in a souped-up car with a heck of a lead. No
haven away from the prying eyes of law enforcement. Even matter how fast one can fly, they aren’t going to catch up to
though Club Trash was filled with violence and bullets, her. Besides, the cards with addresses given to them at the
the focus of this adventure isn’t about how the characters end of Act One provide leads, and they should take a rest to
dodge Motor City police (unless you wish it to be). It’s more recoup spent abilities.
important that the characters have time to bond in a dingy
68
Vee’s motivation for this act is putting her ritual into effect. tackle these events in any order they wish based on their
As the characters soon discover, Vee has ripped one priorities and roleplaying. If players inquire about the time
eye from every personal enemy. When the characters and date listed on each card for Devil’s Night—that night is
kill each target, they bring her ritual one step closer to several days out. That night is when Vee has many (if not
completion. Vee leaves hints and clues at each location to all) of these locations blown up and set ablaze to cover
act as messages, both for the characters about being (or her tracks. Thus, it’s less of a time when their enemy will
associating) with Reborn, and also as a direct challenge be at each location, but rather a deadline for delaying too
to the spirits themselves—her way of saying “I see you.” much. If any of these mini-encounters take multiple nights—
Each location features some historical tie to other Crow you may need to forward to Act Three once Devil’s Night
properties, and you can showcase work completed in the begins. The multiple endings consider how successful the
world by the spirits and how the cycle of violence will only characters were during Act Two.
increase. Vee will get her revenge on the spirits, one way
or another. GM TIP:
Just like in Act One, the characters aren’t alone. Vee’s Certain information contained within the five personal enemies is
hired spies are still trailing the characters. Throughout extremely useful to the characters. If your party doesn’t utilize all
the entirety of Act Two, occasionally have the spies make five scenes or have a character tied to a villain such as the Creep,
Wisdom (Perception) and Dexterity (Stealth) checks against place their information reward in another that makes sense (like
the characters. The spies react to being noticed with the the Professional). Each of the villain rewards and information are
same logic detailed at the beginning of Act One. If the interchangeable for the purpose of game flow. Don’t feel beholden
party manages to trap a spy or fully eliminate the tails, to tie the rewards directly to each villain if it doesn’t make sense
run the impromptu combat using the stats provided in the for your table.
appendix. Vee tracks the party’s progress by how many
personal enemies they kill, but the less she knows about the
party, the better the characters might fare in Act Three for
THE PROFESSIONAL:
the final showdown. CARL WINCOTT’S APARTMENT
Potential Enemies: The Professional (p. 95),
Each encounter can be the focus of an entire game session
elite mercenary (p. 94).
or placed into a series of quick micro-encounters. If each
encounter is a full session, we recommend increasing Rewards: Information (and conviction bonus), revenge.
the difficulty by adding a few more elite mercenaries as Environmental Effects: Given the recent events, the
escorts to the personal enemies. When trying to run this Professional takes great offense to Reborn characters.
entire adventure in a single game session, only have the The Professional cannot retreat or flee combat during this
character’s direct enemy at each scene. Either way, make encounter if a Reborn character is present. Additionally, the
sure you let each character relish their revenge. When small, cramped space makes for brutal combat. All melee
the enemy is defeated and at 0 HP, keep them alive long attacks will do an additional 1 point of damage from hitting
enough for their assigned character to determine how that other objects.
enemy meets their final end.
Important Rooms: Carl Wincott’s apartment, boiler room.
It is possible that the players might kidnap or otherwise
Vee assigns the Professional to bring back Detective
not kill their enemies until they uncover more information.
Wincott’s notes and case files about other Reborn. A
Letting their enemies live is one way to foil Vee’s plans
consummate killer, the Professional is well equipped
(she relies on the path of vengeance). Remind any Reborn
to nip in, eliminate any inhabitants, and leave without a
that straying off the path of vengeance might have
trace. After having their eye removed by Vee and faced
consequences. Refer back to earlier sections within this
with the moral crisis of their victims returning—their pace
book for specific rules on the Spirit Bond feat. Any feats
has slowed down significantly. Few people are mentally
or special talents the party has earned from their spirits
equipped to deal with the dead returning. When the
might begin to fluctuate and occasionally fail, and their
characters encounter the Professional, they will be holding
nightmares and flashbacks will increase. Yet for a party who
the apartments tenants, Mika and Marius, hostage while
can withstand the pain of letting their killers roam—a special
interrogating them for clues. Unwilling to place their life in
ending is possible (detailed in the Outro).
Vee’s hands, the Professional intends to find a way to kill the
When you are ready to fully begin Act Two, each encounter Reborn on their own.
and location is listed below. Use only the ones associated
Carl Wincott’s apartment is a small, nicotine-stained
with each player character (there may be an extra one or
one-bedroom abode smack in the downtown of Motor
two printed here based on party size). The characters can
City. Luxury high-rises have been built nearby, and the
“Where is it!? You’ve lived here all this time. Where are the Environmental Effects: Cover is easy to obtain. All armor class
notes before I kill him!” against ranged attacks is treated as under partial cover.
mementos will allow the Maniac to perhaps kill one of the shared with the party.
Reborn, but if not, her ritual still gets one step closer. Vee’s handwritten notes near Top Dollar’s swords with
Zug’s Pawnshop is the new Gideon’s from The Crow (1994). a question. “One of these swords killed Eric Draven,
Almost all the merchandise contained within is acquired right? Are personal weapons more effective against these
by illicit means and sold at rock-bottom prices. Never souls?”
shut down by Detroit Metro, few businesses wish to be Any cursory investigation (no check needed) of the
associated with the shop, and each side of the strip mall pawnshop’s paperwork uncovers Vee’s ledger over where
and warehouse is abandoned (contained within are the she acquired each item in the store. The characters learn
pawnshop’s overflow messily piled). Characters utilizing the scope of Vee’s tragedies globally if they uncover
the abandoned stores during this encounter can spot this information.
the explosives and barrels of gasoline planted by Vee’s
A burner phone on the Maniac allows the party to call
mercenaries with a timer set for Devil’s Night.
Vee once.
Historically, Zug’s Pawnshop has secretly been operated by
This encounter begins when the characters arrive at
Vee for years. She’s collected trinkets and mementos of the
the pawnshop located on Jefferson. Identifying that the
tragedies she’s caused around the globe. A place to store
71
Maniac is inside requires no roll: The Maniac and four The Maniac is unstable when confronted with their assigned
Club Trash punks are trashing the place while pausing character, and risks freezing up in horror and losing their
to drink and celebrate. They each take delight in reading action. If this happens, the Club Trash punks try to grab
aloud a newspaper story about an object before destroying the Maniac and pull them out of the encounter. If any
it—relishing in the pain that was caused. Based on when memento from a character is destroyed during this fight,
the party arrives, the Maniac and crew can be just getting that character must make a Wisdom saving throw or suffer
started, or are thoroughly intoxicated and perhaps partied a level of Exhaustion. This bypasses the Reborn Body talent
the night before. In either case, the Maniac and the punks and establishes the importance of mementos to the Reborn
are oblivious to the arrival of the characters. characters. Once the enemies inside are defeated, let the
Roll initiative to determine order before letting the party equip themselves and gain access to the information
characters enter. The party has the bandwidth in this above. Calling Vee results in the following dialogue:
encounter to determine multiple points of entry without “You didn’t think you were special, did you? How vain of you
affecting the scene inside, but if the party needs a nudge to think that this entire scenario is about YOU. This is about
to move faster: Have the Maniac hold up an item important what happened to US. I’ll make you a deal. Look to that little
to a character. Once inside, the Maniac and the punks are animal fluttering by you, pull out your gun, and shoot it. If
aggressive if they have the upper hand and attempt to you crawl back in your grave, I’ll make sure your family is
flee should they not—taking a sword or object with them. financially taken care of. Otherwise, look around and see
In all cases for this combat: If an enemy holds a memento how determined I am to right what happened to Allie. Let’s
important to a character, then each of that enemy’s attacks work together and finally hold the ones responsible for all
automatically counts as a critical hit. this death accountable—the spirits. THEY did this to you.
Not me. I’m just a go-between.”
Soothsayers, or other characters who investigate
the warehouses, come across Vee’s
explosives. Preventing and disarming
this makes their final showdown battle
with Vee a little easier. However,
letting the pawnshop stay open
means their tragedies are
commodities for profit, and Vee
maintains her collection beyond
the scope of this adventure.
THE DIABOLICAL:
ELMWOOD CEMETERY
Potential Enemies: The Diabolical
(p. 96),
elite mercenaries (p. 94).
Rewards: Information, revenge,
spirit feat.
Environmental Effects: Open
graves make movement
difficult. This entire area counts
as difficult terrain. Additionally,
when confronted with a Reborn
character, the Diabolical gains
renewed faith in their occult
efforts and gains access to the
Drain Soul attack.
Important Rooms:
Myca’s mausoleum.
72
The Diabolical has been given one of Vee’s most important threshold. Roll initiative to establish the order for when
missions: Acquire a hand from Myca. Unlike the other combat truly begins. Initially, three elite mercenaries are at
enemies, the Diabolical is fully aware of Vee’s plans to work within the cemetery with a fourth waiting in a van for
bring back her sister and has pieced together Vee’s global when the deed is done. If the characters are still trailed by
conspiracy. As such, the Diabolical willingly carved out their hired spies, then these mercenaries are actively watching
own eye for Vee and provided guidance to her on a backup for the characters when they arrive. Otherwise, allow the
plan for her ritual. Neither Vee nor the Diabolical fully need party a chance to make Dexterity (Stealth) checks while
Myca’s hand—which grasped the spirit of vengeance as she the mercenaries continue to dig up another grave (two are
died—but both believe that Myca’s hand will allow them to digging, one is standing guard).
reach across the veil of death. Given the belief surrounding Given the long distance between the entry and Myca’s
this case, Vee has dispatched elite mercenaries to assist in mausoleum (more than 200 feet), this encounter is likely
this encounter. to be a gunfight. Each round of combat where guns are
Elmwood Cemetery is located in a nicer area of Motor City. fired risks the police being called to the scene by those
Outside of the historic gothic cemetery, a quaint nightlife walking past outside (at the GM’s discretion). Once combat
and riverwalk exist where citizens blissfully ignore the grim begins, one mercenary attempts to pull the Diabolical
festering beneath their city. The large cemetery is quiet at out of the mausoleum to escape, to no avail—that merc
night behind the wrought-iron fences with ample room for is visibly sacrificed by the Diabolical with his ceremonial
exploring. Unfortunately for Vee, the Diabolical has plans of blade that glistens against flickering candles of an ongoing
their own, and has spent much of their time here directing ritual inside.
the mercenaries to dig up the graves of others killed by Eric The Diabolical could very well be roleplayed in a sinister
Draven. By the time the party has arrived, the Diabolical is fashion, discussing the nature of the occult as the party
inside Myca’s mausoleum attempting to conduct a ritual of gets close. Use the notes from Session Zero to improv the
their own—one they believe can grant them immortality. Diabolical based on their association with the character.
Historically, the bodies dug up represent what remains from Ultimately, the characters likely encounter their first true
Eric’s rampage in the original Crow movie. Tin Tin, Skank, occult villain when the Diabolical gains access to their Drain
T-Bird, Top Dollar, Myca, and many killed in the original Club Soul attack. Within the cemetery, whenever the Diabolical
Trash massacre are buried here along with their memories. utilizes this attack, all characters feel as if the souls trapped
Each corpse has long since withered, buried without any of in hell are cheering.
their possessions. Each of their souls burn in hell, and the Before any police arrive, the final elite mercenary in the
bodies have no chance of returning from the grave—but any van attempts to sneak in during the fight to acquire what
Reborn character certainly feels the oppressive hatred and Vee needs and flee the scene. If characters are able to
eyes upon them while exploring the cemetery. Laying the bug, follow, or use talents to tail this final villain, they are
Diabolical to rest and successfully killing the mercenaries lead unknowingly to the Cathedral of St. Paul, where Vee
has an impact on the showdown encounter in Act Three, but is setting up for Act Three. Regardless, when the Diabolical
the characters immediately gain the following rewards: perishes, their laughter will echo throughout the cemetery
Access to ritual components to complete ritual magic. before suddenly turning into a shrieking scream as multiple
A burner phone from the Diabolical which allows a crows and ravens descend from nearby trees to attack
conversation with Vee. the corpse.
The Diabolical reveals in their death that this is not The Diabolical was perhaps close to unlocking a mystery
the end, and that each step forward on their path of they shouldn’t have.
vengeance brings Vee closer to hers. Calling Vee via the burner phone results in the
A DC 15 Wisdom (Perception) check, or a Soothsayer following dialogue:
character, gleans that souls killed by the hands of a “History always holds many secrets. Can you imagine
Reborn are sent to hell, where only a spirit of vengeance that our ancestors dealt with this daily? They knew magic
can return them—and that there is real occult power to be existed and how to wield it. We forgot it through willful
had. The flash of insight earned about the afterlife helps ignorance and convenience. You and I? We stand at the
refine the characters’ talents. Pick a feat to grant the precipice of forgotten power—power I was willing to let fade
characters at the GM’s discretion (the Spirit Bond feat is into the annals of the old world. You, however? You just can’t
highly recommended for non-Reborn characters). let a grudge go, can you? Cry some more tears for the dead,
When the characters arrive at the cemetery, impress upon why don’t you?”
them the chilling effect for Reborn once they cross the
Rewards: Revenge, hope (inspiration tokens). When the characters arrive at the old Detroit station, the
players might feel hesitant to engage with a police station.
Environmental Effects: Stealth checks are made with Doing so would be a massive risk. To put your players’
disadvantage because of security cameras and
minds at ease and allow their characters to progress, a
security systems.
social challenge can take place outside of the building. To
Important Rooms: Holding cell 6, detective hall. the far right of the building in an alleyway, two detectives
Not all members of Vee’s captured enemies play fair, and are easily seen smoking while sipping on burned, black
the Dishonorable certainly fits that bill. Furious over having coffee. Officers Hudson and Penney have already taken
their eye removed and holding a vendetta against Vee, the Dishonorable into custody by the time the characters
the Dishonorable is the one villain who attempts to seek arrive, and they argue about what the brass will do about
federal protection in bringing down Vee as a key witness. such an accusation. Penney mutters loud enough for any
Rather than play along with Vee’s sick and twisted game, character to hear her. A DC 19 Wisdom (Perception) check
the Dishonorable seeks to clear their name—and place results in the character noticing a case file in Hudson’s
themselves in a spot the Reborn could never touch them. hand with the Dishonorable’s photo inside.
Or so they believe. “Frankly, I think we should let the bastard rot. Think we’d
The Old Detroit Police Headquarters has seen better days. get into trouble if we chucked their corrupt ass back into
Located at 1300 Beaubien, this weathered brick building Club Trash where they belong?”
is a shell of its former self (in part from Vee’s financial What could follow is a potential social encounter where
planning). The city built a new casino and the financial some members of the party engage with Hudson and
backers all mysteriously vanished. Rather than let the Penney to find a backdoor or learn about what they know.
money go to waste, the city relocated Detroit Metro to The officers aren’t particularly keen on just letting the
the new casino given its robust security. The only cops characters walk in and commit murder, but they can
remaining at the old Detroit station are those nearing be persuaded into some rough interrogation. Let the
retirement who’ve seen everything the city has to offer and party use any social skill or abilities they have during the
refuse to play politics. As such, unsolvable cases are sent conversation. If the party succeeds on three DC 17 rolls
here to keep the main department looking like a success before failing on three rolls, then Hudson and Penney
story for good press. politely ask for some time alone inside. Several detectives
Historically, the Dishonorable may have thought they would then collectively decide it’s time for a dinner break and
find like-minded and jaded cops willing to turn a blind eye close down the station—leaving the door unlocked.
and rally around their cause. Unfortunately for the villain, Unbeknownst to both the party and the cops, Vee has
Detective Carl Wincott’s and Darryl Albrecht’s actions in the dispatched two hired spies to assassinate the Dishonorable.
past galvanized and inspired many of the detectives within The hired spies are moving around the station incognito,
to bring proper justice to those who actually deserved it. looking for their target in holding cell 6. In an empty station,
75
Other corrupt officers do exist, and at least gave the So, the Creep has gleefully accepted the assignment at
Dishonorable a fighting chance by letting them keep the abandoned United Community Hospital—a sprawling
their full set of equipment. Roll initiative and engage in complex filled with nightmare fuel. Their goal is to retrieve
the combat but interject each round with an Intimidation any medical records relating to Shelly Webster. Shelly
(Charisma) check opposed by Insight (Wisdom) against was Eric Draven’s fiancé and was the entire reason Eric
the party. If the Dishonorable wins, the character failing crawled back from the grave in 1991, and her autopsy
the check has disadvantage on all attacks against the holds emotional relevance for Vee’s ritual. Like the other
Dishonorable during their next turn. The Dishonorable encounters, Vee has layers baked within her agenda. She’s
attempts to scare the characters into believing that Vee dispatched four elite mercenaries to retrieve the body
can’t be stopped without him being turned in. Will one of her twin sister, Allie, which she has kept stored in the
character walk away from their personal revenge to make abandoned building until an opportunity like this arose, but
Vee suffer later? to also plant the charges so that the building is blown sky
Once the characters have made their choice and the high on Devil’s Night.
scene is finished one way or another, allow them to leave Historically, United Community was a hospital that treated
the station. If the characters took advantage of the social countless victims of violence and those without insurance.
challenge, then Hudson and Penney left a burner phone During the height of Motor City’s Devi’sl Nights, the hospital
and a case file on their desk with a sticky note question became an unprofitable enterprise, and the owners simply
about the characters’ unsolved murders. Gaining this phone closed it down in 1993, abandoning it entirely in place. The
(or triggering a phone call with Vee via landline) results in state of Michigan tried to find buyers over the years, but
the following Vee dialogue: always failed. Without any investors willing to clean the
“Can’t trust anyone these days, can you? Then again, you building properly, these haunted halls remained vacant
trust someone, don’t you? Perhaps the person to your left or and eventually condemned in 2006. Now a wretched place
your right? Shared trauma is something of a mutual bond, for biohazard waste and horror, the memories of pain
I hear. But let me ask you. Did you hesitate to kill ‘em? Was and stories of victims remain entombed within its walls.
there a moment of doubt? Your only path to rest lies by Soothsayer and Reborn characters might catch glimpses
killing those who’ve wronged you. What happens to your that this hospital exists in both the afterlife and current
little group if I pinch one of these targets for myself?” world—a prison for pain that festers into the real world. If
the party is successful in stopping the Creep, then they can
If the characters did not locate the hired spies and did not
earn the following benefits:
kill the Dishonorable in this scene, they hear the hallowed
A burner phone used for a one-time call with Vee.
sounds of gunfire from the cell block. Returning only yields
that someone filled the Dishonorable with lead in every The Creep’s files and computer with notes on Vee and her
organ. If the characters let the Dishonorable live, and sister Allie.
stopped the hired spies, then the Dishonorable is eventually Locating Shelly Webster’s room grants the characters the
extorted by Vee again and falls under her sway to create benefit of a long rest by granting a strange sense of calm
more tragedies. and peace that washes over the characters.
Location and video footage of Vee’s current whereabouts
THE CREEP: (see Act Three).
UNITED COMMUNITY HOSPITAL Pulling into the Community Hospital easily reveals the
Potential Enemies: The Creep (p. 97), elite mercenaries presence of Vee’s agents. A Club Trash marketing van, two
(p. 94), Club Trash punks (p. 95).
Jeeps, and three banged-up cars are parked at the front
Rewards: Revenge, extortion. door. Occasionally on the third floor, a flashlight gives tell
Environmental Effects: Pervasive darkness and long that someone is moving through the hallway. It becomes
shadows limit vision. Without power to the building, there quickly apparent to the characters that there are no
is no ambient light, and the hospital is incredibly dark. lights within the hospital and no stationed guards looking
Additionally, If the Creep is confronted or sees a Reborn for the characters either. Investigating the parked cars,
character, they stop their actions and flee the scene. they uncover barrels of gasoline and timed explosives,
Club Trash punk belongings, and verifiable evidence of
Important Rooms: Records office, Shelly’s operating room.
the Creep. The evidence comes in the form of personal
The Creep may be among the weakest of personal items, photos, and more, all tied to the character to which
enemies, but they take special pleasure in their work. The the Creep is assigned. Once the party is ready to head in,
pain inflicted by Vee in removing their eye has made the
Creep infatuated with the revenge-drunk mastermind.
If all six Club Trash punks are eliminated and the party still Tip over one tank that will cause a chain reaction to tip
has not split up enough for the Creep to engage in combat, over every other canister.
they attempt to flee the hospital in a hurry. A successful
DC 13 Wisdom (Perception) check allows the characters to Cleanroom Locking Doors
hear a clatter on the first-floor hallway followed by several You find yourself trapped between two autolocking doors
swears. The party chases down their terrified enemy in for biohazard containment and no power in the building to
whatever method they see fit. A Foot Chase, Hospital table trigger the release.
has been included below for complications.
Challenge. Intelligence (Security) or Strength.
79
closure. It would be a shame if you missed yours.” Let Vee If the characters wish to call or check in on their loved ones,
directly tell the characters where they are headed. they can at this point, but it is up to the GM’s discretion
Make sure the characters have had a long rest and are if they are still alive or held hostage. Each character’s
fully recovered before engaging in the climax. Vee’s backstory created during the Intro provides a frame of
combat is challenging given all her information and the reference for how dark Prayers of the Past becomes. Vee
Mastermind abilities at her disposal. has the means and methods to strike globally and hurting
the characters before they even begin fighting is certainly
Reference Vee’s Smart Hero Mastermind plans for the
within her wheelhouse. Holding the player’s backstory allies
encounter in the Everyday Heroes Core Rulebook. Her stat
at this point can provide extra motivational fuel for the
block is found in the appendix section of this book. You’re
party, if any more is needed at this point.
Doing It Wrong (allowing an ally of Vee’s to reroll an
attack) and I Lured You Into Danger (an impromptu trap Once the party is ready to head to the Cathedral of St. Paul,
that deals 6d6 damage) are her favorites. they will get one final chance to defeat the hired spies that
have tailed them throughout the adventure. The below
If Myca’s hand was delivered to Vee during the Act
encounter is optional and should only be used if the spies
Two (Diabolical) encounter, then she gains one free are still in play. If it’s not needed, then skip to the main
use of Life Has No Meaning without restrictions during
encounter further along.
the encounter.
If Vee’s squad has access to Top Dollar’s swords from the
OPTIONAL ENCOUNTER —
Act Two (Maniac) encounter, then melee attacks from
Vee cannot have her damage reduced or their health
THE ROAD TO HELL
The hired spies might have had multiple encounters with
recovered by Reborn characters or their allies.
the party throughout the adventure, and whenever they
Once the above checklist is accounted for, the Bridge can are confronted, they turn tail and run. Tonight is different.
finally play. Vee’s motives for this fight are both occult and Getting to the Cathedral of St. Paul can be done in a variety
material in nature. She is seeking to either kill the spirits as of ways (with even more options for those with supernatural
her own revenge, or for the characters to kill her—hoping gifts), and the spies finally engage in combat.
she tried enough ritual magic so that Allie will return from
Begin this encounter with both spies making Wisdom
the dead at sunrise. Various outcomes of the encounter are
(Perception) ability checks with a +4 modifier against the
detailed further in the Outro. Since Vee is a fanatic, she is
party. One spy is parked outside in a tan SUV down the
unlikely to be swayed by empathy or reason, but a social
street from the characters, looking for any sign that the
encounter where Vee survives should be possible if the
party leaves their abode. The other spy has set themselves
Creep’s laptop has been acquired and the party knows the
up with surveillance equipment inside a nearby building to
full information about Vee’s sister.
scout the party. If the characters do not specifically utilize
When you are ready to set the stage for Act Three, read the Stealth or a means to hide their movement, the spies spot
following text for your players as a general narrative to them on a successful DC 10 check. The spies themselves
kick the evening off: can be spotted with a DC 15 Wisdom (Perception) check.
“Devil’s Night in Motor City. Once a feared holiday, Once the party is on the move, roll initiative. The spies
and now nothing more than a pastime for anarchists give aggressive pursuit to the party in whatever means of
clinging to old traditions in twisted irony. If any sign travel they are taking. For parties driving or taking a taxi,
was needed that Vee has changed the game, today is the spies each have their own vehicle and attempt to crash
that day. Waking to news reports from around the world, or delay the players. For parties running on foot, rooftop,
fires reduce buildings to ash in major cities across the or even taking public transportation, the spies engage on
globe. A temple in Hong Kong, an explosion in Sydney, foot, openly shooting at the characters whenever they are
an arson in St. Paulo, and more chitter through the within range.
airwaves. The news sees them each as separate acts Vehicle chase, crash rules, and damage effects can be
rather than a global conspiracy. A mere revival of a long- found in great detail within the Everyday Heroes Core
standing tradition taken to new heights. You know the Rulebook, but for a quick and dirty vehicle chase scene:
truth. Many of the locations burned are sites connected The driver of each vehicle must make a DC 15 Dexterity
to great tragedies—even your own. The apartments and (Vehicles) check for stunt driving through Motor City. A roll
houses of your friends flicker in flames upon local news less than 10 results in a crash and 28 (8d6) bludgeoning
networks, along with the buildings your tragedy took damage to those within for mid-speed driving. The spies
place near. One can of gasoline at a time, Vee is erasing attempt to run the characters off the road until either party
your past in a glorious tribute to her future.”
Vee constantly attempts to keep track of the characters’ “Can you, just for a moment, imagine how much pain is in
spirits throughout the combat. Always consider Vee the world? There is no feasible way for you to right every
actively searching for them so she can either shoot, stab, wrong, or even undo what was done to you, is there? So can
or grapple the animals. you blame me for retaliation? It was nothing personal, what
fate I purchased for you, just a means to an end. That’s
If there are still personal enemies in play during this
all we all are when the light fades—a means to an end in
encounter, they do not last long. By the fourth round
an endless cycle of love and hatred. Well… at least I’ll rest
of combat, Vee murders them herself to deny the
knowing that death isn’t the end. Shame I didn’t invest in
characters’ revenge.
buying souls in hell a little earlier, eh?”
Characters entering the rafters of the main altar room
Concluding Vee’s Revenge. Before the Outro, allow the
risk triggering traps and trip wires set previously. Any
characters to sit with the events that have transpired.
time a trap is triggered above, Vee cheers and attempts
Several characters might have perished during this fight,
to close the distance on the fallen target to end their life.
and the remaining ones are certainly injured. Vee’s minions
Throughout the combat, Vee gladly engages in dialogue and Club Trash punks continue to light fires around Detroit
with the party while exchanging gunfire or swordplay, in one final night of revelry. For successful characters,
and she is thrilled to be doing so. Her mood is a mix of allow them the honor of fading back into the night with the
adrenaline and snark over the absurd lengths she’s gone to sounds of emergency sirens racing throughout the city.
in order to achieve her goals. Freely allow characters and Let each Reborn know that they only have a few hours left
Vee to engage in snappy dialogue without need for actions. before returning to the grave and proceed to the Outro for
the closure of Prayers of the Past.
GM TIP: Unsuccessful characters, or even a total-party-kill, does not
Roleplaying Vee during this fight is a fantastic way to bring spell the end of this adventure either. Wind the scene down
everything back to Session Zero. Have Vee remind the characters carefully and let each character have their final seconds
of what exactly happened to them and how much their lives were alive as Vee and her mercs descend upon their bodies as
worth to those she hired. Vee didn’t even need to hire their killers the church continues to burn. Vee’s final words to the dying
directly, three holding companies did it for her. Snarky comments characters are:
like “If you really want revenge, go take it up with the
“Well, would you look at that. Money can buy you
Swedish Banking System,” are in line with her mindset—even everything. Good looks, plenty of sex, ancient history, and
though she pulled the strings. Bringing the dialogue back to the
apparently—immortality. I want you to know that this was
characters origins will help the story feel more complete.
nothing personal. What I did to your family and friends
Some parties may wish to appeal to Vee during their social was just a means to an end. An end you couldn’t even grant
actions and convince her that this quest is absurd—and that me. This may sound ironic as shit given our situation…
her sister will never return. Bringing up Allie to Vee and but I was kinda banking on you killing me. What REALLY
making a compelling in-character argument should always sucks about this now, is I’ve got to start this process all
be accompanied by a Charisma (Persuasion or Intimidation) over again. It took seven years to finally get someone like
check opposed by Vee’s Wisdom (Insight). Success on a you out of the grave.” Vee sighs. “At least next time I have a
check results in Vee losing a reaction that turn and getting leg up thanks to this little animal’s eyes. I might have more
flustered briefly, but she resumes the offensive after. Only time on this Earth than I originally planned… so I guess…
after four rounds of successful social rolls does Vee break you’re fired.”
down in tears and drop her sword, ending the encounter Highlight the sound of emergency sirens in the background
and accepting her fate. and the soft white light that embraces them while they
After the party has managed to bring Vee down and burn fade—followed by a gut-wrenching call that their journey
through her various Mastermind abilities and “disposable” is not over yet. For remember, death is not the end any
mercenaries, this encounter enters its resolution. longer. Proceed to the Outro for a potential ending if Vee is
entirely successful.
you could use for each of them. Judah is a sadist (See p. 89).
Sybil. Sybil is included as a player character in the Key
The Crow Characters section on page 101, but as an enemy she
These villains opposed Eric Draven during the events of The could also be a witch (See p. 89).
Crow.
T-Bird. The leader of the gang that killed Eric and Shelly, HUMANS
T-Bird is an arsonist (see below).
Funboy. A drug-pusher and morphine addict, Funboy is a Arsonist CR 1
gangster (see Core Rulebook). Medium person (human)
Skank. This nervous scumbag is a mugger (see Core Defense 13
Rulebook). Hit Points 22 (4d8 + 4)
Armor Leather Jacket (+2 save bonus, AV 1)
Tin Tin. This knife-throwing murderer is a knife juggler
Speed 30 ft.
(See p. 88).
Gideon. A local pawn shop owner, Gideon is a civilian (see
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 14 (+2) 11 (+0) 12 (+1)
Core Rulebook) armed with a double barrel shotgun.
Top Dollar. The big crime boss of Detroit, Top Dollar is a Skills Intimidation +3, Physical Sciences +4, Security +4,
gang leader (see Core Rulebook). Stealth +5, Streetwise +4
Senses passive Perception 10
Grange. Top Dollar’s sidekick and voice of calm logic,
Roles Support
Grange is a mob lieutenant (see Core Rulebook.)
Equipment Salon flamer (hair spray and a lighter), 2 Molotov
Myca. Top dollar’s half-sister with whom he has an cocktails, can of gas, matches, pack of smokes, street
incestuous relationship, Myca is a witch (See p. 89). clothes, pocket stuff
Actions
The Crow: City of Angels
Multiattack. The Arsonist makes two attacks.
These villains opposed Ashe Corvin during the events of
Salon Flamer. Melee Attack: +5 to hit, PV 0, reach 5 ft., one
The Crow: City of Angels.
target. Hit: 5 (1d4 + 3) fire damage and the target must
Curve. A high-ranking member of Judah’s gang, Curve is succeed on a DC 13 Dexterity saving throw or become
an enforcer (see Core Rulebook). Burning. The DC to put out this fire is 12.
Molotov Cocktail (2/Long Rest). Ranged Attack: +5 to hit, PV
N/A, range 40/80 ft. Hit: 5 (1d4+3) fire damage (ignoring
THE CAST 87
armor) and the target is lit on fire. Each other combatant
within 10 feet of the explosion must make a DC 13 Dexterity
saving throw, taking 2 (1d4) fire damage (ignoring armor)
on a failed save, or half as much on a successful one. A
combatant that fails this save is also Burning. The DC to put
out these fires is 12.
If this attack misses, treat it as if it were a thrown explosive
attack. The Arsonist can also choose to treat this attack
as a thrown explosive attack as normal, targeting a space
instead of a combatant.
Knife Juggler CR 2
Medium person (human)
Defense 15
Hit Points 31 (7d8)
Armor –
Speed 35 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 11 (+0) 10 (+0) 14 (+2) 15 (+2)
Serial Arsonist CR 3
Medium person (human)
Defense 15
Hit Points 52 (8d8 + 16)
Armor –
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 16 (+3) 13 (+1) 14 (+2)
THE CAST 89
Actions This corpse has been animated by fel magic, following the
Multiattack. The Sadist makes two attacks. commands of its dark master or simply waiting to attack anything
Whip. Melee Attack: +7 to hit, PV 0, reach 15 ft., one target. that comes near it.
Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) psychic
damage and the target must make a DC 15 Constitution
saving throw or be Sickened from pain until the end of Cerberus Hound CR 2
the sadist’s next turn. While Sickened in this way, a target Medium monster (spirit)
is also Distracted.
Defense 12
This sadist is an expert in inflicting pain, causing suffering well Hit Points 19 (3d8 + 6)
beyond the physical harm caused. Armor –
Speed 40 ft.
STR DEX CON INT WIS CHA
SPIRITS AND CREATURES 14 (+2) 14 (+2) 14 (+2) 5 (-3) 13 (+1) 8 (-1)
In the world of The Crow, most spirits are subtle, influencing
the world through agents rather than acting on their own. Skills Perception +3, Stealth +4
In the movies, the crow spirits that accompany the Reborn Senses passive Perception 18, Nightvision
will sometimes fight, if necessary, but most often they Roles Killer, Melee
act merely as guides. In a Crow-based game of Everyday Guard Dog. An enemy provokes an opportunity attack from
Heroes, however, the GM may wish to include spirits with a the Cerberus Hound when that enemy moves while
penchant for a bit more direct intervention. Listed here are within the Hound’s reach, even if the enemy does not
such spirits, which you can use as supernatural adversaries, move away.
or perhaps allies should the story demand it. This is not Rend. If the Cerberus Hound hits an enemy with at least
an exhaustive list of everything the underworld contains, two attacks during its turn, the Hound can automatically
but these are the most likely to be encountered in the deal 7 (2d6) piercing damage (AP 1) to that target as a
mortal realm. bonus action.
Spirit of Death. The Cerberus Hound does not fall
Corpse Puppet CR 1/4 unconscious or die when it is reduced to 0 hit points, and
Medium monster (undead) it does not make death saving throws normally. Instead,
the Hound’s movement speed is halved, and it has
Defense 8 disadvantage on attack rolls while at 0 hit points. The
Hit Points 22 (3d8 + 9) Hound can still die, and it still suffers death saving throw
Armor – failures when it takes further damage.
Speed 20 ft. Three-Headed. The Cerberus Hound can take up to three
STR DEX CON INT WIS CHA reactions during each round, but still only one per turn,
15 (+2) 6 (-2) 16 (+3) 5 (-3) 6 (-2) 1 (-5) and it has advantage on Wisdom (Perception) checks
and on saving throws against being Blinded, Deafened,
Senses passive Perception 8 Frightened, Stunned, or knocked Unconscious.
Roles Melee, Hulk
Actions
Undead Fortitude. If damage reduces it to 0 hit points, the Multiattack. The Cerberus Hound makes three bite attacks.
Corpse Puppet must make a Constitution saving throw Bite. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. Hit: 5
with a DC equal to the damage taken, unless the damage (1d6 + 2) piercing damage.
is from a critical hit. On a success, the Corpse puppet
drops to 1 hit point instead. Hounds of the underworld, these three-headed dogs often
Undead Nature. The Corpse Puppet cannot be Frightened, accompany gorgons should they travel to the mortal realm. They
Paralyzed, Sickened, or Stunned, and it cannot gain may also be summoned into the world by those familiar with the
level of Exhaustion or Intoxication. It is immune to realms of death.
poison damage.
Actions
Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
They are immune to poison and illness, although a poison or illness already in its system is suspended,
not neutralized.
THE CAST 91
Shapeshifter. As an action, the Gorgon can change its form
into that of a normal human or back to its true form. The
Gorgon’s human form resembles its true form but altered
to appear fully mortal. The Gorgon cannot choose a
different face or take the form of an existing human. Its
statistics remain the same while in human form, but it
cannot use its Petrifying Gaze trait or Snake Hair attack.
Spirit of Death. The Gorgon does not fall unconscious
or die when it is reduced to 0 hit points, and it does
not make death saving throws normally. Instead, its
movement speed is halved, and it has disadvantage on
attack rolls while at 0 hit points. It can still die, and it
still suffers death saving throw failures when they take
further damage.
Actions
Multiattack. The Gorgon makes two attacks.
Snake Hair (true form only). Melee Attack: +5 to hit, PV 1, reach
5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 14
(4d6) poison damage.
Unarmed Strike. Melee Attack: +5 to hit, PV 1, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
THE CAST 93
Life Has No Meaning. As a bonus action, Vee can callously Actions
kill any creature within range and that is at 3 or less hit Unarmed Strike. Melee Attack: +4 to hit, PV 1, reach 5 ft., one
points with an attack of her choosing. This action can be target. Hit: 4 (1d4+2) bludgeoning damage.
used during Ignore the Pain. Concealed Pistol (8 rounds; bonus reload). Ranged Attack:
Actions +4 to hit, PV 2, range 100/200 ft., one target. Hit: 6 (1d8
Advanced Combat Training. Vee makes two attacks. + 2) ballistic damage, or 7 (1d10 + 2) ballistic damage if
Assault Carbine (30 rounds; bonus reload). Ranged Attack: +8 wielded in two hands.
to hit, PV 3, range 800/1600 ft., one target. Hit: 8 (1d12 + 2)
ballistic damage, or 15 (2d12 + 2) ballistic damage when
Elite Mercenary: Vee’s Personal Guard CR 3
using burst fire. Medium person (human)
Rapier. Melee Attack: +8 to hit, PV 1, reach 5 ft., one target.
Defense 14
Hit: 9 (1d8 + 5) piercing damage. If Vee has Top Dollar’s
Hit Points 39 (6d8 + 12)
sword, damage reduction from Reborn talents does not
Armor Heavy Ballistic Vest (+2 save bonus, AV 4, Ballistic)
activate against this attack.
Speed 20 ft. (30 ft. without shield)
Rocket Launcher (1/Long Rest). Each creature within 10
feet of a point within 2,000 feet that Vee can see must STR DEX CON INT WIS CHA
make a DC 13 Dexterity saving throw, taking 36 (8d8) 14 (+2) 16 (+3) 15 (+2) 10 (+0) 13 (+1) 11 (+0)
explosive damage on a failed save, or half as much on a Saves Con +4
successful one. Skills Athletics +4, Intimidation +4, Perception +3,
Reactions Vehicles +5
Affluenza. As a reaction, when an enemy targets her with Senses passive Perception 13, Nightvision
an attack, Vee can redirect the attack to any ally within 5 Roles Killer, Ranged
feet of her that is on her payroll. The attack targets that Equipment Pump-action shotgun, tactical shield, flashbang
ally instead of her. grenade, smoke grenade, night vision goggles
Saves Dex +5
Skills Athletics +5, Insight +4, Perception +4, Security +3,
Stealth +5, Streetwise +4, Vehicles +5
Senses passive Perception 14
Roles Killer, Shadow, Ranged
Equipment Concealed carry pistol, custom knife, suit,
pocket stuff
THE CAST 95
It’s Not Personal (1/Turn). The Professional deal an extra Drain Soul. Melee Attack: +4 to hit, PV N/A, reach 5 ft., one
10 (3d6) damage when it hits its assigned target with a target. Hit: 8 (2d8) cold damage (ignoring armor). The
weapon attack. The Professional gains its assigned target Diabolical heals a number of hit points equal to the
at the start of an adventure, and it cannot be changed. damage dealt.
Surprise Attack. The Professional has advantage on Reactions
attack rolls against a target that has not acted yet Sacrifice. The Diabolical can makes a Ceremonial Blade
during combat. attack as a reaction whenever any combatant it is aware
Actions of is reduced to zero hit points while within 30 feet of it.
Advanced Combat Training. The Professional makes two
attacks. If the first attack hits, the Professional may forgo Personal Enemy: The Maniac CR 2
its second attack to cause its first attack to become a Medium person (human)
critical hit.
Custom Knife. Melee or Ranged Attack: +5 to hit, PV 1, reach
Defense 10
5 ft. or range 30/60, one target. Hit: 5 (1d4 + 3) slashing
Hit Points 32 (5d8 + 10)
damage. On a critical hit, the target is Blinded for 1
Armor -
minute. A target can make a DC 13 Constitution saving
Speed 30 ft.
throw at the end of each of its turns, ending the effect on STR DEX CON INT WIS CHA
a success 17 (+3) 10 (+0) 15 (+2) 8 (-1) 7 (-2) 8 (-1)
Concealed Pistol (8 rounds; bonus reload). Ranged Attack:
Saves Con +4
+5 to hit, PV 2, range 100/200 ft., one target. Hit: 7 (1d8
Skills Athletics +5, Intimidation +3, Streetwise +2
+ 3) ballistic damage, or 8 (1d10 + 3) ballistic damage if
Senses passive Perception 8
wielded in two hands.
Roles Hulk, Melee, Killer
Equipment Large agonizing thing (table, stop sign, etc.)
Personal Enemy: The Diabolical CR 3
Kill the Pain. All critical hits against the Maniac are
Medium person (human)
considered normal hits instead.
Defense 13 A Taste of Murder. The Maniac wants their targets to suffer,
Hit Points 33 (6d8 + 6) but not die. Any attack from the Maniac that reduces a
Armor - target’s hit points to 0 will instead inflict a grievous injury.
Speed 30 ft. The target’s hit points are reduced to 1 instead, but it
STR DEX CON INT WIS CHA becomes Sickened until it regains at least 1 hit point.
15 (+2) 12 (+1) 12 (+1) 13 (+1) 9 (-1) 14 (+2) Crippling Remorse. At the start of its turn, if the Maniac can
see a Reborn character, the Maniac must make on a DC
Saves Wis +1, Cha +4 10 Wisdom saving throw. On a failed save, The Maniac
Skills Acrobatics +3, Deception +3, Insight +1, Persuasion +4 cannot take an action this turn.
Senses passive Perception 9
Roles Killer, Ranged Actions
Equipment Occult texts, Mask of Death, various Advanced Combat Training. The Maniac makes two attacks.
deadly blades Improvised Weapon. Melee Attack: +3 to hit, PV 1, reach 5 ft.,
one target. Hit: 9 (1d12 + 3) bludgeoning damage.
Fanatic. The Diabolical cannot be Frightened, and it has
Bite Fingers. Melee Attack: +3 to hit, PV N/A, reach 5 ft., one
advantage on attack rolls against Frightened targets.
target. Hit: 5 (1d4 + 3) piercing damage (ignoring armor)
Eyes to the Soul (1/Turn). When it hits with an attack, the
and the target drops one item or weapon it is holding.
Diabolical can gaze into the target’s eyes and learn their
fear. The target must make a DC 14 Wisdom saving throw
Reactions
or be Frightened until the end of its next turn. Chase Down. As a reaction, after an enemy moves, the
Maniac can move up to 30 feet toward any combatant.
Actions
Advanced Combat Training. The Diabolical makes
two attacks.
Ceremonial Blade. Melee Attack: +4 to hit, PV 2, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
THE CAST 97
KEY CHARACTERS STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS CHA
20 (+5) 16 (+3)
Presented here are statistics for the most important
characters from The Crow and The Crow: City of Angels. Proficiency Bonus +4
You might include these characters as NPCs in your game, Equipment Proficiencies Basic, Advanced, and Historical
use them as player characters, or simply use them as Save Proficiencies Str +7, Wis +9
reference or inspiration. Skill Proficiencies Acrobatics +6, Performance +7,
Intimidation +7, Stealth +6, Streetwise +9
Skill Expertise –
ERIC DRAVEN
Talents Focus, Concentration, One Step Ahead, Spirit Bond
“It can’t rain all the time.”
(Crow), Reborn Body, Vanish, Deathly Vigor, Advanced
— Eric draven (The Crow)
Combat Training, Greater Deathly Vigor, Improved Bond
Eric Draven is the protagonist of the original Crow film, Feats Ability Score Training: Wisdom x4 (minor), Artful
wherein he was returned to life by a crow spirit to bring Dodger (minor), Fortune’s Fool (major), Punisher (minor)
justice to the gang that killed him and his fiancé. After
Weapons
succeeding at his quest, he returns to rest at the end of
Unarmed. Melee Attack: +7 to hit. Damage: 1d4+3 bludgeoning,
the movie.
PV 1. Properties: finesse, light.
In life, Eric was the lead guitarist for heavy metal band
Equipment
Hangman’s Joke. He and his fiancé, Shelly Webster, lived
Clothing. Leather pants, torn black shirt, leather trench coat
a humble but happy life, living in a crowded apartment
(armored clothing), black boots, electrical tape wrappings
building in Detroit. The two often looked after local urchin
Gear: Photo of Shelly, Shelly’s engagement ring,
Sarah when her mother was too busy doing drugs to take
electric guitar.
care of her.
Weapons: Only what he takes from his enemies.
When local crime boss Top Dollar wanted to relocate the
Vehicle: None.
tenants of their apartment building as part of a plan to start
a massive fire, Shelly organized the tenants against him.
Top Dollar sent a gang in his employ to beat and torture
DARRYL ALBRECHT
her into giving up, but when Eric returned home, things “So many cops, you’d think they
escalated, and the gang killed the couple. were giving away donuts!”
One year later, Eric was revived as a Reborn to take out the — darryl Albrecht (The Crow)
gang one-by-one. After killing the gang members—Tin Tin, Darryl Albrecht, then a sergeant in the Detroit police
Funboy, T-Bird, and Skank—Top Dollar kidnapped Sarah to department, was the officer in charge of the crime scene
draw Eric into a trap, injuring the crow spirit after learning after Eric and Shelly’s murder. A gruff but extremely moral
this weakness from his lover and half-sister Myca. With person, Albrecht accompanied Shelly to the hospital and
the help of police officer Darryl Albrecht, Eric managed waited with her for 30 hours before she finally died. He took
to defeat Top Dollar without his crow-given power and was care of Sarah when he could with Eric and Shelly gone, and
finally able to rest. Sarah’s mother mostly absent. After digging into the crime
These stats represent Eric toward the end the movie, after more than he was supposed to, Albrecht was demoted back
he has learned the full extent of his abilities, but before he to a beat cop.
completes his mission. During the events of The Crow, Albrecht investigates
Eric’s killings of the gangsters, and eventually comes to
Eric Draven Level 9 realize that it is Eric Draven, returned from the grave, who
is responsible. When Sarah is kidnapped by Top Dollar,
Wise | Reborn
Albrecht joins Eric in rescuing her. He is shot in the fight but
Background Counterculture survives his wounds.
Profession Starving Artist (Metal Guitarist)
These stats represent Albrecht during the events of the
Wealth 1
movie but can also be used to represent him before or after
Defense 19
this time.
Hit Points 76
Hit Dice 9d10
Speed 30 ft.
THE CAST 99
Even after his crow powers are stolen by the gang’s leader, Sarah began to have dreams of Ashe Corvin’s death during
Judah, Ashe finishes his mission and is finally reunited with The Crow: City of Angels. She was guided by a crow spirit to
his son in the afterlife. Ashe when he was brought back, in order to guide him and
These stats represent Ashe during the events of The Crow: explain what was happening to him.
City of Angels, after the crow spirit returns him, but before Sarah is once again kidnapped to get to the Reborn, but
his mission is done. is freed by the blind seer Sybil in order to aid Ashe, whose
power is stolen by the villainous Judah. She stabs Judah
Ashe Corvin Level 5 to protect Ashe, but is tragically killed, as foretold in her
painting. Her sacrifice gives Ashe an opportunity to defeat
Wise | Reborn
Judah, fulfilling his quest.
Background Poor Family These stats represent Sarah as she appeared in The Crow:
Profession Trades (Mechanic) City of Angels, or just before. For her stats as a child, see
Wealth 3 Sarah (Child) earlier in this section.
Defense 17
Hit Points 44
Sarah (Adult) Level 5
Hit Dice 5d10
Speed 30 ft. Agile | Scoundrel
Talents Focus, Concentration, One Step Ahead, Spirit Bond Proficiency Bonus +3
(Crow), Reborn Body, Vanish, Deathly Vigor, Advanced Equipment Proficiencies Basic and Advanced
Combat Training Save Proficiencies Dex +6, Cha +5
Feats Ability Score Training: Wisdom x2, Distracting Flourish, Skill Proficiencies Acrobatics +6, Arts and Crafts +5,
Skirmisher Deception +5, Sleight of Hand +6, Stealth +6
Skill Expertise Streetwise +8
Weapons
Unarmed. Melee Attack: +6 to hit. Damage: 1d4+3 bludgeoning, Talents Fast Reflexes, Quickness, Vital Strike (3d6), In The
PV 1. Properties: finesse, light. Shadows, Surprise Attack, Roll With It
PREGENERATED HEROES
On the following pages, you’ll find five 5th level heroes, built using standard hero rules. These
pregens can be used as-is when playing the Prayers of the Past adventure in this book.
You can also use them in any other adventure for 5th level heroes (at the GM’s discretion), or use
them as inspiration when building your own heroes.
Your Time Has Come. When an enemy you are aware of takes
damage, you can enact this plan as a reaction to cause
them to take 5d6 additional damage of the same type.
Life in your city was perfect. You enjoyed a great Weapons. Two concealed carry pistols.
professional career, a partner or two when desired, and Features and Talents
had a debt-free existence—a rarity in the world. Even if Mystical Training. You grew up dealing with the occult. You
your family dabbled in secret societies and occult practices have advantage on Intelligence, Wisdom, and Charisma
to pave a golden road, you didn’t mind. Floating above saving throws against supernatural talents and effects.
the muck and grime that was upon the news, you were Pulling Strings. You gain advantage on Charisma checks to
blissfully unaware that you made the perfect patsy for a receive special privileges like getting backstage access,
frame job. All it took was a simple fix by corrupt cops to tear tickets to a sold-out show, or meeting with a public official.
everything down and blame you for murder. No amount Concentration. When you fail a Wisdom ability check, you can
of money saved you from the legal system. How or where spend 1 Focus to reroll that check. This can only be done
you died, only you know the truth, but it doesn’t change once per ability check.
the burning hatred in your heart for the Dishonorable. One Step Ahead. You can choose not to fall prone when you
They were the ones responsible for destroying your life, Dive for Cover.
and you can not rest until they have looked into your eyes Focus. You have Focus points equal to your Wise Hero level,
once more. which can be spent to use your Concentration talent as
well as talents granted by your class. All of your Focus
Omen of Vengeance Level 5 recharges whenever you finish a short or long rest.
Wise | Reborn Spirit Bond: Snake. You were returned to the world of the
living by a spirit of death to right a wrong or complete an
Background Occult Family unfinished task. That spirit takes on physical form and
Profession Independent accompanies you as an NPC controlled by the GM. The
Wealth 4 spirit does not speak, but it can make simple concepts
Defense 17 known to you, and it can share its senses with you.
Hit Points 34
Reborn Body. Though animate, you are not truly alive. You
Hit Dice 5d10
count as a monster (undead) instead of a person
Speed 30 ft.
(human), but you appear mostly alive. Your heart doesn’t
STR DEX CON INT WIS CHA beat, and you are cold to the touch, but your body is
8 (-1) 18 (+4) 10 (+0) 15 (+2) 14 (+2) 15 (+2) restored from injury, rot, and decay, leaving you with only
scars from the wounds that ended your life.
Proficiency Bonus +3
You do not age; you do not need to breathe, eat, drink, or
Equipment Proficiencies Basic, Advanced, and Historical
sleep; and you are immune to all illness and to poison
Save Proficiencies Str +2, Wis +4
damage. You cannot become Sickened and you cannot
Skill Proficiencies Athletics +2, Deception +5, Investigation +5,
gain levels of Exhaustion or Intoxication. You cannot die
Persuasion +5, Stealth +7
and you do not make death saving throws. Finally, you
Skill Expertise –
have all of the Reborn powers listed below.
Talents Focus, Concentration, One Step Ahead, Spirit Bond: If your spirit bond is broken, you lose access to your
Snake, Reborn Body, Vanish, Deathly Vigor, Advanced Death’s Power, Feel Nothing, and Regeneration powers
Combat Training and you can die, making death saving throws as normal.
Feats Ability Score Training: Dexterity x2, Ability Score In addition, while your bond is broken, you can become
Training: Charisma x2 Sickened and gain levels of Exhaustion and Intoxication,
Weapons and you gain 1 level of Exhaustion every hour until you
Unarmed. Melee Attack: +7 to hit. Damage: 1d4+4 bludgeoning, die as your body rots.
PV 1. Properties: finesse, light. Vanish. So long as you are not in combat and there are
Concealed Carry Pistol. Ranged (100/200) Attack: +7 to hit. no enemies present, you can choose to disappear
Damage: 1d8+4 ballistic, PV 2. Properties: light, loud, semi- mysteriously. Allies and bystanders look away for just a
auto, versatile (1d10). moment and you are gone. You must leave the area, but
doing so leaves no tracks or trace of where you have
Equipment
gone, and you cannot be followed or intercepted. Exactly
Clothes. Tasteful clothing.
how this is accomplished, only you and your bonded spirit
Vehicle. Sports car, car stuff. know. This doesn’t allow you to travel any faster than
normal. It only lets you do so mysteriously.
You always marched to the beat of your own drum. When Limited Immunity. You have an in with the cops. The police
culture went one way, you purposely forged ahead in the will let you off the hook for pretty crimes you commit, and
opposite direction. You fell in with bad crowds at time, but you can avoid punishment for larger crimes so long as
always tried to curb the worst of what you saw—even if they you give up someone else involved.
labeled you a snitch. What you didn’t account for were the Concentration. When you fail a Wisdom ability check, you can
innocent souls who followed your off-beaten path getting spend 1 Focus to reroll that check. This can only be done
caught in the crossfire. The Maniac lashed out when you once per ability check.
least expected it, targeting you and the ones closest to you Focus. You have Focus points equal to your Wise Hero level,
with their crew—for no discernible rhyme or reason. Chaos which can be spent to use your Concentration talent as
like the Maniac got to live, and you were sent to hell? How is well as talents granted by your class. All of your Focus
that fair? The Crow felt your sadness and has given you a recharges whenever you finish a short or long rest.
chance to send the Maniac to their grave, not for you… but One Step Ahead. You can choose not to fall prone when you
for the souls you naively placed in their path. Dive for Cover.
Spirit Bond: Crow. You were returned to the world of the
Omen of Pain Level 5 living by a spirit of death to right a wrong or complete an
unfinished task. That spirit takes on physical form and
Wise | Reborn accompanies you as an NPC controlled by the GM. The
Background Counterculture spirit does not speak, but it can make simple concepts
Profession Snitch known to you, and it can share its senses with you.
Wealth 2 Reborn Body. Though animate, you are not truly alive. You
Defense 16 count as a monster (undead) instead of a person
Hit Points 49 (human), but you appear mostly alive. Your heart doesn’t
Hit Dice 5d10 beat, and you are cold to the touch, but your body is
Speed 30 ft. restored from injury, rot, and decay, leaving you with only
scars from the wounds that ended your life.
STR DEX CON INT WIS CHA
You do not age; you do not need to breathe, eat, drink, or
16 (+3) 8 (-1) 16 (+3) 10 (+0) 16 (+3) 14 (+2)
sleep; and you are immune to all illness and to poison
Proficiency Bonus +3 damage. You cannot become Sickened and you cannot
Equipment Proficiencies Basic, Advanced, and Historical gain levels of Exhaustion or Intoxication. You cannot die
Save Proficiencies Str +6, Wis +5 and you do not make death saving throws. Finally, you
Skill Proficiencies Deception +5, Perception +6, Security +3, have all of the Reborn powers listed below.
Streetwise +6, Stealth +2 If your spirit bond is broken, you lose access to your
Skill Expertise – Death’s Power, Feel Nothing, and Regeneration powers
Talents Focus, Concentration, One Step Ahead, Spirit Bond: and you can die, making death saving throws as normal.
Crow, Reborn Body, Vanish, Deathly Vigor, Advanced In addition, while your bond is broken, you can become
Combat Training Sickened and gain levels of Exhaustion and Intoxication,
Feats Ability Score Training: Constitution x2, Ability Score and you gain 1 level of Exhaustion every hour until you
Training: Wisdom x2 die as your body rots.
Vanish. So long as you are not in combat and there are
Weapons
no enemies present, you can choose to disappear
Brass Knuckles. Melee Attack: +6 to hit. Damage: 1d6+3
mysteriously. Allies and bystanders look away for just a
bludgeoning, PV 1. Properties: finesse, light.
moment and you are gone. You must leave the area, but
Equipment doing so leaves no tracks or trace of where you have
Clothes. Punk clothes, leather jacket (armored clothing). gone, and you cannot be followed or intercepted. Exactly
Vehicle. None. how this is accomplished, only you and your bonded spirit
Gear. Burner phone. know. This doesn’t allow you to travel any faster than
Weapons. Two brass knuckles. normal. It only lets you do so mysteriously.
Features and Talents Crow Bond Benefit: On Wings of Darkness. You gain proficiency
in two of the following skills of your choice: Acrobatics,
Fellow Outcast. As a fellow member of counterculture, you
Perception, Stealth. In addition, you gain damage
have advantage on Charisma checks made to interact
reduction 15 against falling damage.
A global wave of violent crime suddenly lights cities ablaze around the
world in a revival of the forgotten tradition of Devil’s Night. Caught in the
crossfire, you can’t rest until revenge is had. Or rather, you aren’t allowed
to rest until the wrongs committed have been set right. With each body put
in the grave, another fragmented clue is revealed. Then, without warning,
the greatest secret is revealed: You are not alone. Together you must bring
justice upon the one who cracked the mystery of death even if it sets Motor
City ablaze one more time.
Made in China
ISBN 979-8-9865552-6-3
90000>
9 798986 555263
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© 2023 Evil Genius Productions, LLC. All Rights Reserved.
THE CROW™ © 2023, 1994 Crowvision, Inc. All rights reserved. The Crow™ is a trademark of Crowvision, Inc.
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