The Crow Cinematic Adventure - WKDQJN

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A CINEMATIC ADVENTURE

CA 1-01

COMPATIBLE WITH THE SYSTEM


CREDITS
Publisher: D. Todd Scott
Project Manager: Jennifer Barnette
Game Designer: Chris “Goober” Ramsley
Adventure Designer: Rick Heinz
Editor: Matt Click
Layout Designer: Charlotte Irrgang
Cover Artist: David Chen
Interior Artists: Ines Muñoz Diaz, Jensen Sujaya,
Wilson Andres Carreño Guevara, Bhavesh Visram
Map Artist: Tom Cartos, Top Down Maps

© 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.

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,

Chris “Goober” Ramsley


Lead Designer
Evil Genius Games

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 Reborn are tied by their nature to their tasks, which


provides a wealth of adventure opportunity. Soothsayers
COMFORT AND SAFETY
are a perfect vessel for prophetic dreams, allowing you
For the comfort and safety of you as the Game Master
to easily provide heroes with information, or nudge them
and of your players, we want to outline themes in
in the right direction. And each of the spirits in this book
The Crow that may be uncomfortable for some. We
provides its own unique goals and priorities, giving you a
recommend discussing these with your group before
variety of storytelling options. An adventure may revolve
you begin play and ask if anyone has any concerns
around a single Reborn’s quest or weave the goals of many
about how these topics are presented.
spirits of death together into a larger plot. Or you might use
Ž Deadly violence
this world of spirits and magic without any Reborn heroes at
all, delving into other mysteries of life and death. Ž Death and loss

The Crow allows you to tell deeply personal stories, Ž Depictions of abuse, both mental and physical
where heroes confront their trauma and try to bring Ž Drug use, addiction, and overdose
some measure of justice to a world that is otherwise full
Ž General hopelessness
of darkness and evil. It is a setting that lends itself to
introspective and character-driven stories, but also one that Ž Harm to children
allows for heart-pounding action as the heroes combat their Ž Incestuous relationships
many enemies.
Ž Profanity

Ž Sexual violence

THE MOVIES Ž Suicide

“If the people we love are stolen from Ž 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.

6 THE CROW | PART I


PART II: HERO OPTIONS
CULT ESCAPEE
BACKGROUNDS You were indoctrinated into a cult but have since gotten
“Victims; aren’t we all?” away from that life. You may have been born into the cult
— Eric draven (The Crow) or recruited later in life, and it’s up to you if the cult is still
around or not. Perhaps they’re looking for you?
Heroes in The Crow often have backgrounds filled with
Ž Ability Adjustment. Increase your Wisdom or Charisma by 1
tragedy, death, or the supernatural. These backgrounds are
to a maximum of 20.
available to heroes in The Crow in addition to those found in
the Everyday Heroes Core Rulebook. Ž Iconic Equipment. Broken symbol of the cult you escaped

Ž Proficiency. Choose one from Arts and Crafts, Deception,


ABUSED or Survival
A large part of your life has been defined by abuse suffered Ž Special Feature. Cult Recognition. You know how cults
at the hands of your family, your partner, or someone else work, and how they recruit. You have advantage on all
influential in your life. Even if you have finally escaped the ability checks made to notice or recognize cult behavior,
cycle of abuse, your life has been changed because of it. symbols, or rhetoric, regardless of the cult.
Ž Ability Adjustment. Increase your Wisdom or Constitution
by 1 to a maximum of 20. NEAR-DEATH EXPERIENCE
Ž Iconic Equipment. Oversized hoodie, dark sunglasses You were dead, even if it only lasted a moment. There was a
white light, or perhaps a voice calling to you. Or a terrifying,
Ž Proficiency. Choose either Deception or Insight
fiery pit pulling you down. Was it the conjuration of a dying
Ž Special Feature. Understanding. You know what it looks like
brain, or perhaps you glimpsed the other side?
to be in pain. You have advantage on Wisdom (Insight)
Ž Ability Adjustment. Increase your Wisdom by 1 to a
checks made to see that someone secretly fears for their
maximum of 20.
safety, or that they are hiding their pain.
Ž Iconic Equipment. Watch or pendant that was broken in
the accident
COUNTERCULTURE
You grew up among goths, metal heads, punks, or some Ž Proficiency. Choose either Endurance or Perception
other anti-authoritarian subculture. You probably liked Ž Special Feature. Unafraid. You have seen death, and it no
making your parents mad, unless they’re the ones who longer frightens you. You have advantage on saving
brought you into the culture. throws against being Frightened.
Ž Ability Adjustment. Increase your Charisma by 1 to a
maximum of 20. OCCULT FAMILY
Ž Iconic Equipment. Leather jacket, combat boots, studded Your family was involved in the occult. You grew up with at
bracelets, piercings least some understanding of the mystical, whether or not
you believed it was real. Ancient tomes and strange rituals
Ž Proficiency. Choose one from Arts and Crafts,
are as mundane to you as family dinner.
Performance, or Streetwise
Ž Ability Adjustment. Increase your Intelligence by one to a
Ž Special Feature. Fellow Outcast. As a fellow member of
maximum of 20.
counterculture, you have advantage on Charisma checks
made to interact with punks, goths, anarchs, weirdos, and Ž Iconic Equipment. Family signet ring or ancient amulet
any other member of counterculture. Ž Proficiency. Choose either Social Sciences or Investigation

Ž Special Feature. Mystical Training. You grew up dealing with


the occult. You have advantage on Intelligence, Wisdom,
and Charisma saving throws against supernatural
powers and effects. The GM has final say on what counts
as supernatural.

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.
Ž Ability Adjustment. Increase your Wisdom by 1 to a maximum of 20.

Ž Iconic Equipment. Lucky charm left to you by a spirit or Reborn

Ž Proficiency. Choose either Insight or Perception

Ž 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.
Ž Ability Adjustment. Increase your Dexterity by 1 to a maximum of 20.

Ž Iconic Equipment. Worn out old hoodie, lucky penny

Ž Proficiency. Streetwise

Ž 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.
Ž Ability Adjustment. Increase your Constitution or
Wisdom by 1 to a maximum of 20.
Ž Iconic Equipment. Long sleeved shirt or
makeup kit (to hide the scars)
Ž Proficiency. Choose either Insight
or Medicine
Ž 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.

8 THE CROW | PART II


PROFESSIONS Ž Ability Adjustments. Increase your Strength and two other
ability scores of your choice by 1, to a maximum of 20
“Life is just a dream on the way to death.” Ž Iconic Equipment. Mechanic’s Kit, lucky hood ornament
— Sarah (The Crow: City of Angels) Ž Wealth Level. 2

In crime-ridden streets haunted by monsters both Ž Proficiencies. Mechanics, Streetwise, and Vehicles
mundane and supernatural, people make their living
Ž 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.

BARTENDER FORTUNE TELLER


You mix and serve drinks, whether at a classy
Whether or not you have any legitimacy, you read the
establishment or a rundown dive bar. You spend a lot of
fortunes of your patrons through card readings, crystal
your job talking with the clientele in addition to serving
gazing, channeling the spirits, or any number of other
their drinks, which means you tend to know everyone, and
methods of divination.
you hear all of their problems.
Ž Ability Adjustments. Increase your Charisma and two other
Ž Ability Adjustments. Increase your Charisma and two other
ability scores of your choice by 1, to a maximum of 20
ability scores of your choice by 1, to a maximum of 20
Ž Iconic Equipment. Tarot cards
Ž Iconic Equipment. Bar rag, cocktail mixer
Ž Wealth Level. 2
Ž Wealth Level: 2
Ž Proficiencies. Deception, Insight, and Performance
Ž Proficiencies. Insight, Persuasion, and Streetwise
Ž Special Feature. Fortune Reading. You have advantage on
Ž Special Feature. Everyone’s Therapist. People tell you
all Charisma checks and Wisdom (Insight) checks made
all kinds of things, especially while drunk. You have
against anyone whose fortune you are currently telling,
advantage on Wisdom (Streetwise) checks made to pick
so long as they accepted this reading from you.
up local news, rumors, scandals, or personal information.

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.
Ž Ability Adjustments. Increase your Dexterity and three
Ž 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
Ž Iconic Equipment. Donation flyers, first aid kit
Ž Iconic Equipment. Skateboard or bicycle,
Ž Wealth Level. 1 superhero lunchbox
Ž Proficiencies. Choose two from Arts and Crafts, Insight, Ž Wealth Level. 1
Medicine, Persuasion, Streetwise, and Survival.
Ž Proficiencies. Acrobatics and Endurance
Ž Special Feature. Can you help? You are experienced in
Ž 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.
Ž 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 Ž 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 Ž Iconic Equipment. Cheap jewelry
case-by-case basis.
Ž Wealth Level. 2
In a less realistic game, you might allow a kid to be a Tough Ž Proficiencies. Deception, Insight, and Streetwise
Hero, or have a Strength score of up to 14. And if you’re not
Ž 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
Ž 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
Ž Iconic Equipment. Burner phone
Ž Ability Adjustments. Increase your Dexterity and two other
ability scores of your choice by 1, to a maximum of 20 Ž Wealth Level. 2

Ž Iconic Equipment. Deck of playing cards, flash paper, fake Ž Proficiencies. Deception and choose one from Security,
flowers, rabbit or pigeon Sleight of Hand, Stealth, or Streetwise
Ž Wealth Level. 2 Ž Special Feature. Limited Immunity. You have an in with the

Ž Proficiencies. Performance cops. The police will let you off the hook for pretty crimes
you commit, and you can avoid punishment for larger
Ž Expertise. Sleight of Hand
crimes so long as you give up someone else involved.
Ž 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,
Ž 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
Ž Iconic Equipment. Artisan’s tools of some kind, granola bars
all three.
Ž Wealth Level. 1
Ž Ability Adjustments. Increase your Intelligence and two other
ability scores of your choice by 1, to a maximum of 20 Ž Proficiency. Choose either Arts and Crafts or Performance,

Ž Iconic Equipment. Book of esoteric lore, weird amulet and choose either Computers or Streetwise
Ž Special Feature. Artistic Focus. Choose one type of
Ž Wealth Level. 3
performance or art in which you specialize. You gain
Ž Proficiencies. Social Sciences and choose one from
advantage when practicing the chosen type of art
Deception, Investigation, or Persuasion
or performance.
Ž 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.

10 THE CROW | PART II


CLASSES
This book includes two new classes that you can use in The Crow or any of your other adventures.
The first is the Reborn, a Wise Hero that allows you to play a character that has come back from
the dead, returned by a crow spirit, or one of seven other spirits of death. The second is the
Soothsayer, a Smart Hero with supernatural powers that let them see what others cannot.

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 Ž You act in a manner in direct opposition to the
LEVEL TALENTS spirit’s nature.
1 Spirit Bond, Reborn Body, Vanish Ž The spirit drops to 0 hit points or dies.

3 Deathly Vigor Ž The spirit is farther than 1 mile from you.

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
Ž Saves: Strength and Wisdom powers it granted you.
Ž 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
Ž 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.
Ž Equipment Pack: Artist Pack, Everyday Pack or Punk Pack You do not age; you do not need to breathe, eat, drink, or
Ž 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
Ž You complete the quest set forth by the spirit.
to this benefit if your bond with your chosen spirit is broken.
Ž You abandon your spirit’s quest.

12 THE CROW | PART II


Reborn Powers
MASKS OF DEATH
These powers are available to all Reborn as long as their
The Reborn’s return to life often brings with it a compulsion to
spirit bond is unbroken.
wear a Mask of Death. This might be a literal mask, face paint,
Death’s Power. As a bonus action, you can spend 1 Focus to makeup, or a supernatural change in facial features. It may even
use your Wisdom modifier in place of your choice of either come from scars received at the time of their death. Whatever its
your Strength modifier or your Dexterity modifier for the composition, this mask represents a Reborn’s connection to the
next hour. This applies to all uses of the modifier, including realm of the dead.
ability checks, attack rolls, damage rolls, and saving throws.
When you create a Reborn, consider also designing their Mask of
Feel Nothing. As a bonus action, you can spend 1 Focus to Death. You don’t need one to play a Reborn, but they are thematic
gain damage reduction 10 against all damage types until
and add to the drama of the class.
the beginning of your next turn.
Death masks vary in style, but each type of death spirit has
Regeneration. Once during your turn, you can spend 1 Focus
certain features or motifs that often appear.
to spend one hit die to regain hit points. Roll your hit die
and add your Constitution modifier to the result. This Ž The Butterfly. Butterfly masks tend to have intricate
takes no action, and you can use this power even if you are symmetrical patterns. They might be bright and colorful,
unconscious, allowing you to take your turn as normal after glittering and gleaming, or mostly black with white designs.
regaining these hit points. Physical butterfly masks are typically masquerade style masks.
Share Experience. As an action, you can spend 1 Focus to Ž The Cat. Cat masks usually have an eerie innocence to them,
share in an experience another person has had in their
with large eyes and other doll-like features. They can be any
past as if you were the one experiencing it. This takes only
color but are usually muted and desaturated if not black and
a few seconds for you, even if the experience itself was
white. Physical cat masks tend to be cartoonish or doll-like.
originally much longer.
Ž The Crow. Crow masks are usually black and white, often
In order to use this power, you must either touch a person’s
including tears, faux smiles, or similar motifs of sadness.
eyes (they can be closed) or touch an object that was or is
Physical crow masks tend to resemble theater masks—tragedy,
important to that person. If you touch a person’s eyes, you
comedy, or a combination of both.
can name a specific experience to share in, or you can
choose to take the most intensely emotional experience the Ž The Mastiff. Mastiff masks tend to emphasize the mouth,
person has had in their life. If you touch an object, you view extending it or adding drawn on fangs. Physical mastiff
the most intensely emotional experience the person had masks are usually bandannas that cover the mouth with a
concerning or near that object. fang pattern.
Alternatively, as an action, you can spend 1 Focus to give an
Ž The Moth. Moth masks emphasize the eyes greatly, usually
experience you have had, or have acquired from someone
causing them to appear much larger than they really are.
else using this power, to another willing person by touching
Physical moth masks tend to be simple, usually covering only
their eyes.
the eyes.
After using this power, you are Stunned until the end of
Ž The Owl. Owl masks are usually quite literal, making the
your next turn due to the overwhelming shock of such
Reborn’s face appear to be more like that of an owl. Physical
concentrated emotion. If you shared the experience with
owl masks usually have long noses that look like beaks, such as
another willing person, they are also Stunned until the end
plague doctor masks.
of their next turn.
Force Experience. As a special attack, you can spend 1 Focus Ž The Snake. Snake masks tend to make the face look more like
to force an experience you have had or have acquired from a skull, with some combination of large painted eye sockets,
someone else with your Share Experience power into the blackened noses, and tooth patterns. Skull-themed masks are
mind of an unwilling person within 5 feet of you. Make an likewise common for physical snake masks.
opposed Strength (Athletics) or Dexterity (Sleight of Hand)
Ž The Spider. Spider masks involve intricate patterns, often in
check against your target’s choice of either a Strength
the form of spider webs. Physical spider masks are mostly
(Athletics) or Dexterity (Acrobatics) check. If you win, you
featureless, sometimes with web patterns and sometimes
touch the target’s eyes, and they have the experience. They
entirely blank.
take 1d10 + your Wisdom modifier psychic damage and
must make a Wisdom saving throw with a DC of 8 + your
Wisdom modifier + your proficiency bonus. On a failed save,
the target is Stunned until the end of your next turn.

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:
Ž 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.

Ž 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.

Ž 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.

14 THE CROW | PART II


Butterfly Spirit Butterfly Bond Benefits (1st level)
Splendor. You gain proficiency in three of the following
Tiny monster (spirit)
skills of your choice: Deception, Performance, Persuasion,
Defense 15 or Intimidation.
Hit Dice 1d4 per Hero level
Hit Points 2 + twice your level Improved Butterfly Bond Benefits (9th level)
Speed 5 ft., fly 30 ft. Serene Radiance. When you use your Serenity power, you can
affect any number of targets that can see or hear you.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3)  8 (-1) 12 (+1)  14 (+2)  14 (+2)
Butterfly Bond Powers
Skills Stealth +7 Charming Presence. When you fail a Charisma check, you can
Senses passive Perception 12, Nightvision spend 1 Focus to reroll that check. This can only be done
once per ability check.
Conduit. The Reborn bonded with this spirit can use their
Share Experience or Force Experience power on any person Glamour. As an action, you can spend 1 Focus to alter your
or object in the butterfly spirit’s space, and they can use appearance, including that of your equipment, for the next
their Serenity power on any person that the butterfly 10 minutes. You can seem up to 1 foot shorter or taller and
spirit can see that can see it in turn. The Reborn still uses can appear thin, fat, or anywhere in between, but you must
their own ability scores and proficiencies when using remain generally humanoid in shape. Otherwise, the extent
these powers. of the disguise is up to you. However, this effect is merely
Spirit of Death. The butterfly spirit does not fall unconscious an illusion, and does not hold up to physical inspection. For
when it is reduced to 0 hit points, and it does not make example, if you use this power to add a hat to your outfit,
death saving throws normally. Instead, its movement objects pass through the hat, and anyone who touches it
speed is halved, and it has disadvantage on attack rolls would feel nothing or would feel your head and hair. If you
while at 0 hit points. It can still die, and it still suffers death use this power to appear thinner than you are, the hand of
saving throw failures when it takes further damage. someone who reaches out to touch you would bump into
you while it was seemingly still in midair.
Serenity. As a bonus action, you can spend 1 Focus to attempt
to calm the emotions of one person who can see you by
looking into their eyes. The target must make a Wisdom
saving throw with a DC equal to 8 + your Wisdom modifier
+ your proficiency bonus. If the target fails the saving throw,
its emotions are calmed for the next 10 minutes. While its
emotions are calmed, the target does not act out of anger,
fear, or other intense emotions. If the target is Frightened,
that condition ends. This power does not change the
target’s non-emotional motivations, and how the target now
acts is up to the GM (or the player for a player character).
This effect ends if the target is attacked or harmed, or if it
witnesses any of its allies being attacked or harmed.
Sweet Nectar. As an action, you can spend 1 Focus to bestow
the life-giving nectar of your butterfly spirit upon one ally
you touch. That ally can spend 1 hit die to regain hit points,
adding your Wisdom modifier to the result (instead of their
Constitution). An affected ally cannot benefit from this
power again until they finish a short or long rest. You cannot
use this power on yourself.

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:
Ž 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.

Ž 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.

Ž 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.

16 THE CROW | PART II


Cat Spirit Cat Bond Benefits (1st level)
Cat Burglar. You gain proficiency in two of the following skills
Tiny monster (spirit)
of your choice: Acrobatics, Security, Stealth. In addition, you
Defense 13 do not treat climbing as difficult movement.
Hit Dice 1d4 per Hero level
Hit Points 3 + three times your level Improved Cat Bond Benefits (9th level)
Speed 30 ft., climb 30 ft. Thief in the Night. Once during each of your turns, you
can use your Shadow Walk power by spending 5 feet of
STR DEX CON INT WIS CHA movement instead of an action. This does not cost you any
6 (-2) 16 (+3) 12 (+1) 14 (+2)  12 (+1)  14 (+2) Focus to do.
Skills Stealth +7
Cat Bond Powers
Senses passive Perception 11, Nightvision
Cat’s Grace. When you fail a Dexterity check, you can spend
Spirit of Death. The cat spirit does not fall unconscious when 1 Focus to reroll that check. This can only be done once per
it is reduced to 0 hit points, and it does not make death ability check.
saving throws normally. Instead, its movement speed is Cat’s Claws. As a bonus action, you can spend 1 Focus to
halved, and it has disadvantage on attack rolls while at 0 grow claws on your hands. For the next hour, you can use
hit points. It can still die, and it still suffers death saving 1d8 instead of the normal damage die for your unarmed
throw failures when it takes further damage. attacks. Your claws are retractable, allowing you to hide
Standing Leap. The cat spirit’s long jump is up to 10 feet them and hold objects normally.
and its high jump is up to 5 feet, with or without a Hide in Plain Sight. You can spend 1 Focus to vanish from the
running start. eyes of those around you, allowing you to take the Hide
Actions action even if you have nowhere to hide. As long as you
Claw. Melee Attack: Your Wisdom modifier + your proficiency don’t move, you can continue to treat your position as a
bonus to hit, PV 1, reach 5 ft., one target. Hit: 1d4 + 3 hiding place for up to 1 hour. Once you move, you become
slashing damage. unhidden at the end of your turn unless you end that turn
somewhere you could normally hide.
Shadow Walk. As an action, while you are in dim light or
darkness, you can spend 1 Focus to move to any other
location in dim light or darkness you are aware of within
60 feet.

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:
Ž 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.

Ž 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.

Ž 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.

18 THE CROW | PART II


Crow Spirit Crow Bond Benefits (1st level)
On Wings of Darkness. You gain proficiency in two of the
Tiny monster (spirit)
following skills of your choice: Acrobatics, Perception, or
Defense 13 Stealth. In addition, you gain damage reduction 15 against
Hit Dice 1d4 per Hero level falling damage.
Hit Points 3 + three times your level
Speed 10 ft., fly 60 ft. Improved Crow Bond Benefits (9th level)
Until It’s Set Right. As an action, you can steel yourself and
STR DEX CON INT WIS CHA
focus on what must be done. You regain all of your spent
6 (-2) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 14 (+2)
Focus points. You cannot do this again until you finish a
Skills Stealth +7 long rest.
Senses passive Perception 12, Nightvision
Crow Bond Powers
Spirit of Death. The crow spirit does not fall unconscious
Crow’s Form. As an action, you can spend 1 Focus to
when it is reduced to 0 hit points, and it does not make
transform yourself and any equipment you are carrying
death saving throws normally. Instead, its movement
into the form of a crow for up to 10 minutes. You retain
speed is halved, and it has disadvantage on attack rolls
your proficiencies, talents, current hit points, and hit dice,
while at 0 hit points. It can still die, and it still suffers death
as well as your Intelligence, Wisdom, and Charisma scores.
saving throw failures when it takes further damage.
Otherwise, you use the stat block of a crow spirit instead of
Actions your own. If you and your new form share a proficiency, use
Beak and Talons. Melee Attack: Your Wisdom modifier + your the higher bonus. You can choose to end the effect early as
proficiency bonus to hit, PV 1, reach 5 ft., one target. Hit: 1d4 an action.
+ 3 piercing damage.
Justice Be Done. As a bonus action, you can spend 1 Focus
to swear to bring justice to one enemy you can see. The
next time you hit that target with an attack, you deal an
additional 2d6 damage. You cannot use this power again
until you have successfully hit your target or 1 minute
passes, whichever comes first.
Purify. As an action, you can touch a willing or helpless
person, or one you have grappled, and spend 1 Focus to rid
them of foreign substances. This removes any one poison or
drug in their system, ending the Intoxicated and Sickened
conditions, as well as any other effects of the substance.
Swift Punishment. When an enemy deals damage to one of
your allies that is within 30 feet of you, even if that damage
was prevented, you can spend 1 Focus as a reaction to gain
advantage on your next attack roll against that enemy
before the end of your next turn.

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:
Ž 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.

Ž 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.

Ž 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.

20 THE CROW | PART II


Mastiff Spirit Mastiff Bond Benefits (1st level)
Dogged Run. You gain proficiency in Athletics and Endurance.
Medium monster (spirit)
In addition, your movement speed increases to 35 feet.
Defense 13
Hit Dice 1d6 per Hero level Improved Mastiff Bond Benefits (9th level)
Hit Points 4 + four times your level Pack Tactics. Allies gain advantage on attack rolls against
Speed 40 ft. enemies that are within 5 feet of you. You do not provide
cover to enemies from your allies, and your allies do not
STR DEX CON INT WIS CHA
provide cover to enemies from you.
14 (+2) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 14 (+2)

Skills Perception +4, Stealth +4 Mastiff Bond Powers


Senses passive Perception 14, Nightvision Bloodhound. As an action, you can spend 1 Focus to gain the
tracking abilities of a hound. For the next hour, you have
Keen Smell. The mastiff spirit has advantage on Wisdom
advantage on ability checks made to track, follow, locate, or
(Perception) checks that rely on smell.
notice anyone. This includes asking for information about a
Spirit of Death. The mastiff spirit does not fall unconscious
person’s whereabouts.
when it is reduced to 0 hit points, and it does not make
death saving throws normally. Instead, its movement Interpose. As a bonus action, you can spend 1 Focus to
speed is halved, and it has disadvantage on attack rolls protect one ally within 5 feet of you. Until the start of your
while at 0 hit points. It can still die, and it still suffers death next turn, as long as you are within 5 feet of that ally, you
saving throw failures when it takes further damage. can choose to make yourself the target of any attack made
against them or any targeted effect that targets them and
Actions
does not also target you.
Bite. Melee Attack: Your Wisdom modifier + your proficiency
bonus to hit, PV 1, reach 5 ft., one target. Hit: 1d8 + your Pack Bond. As an action, you can touch the eyes of a willing
Wisdom modifier piercing damage, and the target must ally and spend 1 Focus to mystically bond them to you. For
succeed on a Strength saving throw with a DC equal to 8 the next 8 hours, you each always know where the other is
+ your proficiency bonus + your Wisdom modifier or be in relation to you, and you each know the general physical
knocked Prone. and emotional state of the other. You can end this effect
early as an action. There is no limit to the number of allies
you can share a pack bond with.
Pack Hunting. As a bonus action, you can spend 1 Focus to
move up to your speed. Then choose one ally that can see
or hear you. That ally can spend their reaction to move up
to their speed. Afterward, whether or not your ally moved,
the movement speed of any enemy that is within 5 feet
of both of you is reduced to 0 until the end of your next
turn. During a foot chase, you and that ally instead gain
advantage on Strength (Athletics) checks until the start of
your next turn.

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:
Ž 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.

Ž 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.

Ž 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.

22 THE CROW | PART II


Moth Spirit Moth Bond Benefits (1st level)
Moth’s Blessing. You gain proficiency in two of the following
Tiny monster (spirit)
skills of your choice: Insight, Intimidation, Perception. In
Defense 15 addition, you cannot be surprised.
Hit Dice 1d4 per Hero level
Hit Points 2 + twice your level Improved Moth Bond Benefits (9th level)
Speed 5 ft., fly 30 ft. Foresight. When you miss with an attack or fail a saving
throw, you can reroll that attack or save. You can use this
STR DEX CON INT WIS CHA
talent only once per round, resetting at the start of each of
2 (-4) 16 (+3)  8 (-1) 14 (+2)  14 (+2)  12 (+1)
your turns.
Skills Stealth +7
Senses passive Perception 12, Nightvision Moth Bond Powers
Doom. As an action, you can spend 1 Focus to doom one
Conduit. The Reborn bonded with this spirit can use their
enemy you can see and that can see you. When you do,
Share Experience or Force Experience power on any person
choose one:
or object in the moth spirit’s space, and they can use
their Doom or Terrifying Portent powers from the moth Ž Attacks against the target have advantage until the end
spirit’s location instead of their own. The Reborn still uses of your next turn.
their own ability scores and proficiencies when using Ž The target has disadvantage on saving throws until the
these powers. end of your next turn.
Spirit of Death. The moth spirit does not fall unconscious
Ž The target has disadvantage on ability checks until the
when it is reduced to 0 hit points, and it does not make
end of your next turn.
death saving throws normally. Instead, its movement
speed is halved, and it has disadvantage on attack rolls Forewarning. As a bonus action, you can spend 1 Focus to
while at 0 hit points. It can still die, and it still suffers death warn an ally that can hear you of the danger they are in.
saving throw failures when it takes further damage. Until the start of your next turn, that ally gains advantage
on Dexterity saving throws and attacks against them
have disadvantage.
Moth’s Flight. As an action, you can spend 1 Focus to sprout
giant moth wings, giving yourself a flying speed of 30 feet.
The wings last for up to 10 minutes or until you end this
power as an action.
Terrifying Portent. As an action, you can spend 1 Focus to
become a beacon of warning. Each enemy that can see
you must make a Wisdom saving throw with a DC equal to
8 + your Wisdom modifier + your proficiency bonus or be
Frightened of you until the end of your next turn. Enemies
Frightened in this way cannot willingly move closer to you.

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:
Ž 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.

Ž 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.

Ž 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.

24 THE CROW | PART II


Owl Spirit Owl Bond Benefits (1st level)
Owls Wisdom. You gain proficiency in three of the following
Tiny monster (spirit)
skills of your choice: Perception, Investigation, Social
Defense 14 Sciences, Stealth, or Streetwise.
Hit Dice 1d4 per Hero level
Hit Points 3 + three times your level Improved Owl Bond Benefits (9th level)
Speed 10 ft., fly 60 ft. Whatever It Takes. You gain an additional 4 maximum Focus.
STR DEX CON INT WIS CHA Owl Bond Powers
6 (-2) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 12 (+1)
Owl’s Knowledge. When you fail an Intelligence check, you can
Skills Stealth +7 spend 1 Focus to reroll that check. This can only be done
Senses passive Perception 12, Nightvision once per ability check.

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:
Ž 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!

Ž 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.

Ž 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.

26 THE CROW | PART II


Snake Spirit Snake Bond Benefits (1st level)
Cold Blooded. You gain proficiency in two of the following
Tiny monster (spirit)
skills of your choice: Athletics, Intimidation, Stealth. In
Defense 15 addition, you cannot become Frightened.
Hit Dice 1d4 per Hero level
Hit Points 3 + three times your level Improved Snake Bond Benefits (9th level)
Speed 30 ft., climb 30 ft. Limitless Vengeance. You recover 1 spent Focus whenever you
kill an enemy.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3)  8 (-1) 16 (+3)  12 (+1)  12 (+1)
Snake Bond Powers
Skills Stealth +7 Incite Rage. As an action, you can spend 1 Focus to bring
Senses passive Perception 11, Nightvision forth the anger within one person you can see that can see
you. The target must make a Wisdom saving throw with a
Spirit of Death. The snake spirit does not fall unconscious
DC of 8 + your Wisdom modifier + your proficiency bonus.
when it is reduced to 0 hit points, and it does not make
On a failed save, the target is Distracted for 1 minute. While
death saving throws normally. Instead, its movement
Distracted in this way, a target must spend its action to
speed is halved, and it has disadvantage on attack rolls
make at least one attack against a combatant during each
while at 0 hit points. It can still die, and it still suffers death
of its turns and must move into range to do so if necessary.
saving throw failures when it takes further damage.
It can choose who to attack but must attack an ally or
Actions bystander if it cannot move within range of an enemy. If
Bite. Melee Attack: Your Wisdom modifier + your proficiency there is no target available, the target must take the dash
bonus to hit, PV 0, reach 5 ft., one creature. Hit: 1 piercing action, moving toward at least one combatant. The target
damage, and the target must succeed on a DC 8 + your can repeat the saving throw at the end of each of its turns,
Wisdom modifier + your proficiency bonus Constitution ending the effect on a success.
saving throw, taking 2d6 poison damage on a failed save,
Seethe. When an enemy deals damage to you, even if that
or half as much on a successful one.
damage was prevented, you can spend 1 Focus to become
enraged by that enemy. When you do, you gain advantage
on your next attack roll against that enemy before the
end of your next turn. This bonus is lost if you use this
power again.
Snake’s Form. As an action, you can spend 1 Focus to
transform yourself and any equipment you are carrying
into the form of a viper for up to 10 minutes. You retain
your proficiencies, talents, current hit points, and hit dice,
as well as your Intelligence, Wisdom, and Charisma scores.
Otherwise, you use the stat block of a Snake Spirit instead
of your own. If you and your new form share a proficiency,
use the higher bonus. You can choose to end the effect
early as an action.
Viper’s Strike. As a bonus action, you can spend 1 Focus to
make an attack.

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:
Ž 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?

Ž 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.

Ž 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.

28 THE CROW | PART II


Spider Spirit breaks free. A combatant restrained by the web can use its
action to make a Strength check against the same DC. If it
Tiny monster (spirit)
succeeds, it is no longer restrained.
Defense 15
Poison Sting. As a bonus action, you can spend 1 Focus to
Hit Dice 1d4 per Hero level
cause a spider to appear on an enemy you can see within
Hit Points 2 + twice your level
60 feet of you and poison them. The target must succeed
Speed 20 ft., climb 20 ft.
on a DC 8 + your Wisdom modifier + your proficiency bonus
STR DEX CON INT WIS CHA Constitution saving throw or be Sickened for 1 minute.
2 (-4) 16 (+3)  8 (-1) 16 (+3)  12 (+1)  12 (+1) While Sickened in this way, the target suffers 3 (1d6) poison
damage at the start of each of its turns. The target can
Skills Stealth +7
repeat the save at the end of each of its turns, ending the
Senses passive Perception 11, Nightvision
effect on a success.
Spider Climb. The spider spirit can climb difficult surfaces,
Read The Strands. As an action, you can spend 1 Focus and
including upside down on ceilings, without needing to make
touch a willing or helpless person’s eyes to read the
an ability check.
strands of fate that surround them. When you do, you can
Spirit of Death. The spider spirit does not fall unconscious ask the GM one of the following questions, which they will
when it is reduced to 0 hit points, and it does not make answer truthfully.
death saving throws normally. Instead, its movement speed
Ž Who shares a strong bond with this person?
is halved, and it has disadvantage on attack rolls while at
Ž Who has a strong enmity toward this person?
0 hit points. It can still die, and it still suffers death saving
throw failures when it takes further damage. Ž Who does this person bear a strong enmity toward?

Actions Ž What place is most important to this person?

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.

Spider Bond Powers


Conjure Webs. As an action, you can spend 1 Focus to create
a 5-foot square web of sticky spider silk centered on a point
you can see within 30 feet. The web must be anchored
between two solid masses (such as walls or a doorway)
or layered across a floor, wall, or ceiling. It lasts for up to 1
minute but disappears if you use this power again.
Each combatant that starts its turn in the web’s area or that
enters it during its turn must make a Dexterity saving throw
with a DC of 8 + your Wisdom modifier + your proficiency
bonus. On a failed save, that combatant is restrained until it

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.

Soothsayers use their plans to gather information and influence fate.


They can perform remote viewing or receive portents of danger.
In combat, they mostly take on a supporting role, granting their
allies bonuses, but with the right plan, they can also show their
enemies terrifying visions, causing them psychic damage.

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.

7 Plan Enhancements Clairvoyance


9 Plan Enhancements By spending 1 minute concentrating, you can enact this plan
to choose a point within 120 feet in a location familiar to you
Proficiencies (a place you have visited or seen before) or in an obvious
Ž Saves: Dexterity and Intelligence location unfamiliar to you (such as behind a door, around a
corner, or on the other side of a building).
Ž Skills: Choose two (Arts and Crafts, Insight, Investigation,
Intimidation, Medicine, Perception, Performance, When you enact this plan, you choose seeing or hearing. For
Persuasion, Social Sciences, Streetwise, or Survival) the next minute, you use the chosen sense as if you were
at the chosen point instead of your own location. While you
Ž Equipment: Basic Equipment
do so, you can ignore the Blinded and Deafened conditions.
You can switch between your own senses and the chosen
Equipment Recommendations
point as a bonus action.
Ž Equipment Pack: Mystic Pack or Everyday Pack

Ž Weapons: Pepper spray PLAN ENHANCEMENTS:


3rd: As an action, you can switch between seeing
Talents and hearing.
As Foretold. Granted at level 1. At the start of an adventure, 5th: The range becomes 1 mile. The duration becomes
and whenever you finish a long rest, roll 2d20 and record 10 minutes.
the result of each die individually. At any time before
7th: You can choose to both see and hear from the
you finish another long rest, you can expend one of your
chosen point.
recorded results to replace the roll of any d20 roll with that
number, regardless of who rolled the d20. You don’t need to 9th: The range becomes anywhere in the world.
be present, or even conscious, to do this. Expended results
Not Today
cannot be used again, and any that were not expended are
As a reaction when you or an ally you are aware of within
lost when you finish a long rest.
120 feet of you takes damage that would drop them to 0 hit
Blessing of Fortune. Granted at level 1. As an action, you can points, you can enact this plan to cause them to drop to 1 hit
choose one ally you are aware of within 120 feet. That ally point instead.
adds 1d4 to the result of the next attack roll or saving throw
PLAN ENHANCEMENTS:
they make before the start of your next turn.
3rd: You can affect any ally you are aware of, regardless of
Soothsayer Plans the range.
5th: Instead of dropping to 1 hit point, the target takes none
Bend Fate
of the damage.
When you or an ally you are aware of within 120 feet makes
an ability check, attack roll, or saving throw, you can 7th: It takes no action to enact this plan, and you can enact
enact this plan as a reaction to allow the target to roll an it even if you are not present or aware of the target.
additional d20. After the roll, they can choose to replace 9th: In addition, the target miraculously takes no damage
their original roll with this new roll. If the original roll was from any source until the beginning of the current
made at advantage or disadvantage, they replace both combatant’s turn during the next round.
original dice with the new roll.
Read the Omens
PLAN ENHANCEMENTS:
You can enact this plan by spending 1 minute casting
3rd: You can affect any ally you are aware of, regardless of
gem-inlaid sticks, rolling bones, laying out tarot cards, or
the range.
employing some other divining tool that you prepared
5th: The target rolls two additional dice and can choose earlier. When you do, you receive an omen about the results
either to replace their original roll. of a specific course of action that you plan to take within

HERO OPTIONS 31
the next 30 minutes. The GM chooses from the following PLAN ENHANCEMENTS:
possible omens: 3rd: You can ask two questions.
Ž Good omen. The course of action will have a 5th: You can ask three questions.
positive outcome.
7th: You can ask four questions.
Ž Bad omen. The course of action will have a
9th: You can ask five questions.
negative outcome.
Ž 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
Ž 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
Ž What do they cherish? for 1 minute. A target can repeat the
saving throw at the end of each of its
Ž What do they hate?
turns, ending the effect on itself on a
Ž What do they respect? successful save.
Ž What do they seek? 7th: The damage becomes 4d8.
Ž What kind of being are they? 9th: You can target up to three enemies. While
Ž What is their strength? Frightened by this plan, the target is
also Paralyzed.
Ž What is their weakness?

32 THE CROW | PART II


Ritual Lore
FEATS (Minor Feat)
You have practiced or at least deeply studied the art of
These new feats are available to heroes in The Crow, as well ritual magic, allowing you to more easily perform rituals.
as any other heroes at the GM’s discretion. The Ritual Lore
Ž You don’t need to do any research to learn a ritual spell with
feat is only relevant in a game using the new Ritual Magic
a research difficulty of Easy or Standard. You already know it.
rules included in this book.
Ž You have advantage on any ability check made to
track down a source for any ritual spell with a research
GENERAL FEATS difficulty of Difficult.
Distracting Flourish (Minor Feat) Ž You can add your proficiency bonus to Intelligence
You are practiced enough in the art of illusion and sleight of checks made to cast ritual magic spells.
hand that you can use your skills in combat.
Ž You gain proficiency in Sleight of Hand. If you are already
MULTICLASS FEATS
proficient, you gain expertise instead. The below feats allow you to multiclass into the Soothsayer
Ž As a bonus action, you can distract one enemy within 5 class. Since being a Reborn requires you to first die, you
feet of you. Make an opposed Dexterity (Sleight of Hand) can’t multiclass into it. See the Spirit Servant feats section
check against the target’s Wisdom (Perception). If you win, below for ways you can acquire a Reborn’s spirit abilities.
you get advantage on your next attack against that target
this turn. Soothsayer Training (Major Feat)
Prerequisite: Smart Hero archetype OR Smart Hero Training
Knife Fighter (Minor Feat) feat, not a Soothsayer, Level 4+
“I’d like you to meet two buddies of mine. We never miss.” You have unlocked latent mystical abilities, allowing you to
— Tin Tin (The Crow) know the unknowable.
You’re an expert in the use of knives, both up close and at Ž As an action, you can choose one ally you are aware of
a distance. within 120 feet. That ally adds 1d4 to the result of the next
Ž You can add your ability modifier to the damage rolls of attack roll or saving throw they make before the start of
any off-hand attack you make with a knife or dagger. your next turn.
Ž You can draw a knife or dagger as part of the action you Ž You gain an additional 1 Genius point.
use to attack with it. Ž You learn 1 additional plan from the Soothsayer plan list.
Ž You don’t suffer disadvantage for attacking at long range
You can only use Soothsayer plan enhancements up to
when you throw a knife or dagger. 3rd level.

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.
Ž You are considered proficient in any weapon or explosive
Ž 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
Ž 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,
Ž 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 Ž You gain an additional 1 Genius point.
inflict on any combatant.
Ž You learn 2 additional plans, either from the Soothsayer
Ž 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
Ž 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,
Ž 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 Ž 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.

Ž You gain proficiency in two of the following skills of Ž 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
Ž 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 Ž 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 Ž You gain damage reduction 15 against falling damage.
into you while it was seemingly still in midair. You cannot
Ž 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,
Ž 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

34 THE CROW | PART II


your new form share a proficiency, use the higher bonus. Ž The target has disadvantage on saving throws until the
You can choose to end the effect early as an action. You end of your next turn.
cannot use this action again until you have completed a Ž The target has disadvantage on ability checks until the
short or long rest. end of your next turn.
Ž As an action, you can touch a willing or helpless
You cannot use this action again until you have
person, or one you have grappled to rid them of foreign completed a short or long rest.
substances. This removes any one poison or drug in their
Ž As an action, you can become a beacon of warning. Each
system, ending the Intoxicated and Sickened conditions,
enemy that can see you must make a Wisdom saving
as well as any other effects of the substance. You cannot
throw with a DC equal to 8 + your Wisdom modifier + your
use this action again until you have completed a short or
proficiency bonus or be Frightened of you until the end
long rest.
of your next turn. Enemies Frightened in this way cannot
Mastiff Servant (Major Feat) willingly move closer to you. You cannot use this action
Prerequisites: Not a Reborn (class), no other Spirit again until you have completed a short or long rest.
Servant feat
Owl Servant (Major Feat)
As a servant of a mastiff spirit, you are the defender of a Prerequisites: Not a Reborn (class), no other Spirit
community, protecting it from any and all threats. Servant feat
Ž You gain proficiency in your choice of either Athletics
As a servant of an owl spirit, you are a messenger and a
or Endurance. guide, though you may be asked to act more directly when
Ž Your movement speed increases to 35 feet. no other spirit’s servant is available.
Ž As an action, you can gain the tracking abilities of Ž You gain proficiency in two of the following skills of your
a hound. For the next hour, you have advantage on choice: Perception, Insight, Social Sciences, Stealth,
ability checks made to track, follow, locate, or notice or Streetwise.
anyone. This includes asking for information about a Ž As an action, you can let out a deafening screech that
person’s whereabouts. You cannot use this action again only your enemies can hear. Each enemy within 120 feet
until you have completed a short or long rest. that can hear you must make a Constitution saving throw
Ž As a bonus action, you can move up to your speed. with a DC equal to 8 + your Wisdom modifier + your
Then choose one ally that can see or hear you. That proficiency bonus or be Deafened and Sickened until the
ally can spend their reaction to move up to their speed. end of your next turn. You cannot use this action again
Afterward, whether or not your ally moved, the movement until you have completed a short or long rest.
speed of any enemy that is within 5 feet of both of you Ž As a bonus action, you can gain the keen sight of an
is reduced to 0 until the end of your next turn. During owl. For the next hour, you have Nightvision, and you
a foot chase, you and that ally instead gain advantage get advantage on all Wisdom (Perception) checks based
on Strength (Athletics) checks until the start of your on sight. You cannot use this bonus action again until you
next turn. You cannot use this bonus action again until have completed a short or long rest.
you have completed a short or long rest.
Snake Servant (Major Feat)
Moth Servant (Major Feat) Prerequisites: Not a Reborn (class), no other Spirit
Prerequisites: Not a Reborn (class), no other Spirit Servant feat
Servant feat
As a servant of a snake spirit, you are tasked with making
As a servant of a moth spirit, you must warn others sure vengeance is taken, be that your own or that of others
of impending danger, minimizing the damage that you guide.
disaster brings.
Ž You gain proficiency in one of the following skills of your
Ž You gain proficiency in one of the following skills of your
choice: Athletics, Intimidation, or Stealth.
choice: Insight, Intimidation, or Perception.
Ž You cannot become Frightened.
Ž You cannot be surprised.
Ž As an action, you can bring forth the anger within
Ž As an action, you can doom one enemy you can see and
one person you can see that can see you. The target
that can see you. When you do, choose one: must make a Wisdom saving throw with a DC of 8 +
Ž Attacks against the target have advantage until the end your Wisdom modifier + your proficiency bonus. On a
of your next turn. failed save, the target is Distracted for 1 minute. While

HERO OPTIONS 35
Distracted in this way, a target must spend its action to Ž Who does this person bear a strong enmity toward?
make at least one attack against a combatant during Ž 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
Ž 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
Ž 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
Ž 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
Ž 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.
Ž Who shares a strong bond with this person?

Ž Who has a strong enmity toward this person?

36 THE CROW | PART II


PART III: NEW RULES
Included here are rules for Ritual Magic, a new system that can be used in The Crow or any other world
where narrative magic exists. This is the kind of magic read from ancient tomes or learned from mysterious
elders, and acts more as a way to move the story along than as special moves or actions heroes can take.

RITUAL MAGIC Ritual magic is a form of magic available to all characters


in a Crow adventure. It is capable of accomplishing almost
“There are energies aligning against you.” anything you can imagine, but only if you find the right
incantation, and pay the right price. This may be as easy
— Myca (The Crow)
as looking up instructions online or in a book at your local
In the world of The Crow, there is magic, but it is most often library and chanting over some kitchen spices. Or it could
subtle, seen only in the shadows. There are no wizards be as difficult as delving into an ancient tomb halfway
hurling fire from their fingertips, but that doesn’t mean across the world to find an ancient, one-of-a-kind tablet,
immensely powerful magic doesn’t exist. Spirits of death then performing a blood sacrifice while Halley’s Comet is
return souls to life, seers have visions of the future, and visible in the sky. It all depends on what you want your spell
with the right incantation, the right price paid, a great many to do.
more things can be done. Character options allow players
Ritual magic is a highly narrative option, allowing players to
to play as Reborn or Soothsayers, which have an array of
perform the kinds of rituals you see in movies: speak from
supernatural abilities at their disposal. But for the rest of
the book at the right time to banish the evil spirit, mix the
magic, the kind learned from ancient tomes, performed
right rare ingredients to make a love potion, or burn some
at midnight while you hold hands with your trembling
eyeballs in a chalice to learn your enemy’s weakness. It is a
companions, that’s where ritual magic comes in.
highly flexible system, allowing for quick and easy inclusion

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. Ž 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 Ž 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 Ž 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:
Ž 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,
Ž 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 Ž 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. Ž 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

38 THE CROW | PART III


Standard Research. and earn their trust or take on the dangerous mission
With a research difficulty of Standard, a spell takes some of infiltrating their headquarters. Either way, you’ll need
doing to find. You may need to convince someone who to locate a member of this cabal first, which is itself no
knows what they’re doing to give you the spell, gain access small task.
to a more specialized library, hire a translator who knows Ž Legend speaks of an ancient tomb deep in the mountains
an old dead language, or just spend a lot of time doing where a crystal inscribed with runes can be found. If you
your research. can locate the tomb, fund an expedition, delve into the
EXAMPLES OF STANDARD RESEARCH INCLUDE: tomb, defeat the tomb’s guardians, retrieve the crystal,
Ž You need to check out a number of books from a few and translate the runes, the knowledge you seek will
nearby libraries and cross-reference the information be yours.
you find. This will take a full 8 hours of work from the
Impossible Research.
whole party to accomplish, or a week if you’re
As the name implies, a spell with a research difficulty
doing it alone.
of Impossible cannot be learned, at least right now.
Ž You’ll need the info from a spellbook that This may change should you meet the right person,
is commonly known in the occult world. happen upon the right book, or otherwise gain
Finding a seller will require a DC 15 access to more information, but until then, you’re
Wisdom (Streetwise) check, and you’ll out of luck, and some spells just don’t exist.
need a Wealth of at least 4 to buy it.
Alternatively, the shop owner might Learning the Spell
ask for a favor in exchange for Once you finish your research, you
the book. Or you could always learn what you’re going to need to
try to steal it. do to cast the spell. The GM picks
Ž You need to learn what to any number of requirements and/
do from an experienced or limitations for the spell from the
occultist. There’s a fairly following list or comes up with their
reputable one in the yellow own. Generally speaking, the more powerful the
pages, but you’ll need to convince them spell, the more requirements there will be, but it
to help you. A successful DC 20 Charisma is always up to the GM to decide.
(Deception or Persuasion) check will Ž The spell can only do part of what you want it
do the trick, as will a lot of money to do. For example, it may not last as long as
(Wealth 5 or higher), or they’ll accept a you’d like, it might not affect as many people
trade if you have something of occult as you intended, or it may have a similar but
significance to offer. lesser effect.

Difficult Research. Ž The spell will have side effects and/or

When a spell has a research difficulty unwanted consequences. For example, it


of Difficult, you’re going to need to do could cause you to take damage or suffer
something exceptional to find it. This one or more levels of Exhaustion, it might
is likely to be an adventure unto itself, cause collateral damage, it might attract
anywhere from a short mission to a the attention of your enemies, or it may
campaign-spanning quest. unleash a powerful evil upon the world.
Ž It will take rare, expensive, or
EXAMPLES OF DIFFICULT
dangerous materials, which may or
RESEARCH INCLUDE:
may not be consumed by the spell.
Ž The book containing the information
For example, you might need to
you need is kept in a vault beneath the
burn expensive incense, sacrifice a
manor of a wealthy businessperson.
rare and endangered peacock, or
You’ll need to perform a daring heist
perform the spell over a bubbling
to get it, but he has state of the art
pool of acid.
security, and you’re going to have to
hire a safecracker. Ž It will take a long time to cast. It
may take hours or even days.
Ž You will have to ingratiate yourself
This time might be spent
to a local cabal of mystics

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.
Ž 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,
Ž 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
Ž 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.
Ž 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

40 THE CROW | PART III


hear about the effect of a spell before you find it, or only you to perform a task for them before teaching the spell.
learn what it does when you discover it, but either way, the This task will most certainly be deeply immoral.
GM decides what it does. Requirements. The spell requires the blood sacrifice of a
If you have discovered a ritual as part of the adventure, Small or larger animal, whose blood is used to inscribe
you will also skip the Doing Research step. If you simply runes upon the chosen body, which takes an hour to apply.
hear about a ritual spell’s existence, the GM might call for The incantation requires another hour to perform and
this step as normal, or simply weave the discovery into the must begin at midnight. Once cast, you must repeat the
narrative, at their discretion. invocation, though not the sacrifice or runes, each night at
Once you have found an existing ritual spell, you follow the midnight or lose control of the puppet, causing it to attack
Learning the Spell and Casting the Spell steps as normal. you. You can use the same invocation to retain control of up
to four puppets at once.

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.

42 THE CROW | PART III


PART IV: GAME MASTER ADVICE
“Childhood’s over the moment you know you’re gonna die.”
— Top dollar (The Crow)

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.

SETTING THE MOOD


When running an adventure set in the Crow
universe, it’s important to consider the mood of the
game. If you want to emulate the feel of the movies, it’s
important to keep the tone dark. But that isn’t to say
you have to emulate the feel of the movies to play a Crow
adventure. The dark topics can be softened significantly
by a more casual tone, which may be more to your group’s
liking. As always, it’s up to you and your players to decide
how dark and depressing you want your game to be, and
how seriously you want to take it.
To set the mood, remember to spend time describing the were already weaving. Just make sure that non-Reborn
dingy environments. The action often takes place at night, characters remain as important to the story as their
in the rain, and in run-down parts of a crumbling city. undead companions.
Describe the clinging cold, the choking smog, the people
turning their gaze away from beggars in the street. Inside,
floors creak, trash accumulates, and nothing is maintained. PLAYING SPIRIT ALLIES
Even the regular folks the players talk to are terse, As the GM, the spirits are always your domain. Reborn gain
distrusting, or outright hostile. a spirit as an ally, but they have no direct control over it.
If you’d like to keep these themes, but have a bit lighter of How such a spirit acts is ultimately up to you, but here are
an experience, you might spend less time on descriptions, some guidelines.
simply saying that a car is an old piece of junk, or an NPC A spirit ally to a Reborn is always interested in continuing
is another asshole, just like the last one. The environments the quest they have given. If their Reborn stops, is unsure
can remain the same, but if your descriptions are sarcastic, where to go next, or gets sidetracked, the spirit will try
self-aware, or funny, the out-of-game mood is likely to be to push them in the right direction. Or just push them in
much breezier. general if even the spirit doesn’t know how best to proceed.
Whenever you want to move the story along, you can
have a Reborn’s spirit share its senses while it looks at or
REBORN ON THE TEAM hears something important or otherwise point out useful
information, and if the players dawdle, you can have a spirit
When running a group that includes one or more Reborn,
each will have a quest given to them that they must fulfill, act impatient or restless to nudge them along.
but that doesn’t mean the story must revolve around them When multiple spirits guide the party, they may not neces-
alone. You are ultimately the arbiter of what a Reborn’s sarily agree on what to push the party toward, but they will
quest entails, so you can easily tie their quests together, never come into direct conflict with each other. They may
and tie those quests into the larger story of your adventure. give contradictory directions, and perhaps glare or hiss
You might begin with the quests and build an adventure at one another, but so long as their own Reborn does not
out from there, using the Reborn as a basis for your story, act in direct opposition to their nature, nor give up on their
or you could integrate one or more quests into a story you quest, they will allow a group to decide what to do as a unit.

GAME MASTER AdvICE 43


you can always use the “the spell can only do part of what
REBORN OF A FEATHER
you want it to do” option to reign in more ridiculous ideas.
If multiple Reborn characters in the party share the same type of
spirit companion—two crows for instance—you can choose to give Try Not to Waste Their Time. Most of the time, when you decide
them a shared spirit ally that they are all bonded to. In this case, a spell is going to be impossible, you should simply declare
that spirit’s maximum hit points are multiplied by the number of that its research difficulty is Impossible, and that’s the
Reborn it is bonded to. This is entirely optional, but might help cut end of it. The players don’t need to waste any time trying
down on the number of creatures you need to keep track of. to track down a spell they can’t cast, and the story can
move on.
If you want the spell to be possible within your world, just
SPIRITS IN COMBAT not now or in this game, you can also set requirements that
Spirit allies tend to stay out of most combat, but they
are clearly beyond the players’ resources; it will take a year
swoop in—literally or figuratively—when they feel their
of preparation, it will require a priceless artifact lost to time,
Reborn needs help. You can also include them in combat
etc. If you do this though, the impossibility of the task should
to not truly help the player, but simply to put them at
be made clear quickly, with a research difficulty of Easy or
risk. Because a Reborn loses many of their powers when
perhaps Standard if the players have ready access to occult
their spirit is reduced to 0 hit points, and because these
lore. That way, the players aren’t wasting time tracking
spirits have very few hit points to begin with, having a spirit
down a spell that is ultimately useless to them, and you can
participate in a fight is a serious risk. You shouldn’t put a
focus on important challenges instead.
player’s spirit in danger all the time or else the game will
begin to feel like babysitting, but at dramatic moments
and against important enemies, including them in the mix
adds drama.
PROPHETIC DREAMS
Prophetic dreams are a common phenomenon within
the world of The Crow, and they can be useful as a means
SPIRITS AND TRAVEL of foreshadowing or even exposition. They can start a
Some spirits, in their animal forms, have limited mobility
character on their quest or warn of a possible danger. They
compared to how fast a human might travel. Especially if
can bring the player characters together or point them in
that human is in a vehicle. But the spirits are not purely
the right direction when they’re lost.
physical beings, and when they are not being witnessed
by mortals, they can slip between our world and theirs. As There is no particular special ability a player can take
such, a spirit ally can appear just about anywhere you like, that will give them prophetic dreams. Instead, they are
no matter how far the party has traveled or how impossible left entirely to you as the GM to use as you see fit. You can
it would be for a normal animal to have made it there. grant them to Soothsayer characters as a way to include
their sight in the narrative, but you certainly don’t have
to. Anyone could have a prophetic dream at any time,

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 Ž 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, Ž 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, Ž 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
Ž 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,

44 THE CROW | PART Iv


ADVENTURE IDEAS the immediate area. (Use corpse puppets from the NPCs
section of this book.)
“Greed is for amateurs. Disorder, Heroes. Some of the heroes may be Reborn already on their
chaos, anarchy—now that’s fun!” quests, but whatever the heroes were doing before, now they’re
dealing with animated corpses.
— Top dollar (The Crow)
Action. The heroes must survive an initial onslaught of the
living dead, followed by a number of rescue missions to get
THE DESTROYER OF LIVES civilians out of the area. Once the area is clear of innocents,
Hook. A criminal mastermind has risen through the ranks
the players will have to figure out how to stop the animating
of the local crime syndicate, leaving a trail of death,
magic or put down a whole lot of zombies.
destruction, and broken families in their wake. This damage
has left many souls unable to pass on, and the spirits
desire an end to this destroyer. UNDERWORLD JAILBREAK
Hook. A breach in the underworld has allowed a
Heroes. The players all have their own reasons for
number of souls to return to life; some as wandering
opposing the villain. One or more are probably
souls, others partially alive in
Reborn that have been tasked with a quest that will
their bodies.
require the defeat of this villain in some way. The
rest have more mundane reasons for getting Heroes. The heroes are a team of
involved, such as justice, enforcing the law, paranormal investigators recruited
looking to take control of the gang themselves, by a mysterious woman—a gorgon
or a desire to aid the spirits or otherwise set in disguise—to hunt down the
right the balance of the world. escaped souls and put them back
in the ground.
Action. The characters must unravel the plans
of the mastermind, defeat their followers, and Action. The heroes hunt the souls
eventually confront them in a final showdown. down one-by-one, learning about each
of their reasons for coming back. They might
even know some of them personally. Will they
THE DISCIPLES OF THE END send the souls packing, help them put things
Hook. A sinister cult that worships the spirits of
right so they will willingly return, or will they
death has been recruiting. Their membership
turn on their employer to let the souls
has grown significantly after their leader
stay free?
displayed supernatural powers and seems to
be invulnerable.
Heroes. The players have gathered together to
REBORN HUNTERS
Hook. When the heroes are on the verge
stop this cult. One or more could be Reborn
of completing the quest of the Reborn
with quests set in motion by the evil of the cult,
in their ranks, a group of hunters
but the spirits are desperate and are willing
that know the weaknesses of those
to recruit the living as well. Other heroes may
returned to life arrive.
be here to get their friends or family out of
the cult before they get in too deep. Heroes. The heroes are one or more
Reborn and their allies, focused on
Action. The players must discover how the
completing their quest(s).
cult leader has gained this power and
find a way to remove it before they can Action. The heroes will have to fight
confront the cult head on and put it to off these new adversaries while low
an end. on resources. The hunters know
how to kill the Reborn, but they are
more intent on capturing the spirits
EVENING OF THE DEAD that accompany them alive. If the
Hook. When a spirit of death attempts to
players lose the fight, they may have
create a Reborn, the magic goes awry
to regroup and track down their lost
and animates the bodies of hundreds of
spirit allies before it’s too late for the
others in a nearby cemetery, creating a
Reborn among them.
horde of the undead that rampage around

GAME MASTER AdvICE 45


PART V: THE ADVENTURE
PRAYERS OF THE PAST
AN AdvENTuRE FOR CHARACTERS LEvEL 5 OR 6
By Rick Heinz

“Grief follows the living into an early grave.”


— Allie

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

AdvENTuRE | PRAyERS OF THE PAST 47


SYNOPSIS adults that returned either, children have been returned
as Reborn when their lives are tragically taken away. Even
“You know what I love about the living? more so, what happens to the Reborn without a body to
return to? These clues and more Vee leaves, telling a story
Everyone has a price. Hell, getting a person for the characters—a story that vengeance is a cycle that
to commit evil can be as simple as moving a has taken place the world over, time-and-time again, and at
decimal. So, what’s the price for the dead?” the center was always a Reborn. Yet when each character
— vee metes out their final justice on their prey—no sense of
closure is returned. Instead, Vee is a step closer to hers…
Prayers of the Past begins with tragedy: a session zero
for each player at the table where their backstory is The Bridge (or Act 3) reveals to the characters that Vee is
laid bare for each other to witness. In different cities using the Reborn’s revenge to bring her sister back from
around the world, each player takes turns describing the the dead in a cycle of endless murder that started when
wrongs committed to them—or to those around them. For the very first crow brought a soul back from the land of the
centuries, the spirits of the afterlife ferry souls to the land dead. In Vee’s mind, if the dead can return, then life doesn’t
of the dead—but some never rest. For these restless few, matter. With this despaired thought, Vee has orchestrated
the spirits allow them to resolve their final deed before each of the players’ tragedies, and countless more, putting
they rest. The players will describe their tragedy, each herself in the bullseye—trusting that her sister’s love would
creating a unique experience of their own in collaborative return her. After learning of Vee’s plan, the characters have
storytelling. Either they themselves are a Reborn, or they one final showdown at the cathedral in Detroit, the very
have had close witness to one, and in all cases, their path of same site where Top Dollar met his end—a place with the
vengeance had begun. perfect energy for Vee’s ultimate plan. Will the Reborn be
able to resist killing the final targets? Or will they kill Vee? A
Only to be snatched away at the final moment by an
climax that can be solved with guns, knives, or roleplaying
unknown party.
the story might end with Vee turning herself in. Or Prayers
The first Verse truly begins in Detroit when the characters of the Past might end with her identical twin being returned
will finally be introduced to this stories antagonist, Vee. from the land of the dead… seeking retaliation upon
Torn by the loss of her twin sister, Vee has lived two lives. the characters.
One in the glittering and high-tech modern world of power
The Outro of this adventure guides the Game Master on
and finance, and the other in a playground of depravity
how to tie up any loose ends discovered during the various
that snatched her sister away. It was only a matter of time
acts, and how to handle the multiple-choice ending of this
before her sister was run down by a Reborn, caught in the
adventure. If used as a beginning adventure, guidance
backlash of retaliation. Using her ample resources and dual
is offered on turning this into a wider campaign within
identity, Vee uncovered the legend of the Reborn—and how
The Crow universe. For even if Vee dies, she had backup
they were made. Around the world, Vee caused calamity
plans in revealing all she learned about the Reborn to the
after calamity and waited like a spider upon her web for
world. Even if the characters choose to walk away from
anyone to return. Snatching the Reborn’s revenge away
the path of vengeance, there are consequences for such.
from them at the last minute, she lures the party back to
The characters were returned to right a wrong, and Vee
Top Dollar’s old night club in Detroit to learn more about
caused immense pain in the world. The characters have
their natures firsthand. It was, as far as Vee has been able
only stopped the bleeding. Either as a beginning or an end,
to uncover, Top Dollar who came closest to killing a Reborn
Prayers of the Past gives the characters resolution to their
decades ago (from The Crow, 1994). Is a Reborn only strong
personal tragedies and leave them with a sense that life still
against those who wronged them? What about the pain
goes on—even after death.
of another? As bullets fly, the player characters all meet
one another, and uncover the truth: they aren’t alone in
the world.
Joined together for the Chorus, Act Two allows the
THE SETTING
characters to share their tales with one another, while also “Ain’t nothin’ gonna change kid. Everyone
uncovering the trail of clues left behind by Vee. Vee’s clues is looking out for themselves. Just accept
about the Reborn are left on each target the characters it. Selfishness is drug of the soul.”
hunt across Detroit—a city where the most famous Reborn, — The dishonored.
Eric Draven, left behind a trail a bodies that was nearly
impossible to cover up. In the City of Angels, another The lands of the dead are real, devils exist, and evil is so
Reborn, Ashe, is witnessed on All Saints’ Day. It wasn’t just unchecked within the world, spirits have no choice but to

48 THE CROW | PART v


break rules to restore balance. In the setting of The Crow, the apartment has been abandoned by Carl, and the
the world is noticeably colder, rainier, and grittier than our inhabitants are now a single nurse (Mika) and her son
own. Violent evil seeps into the very fabric of our societies (Marius). The apartment is a bit messy with an unfolded
and corrupts every institution. Yet with the growing shadow, futon and comic books always strewn about. Yet hidden
happiness and love stand as even brighter beacons. Good within the walls lie Detective Wincott’s notes about the
people trying to do right by each other are bulwarks others murder (and his insane ramblings) about tragedies that
rally around. The comics, novels, and other materials befell the unsolved children murders… and their potential
presented within the Crow universe paint a picture of steep return. The Professional hopes these notes can put their
contrasts, and this adventure is no different. Set in modern Reborn in the ground permanently.
day, Prayers of the Past primarily unfolds within Detroit, Ž Zug’s Pawnshop: Gideon and his pawnshop both had a case
Michigan—often called Motor City. of being perished. However, this did not stop looters,
When the opening of this adventure takes place, the robbers, and murderers from continuing the practice of
characters exist in different places around the world. Since converting crime into cash. Now operated remotely (an
the players determine where their tragedy takes place for old TV for projection, and a voice box), Zug’s Pawnshop
the introduction, it’s best to keep some global themes in is on Jefferson Street flanked by two empty storefronts.
play when narrating stories there. The differences between Within Zug’s walls, the characters find enough weapons
night and day are steep. An inviting salacious escape to engage in any crime—and custom swords from Top
can be found in the forbidden shadows after the teeming Dollar’s old vault. The Maniac couldn’t care less about the
masses slumber peacefully. People with the means and history surrounding them, and only needs to acquire the
power to take what they want absolutely will. With little objects Vee has stored here to get their next fix.
regard for authority or law. For those concepts govern the Ž Elmwood Cemetery: Near the historic Rivertown district,
world under the light. In order to bring a diverse array of this cemetery is one of the nicer locations the party
stories into Prayers of the Past, it is highly recommended encounters. Gothic wrought-iron fences and crucifixes
that each player begin their journey in a separate city. line nearly every spiked fence post leading within. Inside
Once the adventure moves to Motor City, the opening are the graves of many killed by Reborn hands, and the
act takes place in a decommissioned Club Trash. Marked cremations of many killed during infamous Devil’s Night
with a biohazard logo and the faded “T.R.A.S.H.” letters, fires. A quiet, eerie silence perpetually hangs in the air,
this sprawling industrial complex is a decommissioned and anyone within always feels as if eyes are constantly
cement factory that closed in the 1980s. Illegally squatting, upon them. The Diabolical hopes that the bones of the
Top Dollar renovated the facility as a basis of his criminal past will assist Vee in her ritual.
empire that strangled Detroit in the nineties. After a Ž Old Detroit Police Headquarters: The historic police station
rampant series of vigilante murders totaling thirty-one located at 1300 Beaubien was meant to be a stone
murders, Club Trash laid dormant for another ten years. bastion of hope. Looking to start fresh, the city moved
Purchased by Vee, Club Trash has once again reopened the departments into a newly constructed casino and
and returned to its roots as a haven for the curious and the retired this old headquarters. With only a skeleton crew
occult. A 24-hour party sprawling eight separate bars baked of officers nearing retirement left and detectives sitting
into the concrete metropolis on private land pays homage on case files that will never be solved—at least one villain
to the old days of Devil’s Nights in a modern revival. Located attempts to turn themselves in.
an hour’s drive from the airport near Zug Island and the
Ž United Community Hospital: An abandoned hospital
Detroit Water and Sewerage, Club Trash is open to any who
filled with dangerous medical waste alongside piles of
wish to get lost within its labyrinth-like construction. An
confidential patient records are only a couple of things
important note is the cleanest bathroom is in Bar #3 on the
remaining within the gutted walls of this haunted hospital.
fourth level, with a sign that proudly displays it as such.
The hospital remained open until 1993 and sat vacant
The second act features several other locations around until liquidated by the state of Michigan in 2006. Now
Detroit. Each villain Vee has stolen from the player bathed in pitch black darkness, within its walls contain
characters is set forth on a task to fight for their own the ghosts and stories of victims, some of whom are
survival—uncover the past. Assuming the players make up connected to the Reborn. Among these victims are Vee’s
five characters, we’ve included five locations for the players sister and Shelly Webster, both important people to the
to engage in: Creep, who has come on Vee’s behalf to ensure that her
Ž Carl Wincott’s Apartment: A nicotine-stained one-bedroom plans go smoothly and stalk Vee a little more.
apartment in the heart of downtown with a broken entry The final climax of the adventure takes place at the
door (the buzzer never works). Wedged on the third floor, Cathedral Church of St. Paul Detroit located in Midtown

AdvENTuRE | PRAyERS OF THE PAST 49


Detroit, exactly 33 minutes away from any of the the Past that GMs can lean into if their players lean heavily
locations in the second act. A primary example of gothic toward a certain aspect of play (or all three)!
architecture, this church is built from limestone using Ž Exploration: Once the game moves beyond the Intro Act
medieval construction techniques (with no supporting and into Detroit properly, the party will find themselves
steel superstructure). Baked within the stone walls are the entering Club Trash. Initially designed for an action
hopes and dreams of countless parishioners and the final sequence, this opening act still has ample room for
memories of Myca, Top Dollar’s half-sister, a person directly exploration in the setting. Multiple levels of bars, music,
killed by a crow. The graves of Shelly Webster and Eric and crowds of people exist within. Vee may run the show,
Draven are located within the attached cemetery next to but a little casing of the joint will find that many gangs
the cathedral and their souls have long been at rest. and illicit activities operate under even her radar within.
Inside a multi-level location with plenty of cover and places Before letting the characters see their revenge targets—
for ambushes, Vee and her remaining mercegrounaries let groups who enjoy exploration get their feet grounded
are fully prepared to complete their ritual. When the within the club. Act Two is where exploration really shines
characters arrive for the final showdown with Vee in this as a theme. Each of the setting locations can easily tie
empty cathedral, any remaining witnesses have already into the themes and serve as full quests by themselves
been killed. if the group so desires. While some players may not care
about the hidden lore that is found in each, others will find
vital clues about the nature of being a Reborn which can
STORYTELLING THEMES greatly benefit the characters in Act Three.

“Do you think Persephone was a Reborn? If Ž 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. Ž 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.

50 THE CROW | PART v


TIMELINE Of course, that assumes the characters will make progress
in their adventure and not find themselves returned to the
“The secret to success is diversification. grave. For if the party does not confront Vee by the seventh
night, an ominous ending awaits not only the party, but
Both in finance and in tragedy. Why innocent souls elsewhere in the world.
limit pain to a country so desensitized to
violence it’s mere background noise?”
— vee ADVENTURE HOOKS
Tomorrow isn’t an option because the past awaits revenge. “Death is a simple job. You pull a trigger
Eric Draven first began his revenge in 1989. Retired police and watch the lights fade. Moving the meat
officer Carl Wincott refused to let a series of murders
is where amateurs’ always get caught.”
go unsolved in 2013. Within those 24 years, spirits of
vengeance occasionally sprung up in the sea of billions,
— The Professional.
easily lost in the wave of violence that bled through city Beginning any game can be troublesome, but there are
streets. Yet as Vee would discover, Eric was not the first multiple ways to hook players into this adventure. Ideally,
Reborn, nor the last—just the most notorious. Reborn after character creation is finished, but before the Intro
victims of shattered lives littered history, stretching back (Session Zero) is completed the storyteller should have
perhaps to when humanity first learned of murder. All inspiration from this section—or ideas to craft their own.
stories within the universe of The Crow have taken part in Party composition is intentionally designed to be scalable
this broken world, and the problem only gets worse. and flexible for this module to accommodate player group
Our story begins anywhere up to seven years before sizes from a single player up to a table of five players. The
modern day, at the exact second Vee’s sister, Allie, was Intro section details more heavily how the adventure can
caught in the crossfire of a Reborn meting out imperfect scale, but for this section, let’s talk party composition.
retribution with the subtlety of a Molotov cocktail. Since that The Crow is often presented as a solitary tale of love and
moment, Vee has toiled in the background studying how revenge. A single person is horribly wronged and returns
someone who was once dead could return—much less put back from the dead to right wrongs. If running this tale as
the only soul Vee genuinely cared for six feet under. a solitary adventure, ensure your player plays the class
The Intro (or session zero) takes place at any point during featured in this book as a Reborn. But what if you have
these past seven years. The player characters’ backstories multiple players who wish to play Reborn? Each player
and creations help solidify when in that period their tragedy choosing to play such a character should begin their Intro
struck, how long it took them for vengeance, and how long in a different city. Doing so will allow the storyteller to
it took for their vengeance to be snatched away. Once the establish a personal theme of tragedy for each character—
first Verse begins, the timeline between events should move and is an important safety tool. All Reborn are victims of
quickly, with the entire story taking up to seven nights. The violence and tragedy, so it is vital that each player can
Chorus (Act Two) has multiple villains for the party to seek create their own rather than feel pressured to share in
revenge upon; each taking place in a single night allows the someone else’s tragedy.
party to realistically absorb the information learned after In the case of a mixed party—with multiple Reborn,
each kill—and plot their next. Soothsayers, or even other classes in the Everyday Heroes
Storytelling for this adventure can be a small mini- Core Rulebook—the characters should still begin in separate
campaign, all seven nights could each be their own session, cities. Each person who isn’t Reborn obviously hasn’t died
with a full game session dedicated to the Intro and Outro, and come back—but they should have close ties to one in
respectively. Out-of-game time should take as much their city. During character creation, work with the player
roleplay or sidequests as needed: but in-game time will only to create a backstory for a Reborn in their city who they
ever be a week before Vee’s ending unlocks. were close to, then have that Reborn fail during the Intro.
The Soothsayer (or other class) will catch wind of Vee’s
Alternatively, it could be done in a single four-hour session
conspiracy at the end of Session Zero and receive the call
if session zero is truncated, and the entirety of the second
to action to Detroit. Perhaps the character takes up the
act takes place within a single night. We recommend 30
torch for their fallen friend, or the villain crafted during the
minutes for the Intro and Outro each, with an hour for each
Intro stole the Reborn’s spirit during the closure—crippling
act. The adventure timeline would only take place over
their Reborn friend. This latter hook is a great adventure
three nights in this case, and Vee’s timeline is no longer
hook for non-Reborn to step fully into the protagonist role.
seven nights.

AdvENTuRE | PRAyERS OF THE PAST 51


They now must dive into a supernatural world without the detectives from Detroit, leaving you with the conundrum
tools that their allies possess. of trying to travel while dead to find the final peace.
Character level for all party compositions is the same: each Ž Your adventure begins in Hell. Trapped in unjust torment
player makes a character at level 5 or 6. Solo adventures with other souls who have been wrongfully sent below.
may wish to start at level 7, and groups of five players Each of you have endured torment for up to seven years,
are better suited for level 5. During the Intro session, the each from a different city, a different life, but the result
characters “begin” their stories from level 1 and artificially is the same: tragedy befell you all. Each year that goes
level up before heading to Detroit. If this adventure is being by, more souls join you in hell, until even the spirits take
run as the conclusion to a longer running campaign and notice that something is wrong. A pact is sealed, and each
the characters are higher level, this adventure still works by of you are brought back to the living lands where you
adding additional villains to the encounters. Narratively, it died—knowing you would meet again on the other side.
plays out the same. Ž The occult always seems just out of reach—ever-present
For character creation, we’ve provided some inspirational but never seen—until tragedy struck your friends and
adventure hooks for the players. Use these following ideas family a few years ago. Waking up every day to continue
to help guide or inspire character creation—a reason living is a heavy burden, and you carry the weight of
for each character to come back from the dead (or get what you witnessed. A weight that gets lifted when the
involved). These are only examples of course, and players first murder happens. Justice was never served, and
can easily craft their own, but some might even inspire the someone who hurt you finally got what was coming. Then
GM on campaign hooks or transitions into the Intro (Session another. You couldn’t help but revisit an old haunt out
Zero) section for Prayers of the Past: of memory, and then you saw them. The dead shouldn’t
Ž It’s been a year since you died, and your soul could never return, but there they stand, and your world is about to be
rest knowing what happened to you. A spirit of vengeance forever changed.
freed your soul from Hell and returned you to the lands of Ž It is easy to drown out the news. The reports of gun
the living—only revenge eludes you. Each kill feels hollow, violence and weekend murders have become a constant
like some larger piece of the puzzle is missing. At the daily update. Yet every year it’s gotten worse, and for
moment you put faith in a solution, it is snatched away by the past seven years, each story is more brutal than the

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

AdvENTuRE | PRAyERS OF THE PAST 53


cracking the code and stealing this power. Across the globe, Vee’s mercenaries swooped in and collected their final
for years, Vee has pulled the strings behind hundreds of targets, whisking them back to Detroit. Detroit of all places
murders, rapes, massacres, and suicides without dirtying is the perfect place to commit blasphemy on Devil’s Night,
her hands. Instead, she sat and watched, waiting for even and the city was trivial for her to influence. All in a master
one soul to return. For her to crack the formula of what it play to set the stage, bring the battle to the territory she
took to become Reborn. controls, and finish a ritual long theorized by occultists. Now
At last, after seven long years of watching, she’s caught she can restore the other half of her heart, and bring back
prey in her web. The tragedies Vee influenced have created Allie, even at the cost of her own life. Or at the very least,
at least one, if not multiple Reborn, and one-by-one they’ve engage in her retaliation against the very spirits who dared
begun to bring unholy vengeance upon those who’ve violate a sacred law over returning the dead…
wronged them. Before the Reborn finished their revenge,

INTRO (SESSION ZERO)


“You can rest easy knowing that I’ve already planned a
funeral for everyone who attends yours.”
— The Creep

GM TIP: adventure later in play, imagine the Intro Act as a recap of


To save a little time, before your players attend the Session Zero, sorts—what led the players into Vee’s final trap.
ask each to imagine their character’s theme song when their
lives were happy. Put the songs in the playlist and save them for USING THE BLACK CARD
each character’s spotlight moment in this chapter. At the end (AND OTHER TOOLS)
of Session Zero, ask them to pick a new theme song for where Now is the time to set the tone for your players. Every
they currently stand. These music cues will be helpful for hitting player at the table reacts to different aspects of violence in
emotional beats during Retaliation. different ways. Storytelling horror and tragedy is more than
Prayers of the Past is a grim adventure. All players who sit just describing grotesque and violent acts while constantly
at the table to play this campaign are inherently victims maiming the characters—it’s about learning what makes
of violence (even if they aren’t Reborn). Their lives and the very players behind the characters get chills down their
families have been torn asunder, and they alone are left to spine or tear up over an emotional scene. The one aspect
pick up the shattered mirror that is their story. Irrevocably of the Intro that should never be truncated is this section.
broken in an uncaring world, each tragic tale is unique, for Because letting your players tell you, the GM, what kind
every background is different. Yet in the mirror shards that of tragedy they want to explore is a sacred handshake of
remain of their lives, the cracks provide a path forward of trust—and it gives you storytelling fuel.
healing—or at least revenge. Laws of the world that should Don’t assume that every player at the table will be okay
never be broken are about to be. And why shouldn’t they with another’s tragedy either. Just because one player
be broken? The world allowed such evil to exist and pain may enjoy body horror, it might make another’s skin
to be caused. If justice can’t be dealt the legal way, then crawl. A group-wide contract can quickly be formed with
taking matters into their own hands is the only hope for the following questions to your players. Have each player
the desperate. respond with a color (green, yellow, or red) or a physical
The Intro Act is an opportunity for players to form a bond gesture (two thumbs up, one thumb up, thumbs down), but
by bearing witness to each other’s path of vengeance. It is zero words. The silent method of communication during
conducted using only improvisational role play—no dice- these questions helps set a somber tone for what is yet
rolling is needed (albeit vicious combat will most certainly to come.
be described). The Intro can take either 15 to 20 minutes Ž Each of you have witnessed or been the subject of
for a quick convention table, but it is highly advised that physical violence. Yet none of you know what happened
this session take a full game period of 3 to 4 hours. For yet. If this game was a movie, are you okay with an
existing Everyday Heroes campaigns that are running this R rating?

54 THE CROW | PART v


Ž You weren’t the only ones harmed in your past; others
were as well. How do we feel about harm to children?
Harm to animals?
Ž They say, “eyes are the window to the soul,” and they
hold a sacred place in the Crow universe. How do you
feel about horror revolving around your own eyes
in narration?
Ž Gore, guns, and violence can be described in full, and
each of you will get to engage in revenge if you are
successful. How do you feel about narrating out the form
of your revenge?
Ž Love is a core element of this universe, for we each need
to fight for something. How do you feel about romance?
Would you rather the spicy elements fade to black? How
do you feel about inter-table PC relationships?
Ž Society has failed each of you in this story. As the
storyteller and GM of this session, I need to take on the
roles of terrible villains at times, and perhaps tragic ones
at others. Since this is a modern-day adventure, how do
you feel about my villains engaging in topical issues? (i.e.,
homophobia, racism, real-world religion, sexism, etc.).
Ž Are you willing to help decide who killed you or
your friends?
Pay attention to each player’s response to each question
and keep a note of it. If one player gave a thumbs down
during any of the questions, don’t worry! Having limits
on us as storytellers actually makes us more creative. In
most table sessions, the question about topical issues is
universally a thumbs down. Players are often roleplaying
to escape the modern world. Taking those elements out
of your brain early on will make sure that everyone has a
fun experience. More importantly, the answers that gave
two thumbs or a green symbol are tools into which you can
fully lean—that’s the players telling you the kind of story
they want.
There are five NPC characters in Part VI: The Cast that
the players will choose from as their own Personal Enemy.
Each is summarized below.

Assuming each player gave a thumbs up to the final


question, read the following:

Before we begin down this tale of violence, mystery,


and revenge, we must remember where it all
started—even if we’ve already borne witness to the
crimes of the past. So tell us, not how, not who you
are, not yet… but tell us who was behind your tragedy.
They may have had thugs, minions, or allies hurt you.
But who was the person who made the call to hurt
you? Was it…

AdvENTuRE | PRAyERS OF THE PAST 55


Ž The Professional (p. 95): A hitman with a mission sent
to do a job. It’s not personal, you were just in the way.
You or your friends pissed off the wrong person at the
wrong time.
Ž The Diabolical (p. 96): The rational world is no place
for those who see beyond. This person saw you or your
friends as a gateway to power through death—and they
took it.
Ž The Maniac (p. 96): Not every act of violence is planned.
Through the abuse of substances, a mind degraded by
tragedies of its own, or an uncanny and unexplainable
love of violence, some find themselves thralls to their own
madness. You or your friends were caught on the wrong
side of the tracks on the wrong day in the hands of this
crazed person.
Ž The Creep (p. 97): Restraining orders never kept them
away. Nobody listened to you or your friends’ pleas
for help. They were always watching, stalking, and
observing you. Then one day, when it was least expected,
they struck.
Ž The Dishonorable (p. 97): Law enforcement was meant
to keep you safe. Instead, you or your friends were swept
up witnessing something you shouldn’t have. Jaded and
guided by self-preservation, this killer had the means to
make the problem “go away.”
Let your players each pick from the list who killed them
or their Reborn friend (or assign them one if they wished
for you to pick). Again, if this was an existing campaign, it’s
still helpful to have the players pick from the list. Doing so
resolidifies their tragedy in the forefront of their mind after
a longer campaign. Then it’s time for your final safety tool to
be created: the Black Card.
As a group, determine a hand signal (or playing cards
from a deck) as the “fade-to-black” moment. The goal of
the Black Card during a narration scene is a flag for when
the emotional impact has been made, or the scene has
gone too far. A subtle signal that it’s time to wrap things
up and fade-to-black. The consequences of actions still
happen, and the world still moves on, but the details of that
scene are now left to the imagination. Many storytellers
are surprised about how chilling of an effect a Black Card
during a scene can be. Sometimes players will Black Card a
scene at the perfect horror moment.
Once this section is completed, give your players 10 to 15
minutes at the table with their chosen killers and ask them
to mentally create that villain for the next section.

56 THE CROW | PART v


GM TIP:
While your players are trying to think of names for the villains
on the fly or recalling their tale in their head take a moment for
yourself and step away from the table. Reflect upon the questions
and body language of your players. Think of cool ways to lean into
the enthusiastic yes answers and ponder what needs to change
for any no responses. Each player also chose a villain for a reason,
and that’s something to reflect. For existing groups, it’s a good
chance to refresh yourself on the first session ever ran with
those players.

Either way, take a moment for yourself here.

VIOLENCE BEGETS VIOLENCE


This next section heavily involves taking turns around the
table. It’s time for each player to share their backstory,
their lives prior to the tragedy, and name the villain they’ve
chosen. During each player’s tale, make sure they are
uninterrupted—each story told will be vital for the storyline
to follow. Your job as the Game Master here is to listen and
take notes while providing occasional guidance.
Establishing which city the character is from should be the
first priority. Vee’s impact on the world is global in nature
and having every character start in a different city around
the world will help enhance that theme. It also allows every
player (no matter their background or culture) to envision
themselves in the Crow universe and feel unique. A story
of drug-induced violence and tragedy set in the Vatican
feel different from a professional hitman committing
transactional murder in Sydney, Australia.
Additionally, none of the villains have worked alone to
commit the tragedy in question. They each had lesser
thugs or hired help (which will be important during the next
section). If a player starts narrating a tale with just a single
entity, it’s okay to ask questions such as “Were they alone?,”
“Who else was there?,” or “Who helped cover their escape?.”
Again, let the players fill the gaps in the narrative that is inspiration. Make sure to observe the other player’s
being woven and take down notes. They don’t need to name reactions to each story, and if any player tosses down
every character under pressure, but it is important to frame a Black Card, you can interrupt the scene the player is
the tragedy as something larger than a single person. narrating by asking a question.

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

AdvENTuRE | PRAyERS OF THE PAST 57


that during the rest of Prayers of the Past you may need to
For Non-Reborn Characters:
check in with the quiet players. Another observation that
should be made is: How safe did the group play it? There is a You’ve long given up on any sense of mortal justice.
significant difference if your entire group described heart- Trying to ignore the pain didn’t work either. Night
wrenching tales of violent murder versus casual violence. after night you found yourself returning to the same
The players just subconsciously gave you the narrative haunts that the killers frequented. You were beneath
intensity with which they are comfortable. their notice. Any time they laughed or celebrated
another night, you knew another life had been
If you collected theme songs prior to this section, it is good
shattered. Yet still you came, like a moth to a flame.
to play each character’s song during their narration for
Perhaps you wondered if you would be next. You
mood setting. Either way, once each player has had their
asked yourself countless times: “Why wasn’t it me?.”
turn, it’s time to mete out some revenge.
Eventually grief paved the road to anger. If justice
was never going to be served, then you’d have to take
MASK OF DEATH matters into your own hands.
Now it’s time to take the gloves off and let the characters
But how could you? You were one, they were many.
have some revenge. The players have each had a chance
The rain-soaked streets of the city seemed to shelter
to tell their tales of tragedy—and it’s upon the GM to make
them. Help them escape your aim when you achieved
them the center of the story. Whether your party is made
the courage to point a gun at them. Days of training
from Reborn or a mix of classes, each of them is engaged in
and nights of bruises didn’t bring you any closer. Fate
vengeance within their starting cities. There are two sample
was a cruel mistress who dangled chocolate in front
dialogues to read aloud for your players: The first assumes
of you and never delivered.
the party consists of all Reborn, and the second is the
characters who are of different classes.
You were ready to pack it in, ready to move to another city
and start life anew or end it altogether, when you noticed
For Reborn-Centered Parties: that the killers stopped laughing. Their faces grew paler
A year is an eternity in hell. There is no sun to mark each night. They seemed on edge. They knew something
the passage of time. Only the days where you relive was coming for them and couldn’t believe it when they saw
the moment of your demise. The faces of your killers it. You couldn’t believe it either. At first, the Reborn was a
haunt your memories every time your eyes close; the figment of your imagination in the corner of your eye, but
touch of your loved ones every time your eyes open. you knew. You knew the impossible had happened and the
The constant, gnawing, gnarling, and nagging that dead had returned. You couldn’t help your friend the day
you suffer here—while those who wronged you still they died, but now—you have a year of information and
walk the Earth. training. They need your help more than you need theirs.

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.

58 THE CROW | PART v


Each Reborn character or NPC might have a different spirit Ž Kidnapping: Just as you were swooping in on your last
guide, and thus act very differently from one another. target, two detectives bagged them in an unmarked
Alternating between characters, narrate the stalking, sports car. Not a cheap one either, and not something
hunting, and absolute horror from the villains as the Reborn regular law enforcement could ever afford. Despite your
and their allies take them down one at a time. Always let best efforts at a chase, all you could make out was a
the player describe how the final act of revenge is done and set of Michigan plates. Investigating where the struggle
their calling sign. Use all the information learned from the happened, you find a single book of matches from a Club
questions asked earlier and let the characters be game- Trash that must have fallen out of the kidnapper’s pocket.
breakingly powerful in these moments. They have talents, Ž Bribed: The big one has been missing since the death of
training, equipment, and desire against foes who have never the first. No matter how many questions you’ve asked of
elevated themselves and rightfully have it coming to them. your killers, none seemed interested in talking. Or they
With each and every kill, let the characters artificially ‘level just didn’t know. Of course, it was the stupidest and most
up’ and unlock their next abilities. Running the backstory in loyal that knew something. Your final target had been
this fashion, allows each player to attach a quick memory to propositioned. Some rich kingpin in Detroit had pulled
why they developed that power. them away on important business but they are absolutely
Keeping the tempo moving is important for this part of the coming back to save them. You shake the name of Club
narration. Try not to spend more than 5 minutes on a single Trash from their lips before ensuring that there isn’t
kill. Alternatively, you could spend a long time narrating the anything left to be saved.
first, then haze over the rest of the group’s kills. Or a mix of Ž Forced: Once someone has power, it can always be taken
both. The moment it becomes tedious to go through each from them. Things went sideways faster than expected
kill, it’s time to wrap it up and cut to the chase. Rolling dice and the spirit was injured. Still terrified of what they saw,
and ability checks can be peppered if desired but shouldn’t the villains high-tailed it out of town. It took several nights
be needed. If your group truly desires some combat, then to track them down in Detroit, but the problem remains.
using the stat block for an Arsonist or Sadist found in this Someone has to go finish the kill, otherwise the spirit
book can serve as the fodder the party kills. won’t heal—and this matter will never rest.

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
Ž 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.

AdvENTuRE | PRAyERS OF THE PAST 59


VERSE (ACT ONE)
“The question you should be asking yourselves is: Why NOT get high? Have you seen
this trash heap of a world? Killing is a gift from me to you. The ultimate, and final high.”
— The Maniac
October in Detroit is a chilly and rain-soaked affair. A her gambit will be accepted. In order to add to her success,
mix between frosted breath and steam flowing from she’s brought in intelligence agents (See p. 94) to help
sewer grates. The first Act of Prayers of the Past is about her keep tabs on the characters from a safe distance.
Vee stitching together her plan to study the Reborn and
their allies. A mastermind must plan her midnight stroke You arrive in Motor City with little discernible
after all. Through her vast financial means and access to difference between night and day. Heavy
mercenaries, Vee has taken over the underworld of the city thunderstorm clouds have kept the city in a
and uses it as a base of operations. Fittingly nestled within perpetual state of shadow for the past two days. By
Club Trash, Vee initiates her occult ritual to bring her sister airplane, car, or Greyhound bus, all methods have
back from the dead seven nights before Halloween. All she brought each of you to Central Station. Like strangers
needs is the final ritual component: a Reborn willing to kill in the night with only a glimpsing familiarity, you
her on that exact night. pass through the teeming masses into a city where
shadows seem to grow longer. Alleyways flicker with
Knowing that every plan falls to tatters the moment bullets
the promise of warmth around a trashcan of fire, and
start flying, Vee’s baked in several contingency plans—
squad cars circle like sharks waiting for a perp to
namely the rest of the party. Her hope is that with multiple
make a single wrong move. There is always a sense
Reborn, or even their allies, the ritual will still take effect.
of eyes upon you. A sense that you do not belong. Yet
Worst case scenario, she’ll get to kill some spirit as revenge
you are each here with a single destination in mind:
and then start the process all over again next year. The
Club Trash. An hour’s drive north to Zug Island from
one thing she can’t control, however, is the characters. Vee
the city proper, or a 30-minute train ride doesn’t
has no idea when they will arrive or what actions they will
seem too taxing to finally put your affairs in order.
take. All she can do is play the game as if it were chess and
make calculated moves on the board of Detroit hoping that

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
Ž 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.

Ž 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
Ž 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,

AdvENTuRE | PRAyERS OF THE PAST 61


THE ALMIGHTY DOLLAR (BAR #1)

62 THE HANGMAN (BAR #3)


and four Club Trash punks with SMGs keep an eye out Guests, Right on Time, and Missing the Party, you can use
for the characters. They’ve got zero attention span, so the successes or failures to move the party up ahead or behind
characters certainly notice them first. Only if the characters Vee’s plans.
choose to engage with the bouncers do the punks notice Vee’s Plan: Understanding Vee’s goals and the extent of her
them, and level their twitchy, untrained guns on the plans is critical to running this encounter. At this point in
character, telling them they have a date inside. The punks the adventure, her sister’s body is at Cathedral Church of
escort them right to The Hangman (Bar #3) unless a fight St. Paul Detroit and is ready for Vee’s ritual. Unfortunately,
breaks out (covered later in this section). the Reborn are still something of a mystery, despite all
Characters arriving with the Missing the Party tag get to the research Vee has done. Few have ever lived after
Club Trash in the middle of a gunfight, which can serve as a witnessing one. Vee has captured the personal enemies
cinematic entrance for that character at the right moment. of the characters and offered them each one final chance
Describe the scene of a few hundred people fleeing for their to survive the relentless aims of the Reborn pursuing
lives while automatic gunfire rattles around and shatters them. At this point, Vee has broken the personal enemies
windows above. and mostly has them under thumb. Not willing to lose her
The PCs are under no obligation to enter through the front pawns just yet, she’s paid several actors in the VIP Lounge
doors. Backdoors, fire escapes, and even a few open holes to pose as the character’s final targets. She’s given each of
in the wall can be found with a basic DC 13 Intelligence the real enemies an assignment around Detroit to collect
(Investigation) check. Let the characters find their own objects she needs (really, she just wants to observe them
path into Club Trash if they want. Any appropriate skills die). Lastly, Vee has armed Club Trash punks with extra
(or talents) can be used with a DC of 13. Failure can create firepower and put a bounty out on the characters. Enough
some interesting tension but shouldn’t otherwise prevent to make the punks zealous in trying to collect by riddling
characters from moving forward with the encounter. As
there are three ways the encounter begins: Uninvited

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
Ž 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
Ž 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.
Ž 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

64 THE CROW | PART v


the party starts within the Almighty Dollar (Bar #1), it deal with the punks while waiting. Once inside the elevator
should take 4 to 6 rounds of combat, fighting their way and heading to Hangman’s (the highest it goes), a Club
through. Each location the party moves through contains Trash punk lands atop the elevator and opens fire on
more punks attempt to engage. Rather than use precise the characters within. A DC 15 Wisdom (Perception) check
distances, characters should be able to move up one level reveals the punk was pushed by an elite mercenary
every two move actions, provoking opportunity attacks waiting above.
if there are enemies still alive. Add more punks into the Stairwell #3. The only visible stairwell that isn’t crowded
encounter if your combat rounds are moving along snappy with a drugged-up sex party in Club Trash leads all the way
and quick to draw out the encounter, or feel free to hold a up to the VIP Lounge, but is tougher than other routes. One
few back if things are moving slow. Club Trash punk initially follows the characters into the
Keep the encounter dynamic by allowing characters to tear stairwell. A DC 14 Strength (Athletics) check can be made
through the punks and use the environment. As they move to forgo the stairs and jump up between railings, saving a
beyond the first level, throwing punks off unguarded railings character their movement action for the round. Once the
is a real possibility (as is the possibility of a character characters make it up a single level, an elite mercenary
getting kicked off). If this happens, falling damage is quickly shoots down from above. For the next two levels, a Club
calculated as 1d8 per level fallen. Trash punk busts in through the doors. The mercenary
A table for random Vee dialogue is included below. Splice doesn’t care about the punks and shoots through them if
in her speech between each round, and feel free to improv needed, allowing ruthless characters to use the punks as a
her reactions. She reacts to any impressive actions body shield with a successful grapple check.
and miserable failures made by either the punks or the Fire Escape. Getting outside to the fire escape requires
characters. Lastly, a random Club Destruction table is the characters to first deal with the punks in the Almighty
included. Roll on the Club Destruction table for any missed Dollar (Bar #1) unless they began this encounter outside.
attacks. Elite mercenaries do not fight to the death and flee Once done, they can make a DC 15 Strength (Athletics) or
once they have been reduced to half their total hit points. Dexterity (Acrobatics) check to parkour up to the wet ladder.
Almighty Dollar (Bar #1). The beginning area of the Two Club Trash punks open fire on the characters as they
encounter. Start here if the party engaged with the punks race through the fire escape, shattering windows if they
at the front door or arrived Right on Time and did not find a miss or covering them in concrete debris. On the roof, the
way into The Hangman (Bar #3). The music blasting here characters see two more punks start kicking the fire escape
is heavy industrial music that gets muted every time Vee supports (it’s not up to code). A second DC 15 Strength
speaks a line of dialogue. The Club Trash punks race in (Athletics) or Dexterity (Acrobatics) check is required to
from the exterior of this 50-foot-square floor. In this room, make it to the fourth level before the entire structure is
the punks hesitate to open fire with their SMGs, given the kicked off the side of the building, with each PC suffering
crowd. Any use of supernatural abilities by the characters, falling damage on a failure.
however, forces each punk to make a Wisdom saving throw The Hangman (Bar #3). The Hangman is filled with a gothic
(DC 12) or panic and open fire. Once one panics, it spreads metal band and an entire crowd of people all wearing crow
like wildfire, and any other punk now risks the same saving makeup or sugar skulls as they dance. While every other
throw. If three gunshots are fired at any point, the music place in Club Trash is generally filthy, make a special note
stops, and the crowd panics. Players advance to the next to the characters that the bathrooms here are surprisingly
area by either racing ahead or eliminating the punks. clean. From The Hangman, the characters can clearly see
Freight Elevator. One potential method directly to The a private staircase leading up to the VIP Lounge guarded
Hangman is a freight elevator bay behind the stage in by one elite mercenary. Two more Club Trash punks
Almighty Dollar. The backdoor entrance is easily visible, per character race in from either the freight elevator, fire
and once the characters enter, the sound from the club escape, or stairwell #3 one round after the party. Just like
becomes a little less blaring (they can actually talk). One Almighty Dollar, the punks won’t open fire with their SMGs
Club Trash punk per character either barrels in from unless they fail a Wisdom saving throw (DC 15 this time)
behind them, or quickly puts out their smoke from outside after seeing a supernatural effect.
and races in through a propped-open backstage door. The Characters who begin the encounter in The Hangman can reach
service corridor is 15 feet high and 10 feet across, with about the VIP Lounge faster. To make the encounter more challenging,
30 feet to the chain-gated elevators. The punks have no add an extra elite mercenary guarding the stairs who won’t back
compunctions about using their SMGs here. The elevators down from a fight.
take one full round to arrive from when a character pushes
the button to summon them, which should force them to

AdvENTuRE | PRAyERS OF THE PAST 65


The elite mercenaries on this floor don’t have a problem whenever anyone misses or hits a fantastic success or
shooting, and the band stops playing after two shots have timely failure.
been fired, changing the environmental effect regarding
melee attacks and difficult terrain. The punks now open fire 1D18 DESTRUCTION CAUSED

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

66 THE CROW | PART v


vigilantes. Bring Vee the items or information, and she will As you make your way out of Club Trash, the wall of
make the problem go away. The problem, of course, being TVs comes alive again. Vee rides in the back of a car
the characters. from the looks of it, and you can see Club Trash in the
The above information is offered freely in an attempt to window behind her.
avoid interrogation. However, if the characters press with “And that, my little friends, is why you always have a
either a DC 15 Charisma (Intimidation or Persuasion), they plan B. I’m not here to gloat. I’m here to thank you. You’ve
gain extra information. Each actor has an address given to helped me crack the code on returning from the dead.
them on a Devil’s Night greeting card with a time set in the Why stop with you? Why shouldn’t I bring her back?! Do
next few nights leading up to Devil’s Night. All they know you know how many lives I had to break to make you?
about the card is that an unknown “prize” awaited them How long I’ve been at this? And here you are… finally
when the fires start in a few days. Each card address leads standing where I can see you—from a safe distance
to a location used in Act Two. Lastly, the actors mention the of course.
name of Vee several times during the conversation. They “I’m not going to stop you from getting your revenge.
may not know much, but everyone knows who Vee is. It’s the least I can do after playing my part in this. So,
Once the party has the final information, it’s time for the with that, most heartfelt gift, from me to you. Good luck
group to enjoy some roleplay together. If it’s the group’s sugar plums!”
first time being allowed to converse, let them have their When Vee hangs up, every TV in the club cuts to
introductions, descriptions, and reactions to the information security cameras of the characters fighting. Their
presented before winding down the scene. Let them acquire styles, how they heal, and other special talents the
any loot from the fallen foes (or some free bottles of booze), characters displayed. The message at the bottom
and proceed to Act Two after a final message from Vee: reads: “Thank you. –Vee.”

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

AdvENTuRE | PRAyERS OF THE PAST 69


apartment complex is one of the last places yet to be torn Marius is thrust up against the window with a pistol clearly
down. Multiple attempts at forced eviction have been made pointed at his head, a warning to the characters that this is
on those who call the dump home, but the residents inside a hostage situation. Allow the party entry past the broken
have refused. Unbeknownst to anyone involved, the entire door buzzer and even up to the third floor if they wish. The
apartment complex will be torched on Devil’s Night by only encounter they face in this complex is someone poking
Vee’s mercenaries. their head out, shouting to keep the noise down before
Wincott was once a successful detective until he came slamming their door, unless the characters investigate the
across the case for an unidentified Jane Doe, a child who boiler room. Within the boiler room, two elite mercenaries
happened to be raped, murdered, and left in a field to die. prep explosives for Devil’s Night. Stopping them is an
That case led to another and another as each Reborn, ghost optional encounter if the characters investigate down below.
or real, needed his assistance in solving their case. Broken Battling the Professional should primarily focus on saving
by these cases, Carl Wincott lost his job, family, and soon Mika and Marius, two characters completely unconnected
after, his life to bring vengeance on behalf of these ghosts. to the events of Prayers of the Past. A single gunshot from
Spirits of vengeance needed someone to help eliminate the Professional is enough to kill either of them, and the
their killers—and that actor was Wincott himself. Carl has Professional is more than willing to do it. Luckily for the
since passed on from this world, but he was successful in characters, the Professional is single-mindedly focused on
his mission. Yet within the walls of his apartment are the their assigned character. Let the party use any combination
mementos, case files, and notes. Mixed within are notes on of skills and talents to take down the Professional and get
whether he’s just insane or haunted by actual ghosts. Mika and Marius to safety. Yet success is vital for their
survival: if the characters fail any attack or skill roll leading
If either the party or the Professional are successful, then
up to a fight with the Professional, he kills either Mika or
there are some important hints about the Reborn/Vee they
Marius. Additionally, remember to use the rules for firing
can learn:
into melee when fighting him, since the Professional is
Ž Not all Reborn return as physical bodies or reanimated. adjacent to the hostages.
Carl’s notes reveal multiple times that the children were,
Once that happens, all bets are off, and the party must
in fact, ghosts who needed his help.
race in. Let the combat play out using the stats and traits
Ž The spirits of vengeance are capable of speech. It can in the appendix, knowing that the Professional does not
be a powerful moment for the players to learn they can retreat when confronted with his chosen target. Once the
communicate with their spirits if the GM wishes, in more Professional is eliminated, the characters gain access to the
than just flashbacks. information and history of Carl Wincott, as well as call Vee
Ž Wincott pieced together that many unsolved cases in the for a single conversation:
world were likely solved by Reborn or the spirits. If the “Determined to the end, weren’t they? I think they had it
characters begin to doubt their path or fail at using one coming to them, myself. As for Mika and Marius, isn’t it
of their feats or class features, allow them an inspiration curious how innocent people are always swept up in a
token after learning this to reinforce their conviction. grudge match. Do you think they will return from the dead?
Ž The Professional has had his left eye carved out with a Just how many lives have been touched by that fucking
brutal dagger by Vee. An eye patch covers the still bloody bird?” Vee hangs up.
wound. A burner cell phone on their person only has one A Soothsayer character might catch an insight that the
number (Vee’s) that the party can call after receiving it. building is going to explode in a few days, and Marius and
This encounter begins when the party arrives at the Mika will absolutely be caught in the blast. Without either
apartment complex. Roll initiative at the start (even though investigating the boiler room or having this foresight,
combat may not take place for some time) to establish Vee’s plan to create even more Reborn continues beyond
order. The Professional waits inside a third-floor apartment this adventure.
with a gun to the head of Marius while whispering threats
to Mika. The Professional makes an active Wisdom THE MANIAC:
(Perception) check against anyone simply pulling up to the
front entryway, as he’s on the lookout for more of Vee’s
ZUG’S PAWNSHOP
Potential Enemies: The Maniac (p. 96), Club Trash punks
men. The party may or may not pass a Stealth check, but
(p. 95).
if the Professional’s Reborn is spotted, then he becomes
violent and screams at Mika: Rewards: Custom swords, revenge, information.

“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.

70 THE CROW | PART v


Important Rooms: Front entry, warehouse. her backups, just in case she was successful in creating
The Maniac has picked up some important information a Reborn. Burning the place to the ground Vee’s plan to
from their time at Club Trash. The key to inflicting pain both bury the past, and harm the spirits aiming to help the
on the characters is contained within Zug’s Pawnshop— characters. An important question to ask your characters
tokens of remembrance and Top Dollar’s custom swords. during this scene will be:
Assigned by Vee to acquire the swords, Vee secretly hopes “You find an object from your past on a shelf… what is it?”
that the Maniac (or some punk) is able to retrieve the
Should the party be successful in killing the Maniac, then
blades and escape. However, Vee placed mementos from
they can achieve the following information and rewards:
the character’s own past within the pawnshop some time
ago and informed the Maniac of such. Vee is curious if the Ž A personal memento related to their tragedy can be

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. Ž 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 Ž 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
Ž 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
Ž Access to ritual components to complete ritual magic. before suddenly turning into a shrieking scream as multiple
Ž A burner phone from the Diabolical which allows a crows and ravens descend from nearby trees to attack
conversation with Vee. the corpse.

Ž 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
Ž 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

AdvENTuRE | PRAyERS OF THE PAST 73


Unlike other enemy encounters, Vee has no intention to Unwilling to play the political game and bust people for
burn a cemetery to the ground on Devil’s Night. If her minor offenses or band together with the police unions, the
mercenary gets away with Myca’s hand, however, she gains detectives within have decided to live the remainder of their
access to a special ability in the final encounter. As for lives trying to solve the unsolvable. While it may not initially
the characters, lingering around the cemetery most likely go as planned for the characters, defeating (or killing) the
results in an encounter with the police. Use the chase rules Dishonorable gains the characters several advantages.
(with City Streets Complications table) and sample stat Ž A burner phone that allows a one-time phone call
blocks for beat cop in the Everyday Heroes Core Rulebook with Vee.
if the party must escape police as an optional encounter.
Ž A favor that can be cashed in later to “clear a city block”
After the scene at Elmwood Cemetery, the police and news
from any law enforcement or interference.
around Detroit begin chattering about occult murders and
the revival of Devil’s Night. Vee’s belief in the occult results Ž A successful DC 15 Intelligence (Investigation) check gives
in her hiding from the law after the events of Prayers of the the department a clue about an unsolved case—their own.
Past if she lives. Doing so grants each of the characters an inspiration
token. Finding their own case files (given they each come
from different cities) should come as a shock and could
THE DISHONORABLE: be used in the resolution of Prayers of the Past.
OLD DETROIT POLICE HEADQUARTERS
Ž A chance at earning extra information about Vee or her
Potential Enemies: The Dishonorable (p. 97), hired spy
(p. 94), beat cop (Modern Day NPCs, Everyday Heroes). sister Allie.

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,

74 THE CROW | PART v


the characters and spies cross paths easily at
a cinematic moment for their shootout.
Using social skills to gain entry is not the only
path into the station. Should the party be so
inclined, they can attempt to sneak their way
in, disguise their entry, or even fight their
way past the police. The latter removes any
rewards except for revenge and a phone call
from Vee on a landline. There are six officers
in total inside the three-story building, and
stat blocks can either be police detective or
the beat cop from the Everyday Heroes Core
Rulebook. It should be obvious that shooting
their way into a police station has the
potential for reinforcements and ending the
campaign early. Should that happen, knock
out the characters when appropriate and
have them delivered to Vee during Act Three
by her own agents.
Once the party is inside the building, tracking
down the Dishonorable is all about getting
to the holding cells. DC 12 Intelligence
(Investigation) checks and DC 17 Perception
(Wisdom) checks allow stumped characters
to catch the signs that their enemy was
arrested. Investigation skill checks uncover
their booking paperwork or catch the signs
that only cell 6 has an inhabitant. Perception
checks either overhear hushed whispers from
officers about their target or spot the blood
trail from the Dishonorable’s bloody eye.
Once inside the building, the hired spies
and the party make Perception (Wisdom)
and Stealth (Dexterity) checks against each
other. If the spies see the characters (and
not vice versa), they remain hidden to kill
the Dishonorable later if the characters
don’t. Oddly, the spies assist the characters
in distracting officers if needed so they can
complete their kill.
As for the Dishonorable, they are locked in a
jail cell with their feet up, eagerly waiting for
their phone call to enter witness protection.
Despite the reluctance of the officers within
the station to help, it’s only a matter of
time before the Dishonorable gets away
with murder again. When confronted by
the party, the Dishonorable chuckles and
pieces together Officer Hudson and Penney’s
deception if the station is empty—but they are
by no means a sitting duck.

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
Ž 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 Ž 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 Ž 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.
Ž 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.

76 THE CROW | PART v


roll initiative to establish combat order early and keep it FOOT CHASE, HOSPITAL: DC 15
through the rest of the scene. (Roll a d10 for a random complication)
The Creep is fully aware of the party entering the building. D10 COMPLICATION
For the Creep, the Reborn represents a vengeful ex who 1 Decommissioned Surgical Room
simply can’t take no for an answer. Unlike other personal 2 Wheelchair filled hallway
enemies, the Creep has zero intentions of fighting or even
3 Broken skyway
killing their assigned character. Rather, they’ve moved
4 Medgas Room
on to better partners and will target everyone else. To
5 Cleanroom Locking Doors
facilitate this, the Creep has placed portable night cameras
6 Stairs Up
throughout the hospital and stalks the party. By radioing to
7 Hole in Floor Down
Club Trash punks to make distractions or run in separate
8 Open Atrium
directions, the Creep aim to attack solo characters. Within
9 Piles of HIPPA paperwork
the confines of the hospital, allow the Creep to always
10 Mechanical / Back of House
position themselves near a target who separates from
the group. Decommissioned Surgical Room
The hospital is a large, sprawling building, and the enemies You run into an old surgical room filed with equipment and
utilize this to their full advantage. Club Trash punks taunt swinging arms at eye level.
the party from a long corridor and take a few shots with Hazard. Dexterity saving throw.
their SMGs—even firing into darkness before running
GAIN GROUND SUGGESTIONS
away with laughter. The same horror can be turned to the
Ž Crawl on all fours or through the equipment.
characters advantage if they elect to stalk punks on their
own. Killing or capturing a punk allows them to find the Ž Hide for a round to toss off pursuer. (prey only).
earpiece through which the Creep is giving orders, cluing
the characters in that they are being toyed with. Wheelchair-filled hallway
Wheelchairs, some broken, some not, were stored en masse
The Creep has six punks at their disposal and gladly tosses
down this hallway instead of being discarded.
their lives away if it allows them to capture a target and
bring them to Webster’s operating room. The Creep should Hazard. Dexterity or Intelligence saving throw.
be an easy target to defeat, but when isolated, they can Ž Grab an unbroken wheelchair and zip ahead faster.
potentially succeed at capturing a Reborn. Should this Ž Throw only broken chairs in your path behind you to
event come to pass, they barricade the door, pull out a delay your opponent (prey only).
camera and a satellite phone, and get ready to interrogate
their captured prey. It is extremely important that the Broken skyway
details are never narrated. If the Creep catches a target, The skyway between two buildings has broken and decayed.
once the scene is set, fade to black and focus on the rest of A dead-end or 10’ jump awaits you.
the party. Give the rest of the party a chance to save their
captured friend, or let the tension build before the captured
Hazard. Strength or Wisdom saving throw.
Ž Jump across the open air gap and clear 10 feet.
character finds a way to escape—or kill the Creep. If the
Creep is interrupted, they are most likely monologuing to Ž Find another path around.
the camera in a recording they are making to Vee as they
prepare a gift. Medgas Room
An optional rule for a character captured by the Creep You run into a room filled with oxygen tanks and other
could be a visit from Shelly Webster’s ghost, reviving them medical gas that should have never been left behind.
and giving the character a benefit of a long rest. Use this Hazard. Intelligence saving throw.
mechanic if things look dire for the party. Ž Quickly locate valves to eject unknown chemicals into the air.

If all six Club Trash punks are eliminated and the party still Ž 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.

AdvENTuRE | PRAyERS OF THE PAST 77


Ž Smash through door. Strength (Athletics) vs. Mechanical / Back of House
Strength (Athletics). You race into a mechanical service corridor. Pipes on the walls
Ž Locate the manual override behind a kicked in panel are rusted and leaking water… and other unknown substances.
before your foe breaks down the door. Intelligence Hazard. Constitution saving throw
(Security) vs. Strength (no proficiency). GAIN GROUND SUGGESTIONS
Ž Bust a pipe and make it wash over an opponent.
Stairs Up Intelligence (Mechanics) or Intelligence (Natural Sciences)
The only path forward is a set of stairs littered with bins of
vs. Constitution (Endurance).
discarded syringes and black biohazard trash bags.
Ž Climb into the pipework and hide (prey only). Dexterity
Challenge. Strength (Athletics) or Constitution (Endurance). (Stealth) vs. Wisdom (Perception).
Ž Make the steps 3 at a time. Constitution (Endurance) vs.
Encountering the elite mercenaries is a little tricker. The
Constitution (Endurance).
mercs aren’t interested in the Creep’s games and have
Ž Rip open bags and kick down plastic bins of waste (prey
simply set themselves about their own business, planting
only). Strength (Athletics) vs. Dexterity (Acrobatics). explosives in the basement at various points in the hospital.
Only if the characters descend into the basements do they
Hole in Floor Down risk their paths crossing. These mercenaries have already
Whatever equipment was in this room was certainly worth acquired (and delivered) Allie’s body, and their only goal
stealing. A gaping hole between two floors exists before you now is setting explosives—something they can do a later
and no path forward. date. As such, they fight while they have the upper hand, but
Challenge. Strength (Athletics) or Dexterity (Acrobatics). flee the moment that changes.
Ž Leap through the hole. Strength (Athletics) vs. Either way, once the party defeats the Creep, they gain access
Strength (Athletics) or Dexterity (Acrobatics). to incredibly valuable information: Vee’s backstory and bio
Ž Slide down using broken tubes. Dexterity (Acrobatics) vs. (see The Mastermind). This information can be given fully to the
Strength (Athletics) or Dexterity (Acrobatics). players after their characters search the Creep’s laptop.

Calling Vee on the phone results in the following dialogue:


Open Atrium
You hoof it into a large open atrium for emergency services. “I’ve always been one to attract the obsessed. Call it my
Shattered glass litters every surface and it’s a long way to magnetic personality. Now you know, don’t you? You know
the next set of double doors. the kind of life Allie lived?” A moment of silence hangs.
“Love has a tricky way of bordering death. It’s a real bitch.
Challenge. Constitution (Endurance). People die of heartbreak. They kill one another over its
GAIN GROUND SUGGESTIONS absence. Emotions have power greater than life. Remember
Ž Hoof it. Constitution (Endurance) vs. that where you stand now, every room is a life. A story
Constitution (Endurance). of heartbreak. That’s why Devil’s Night should return. A
Ž Kick glass back at your pursuers (prey only). cleansing fire to wash away the pain. A pity you won’t be
Dexterity (Sleight of Hand) vs. Constitution (Endurance). around to see it.”
If the characters never encountered the elite mercenaries
Piles of HIPPA paperwork in the basement, then on Devil’s Night, the building
The chase brings you into a room filled floor to ceiling explodes, eventually forcing the city to rebuild the site
with medical records that were never moved. All kinds of and reinvest in the area. Of all the explosions and fires
insurance billing that could easily be tipped over. caused by Vee, this hospital is one whose destruction only
Hazard. Dexterity saving throw. benefits the city. Stopping the explosion means the hospital
continues to be tethered to Hell and leaks its pain into
GAIN GROUND SUGGESTIONS
this world.
Ž Keep your pace by navigating around the boxes.
Intelligence (Investigation) vs. Intelligence (Investigation). Ending the Chorus is a natural transition for the group once
they have dealt with their personal demons. Make sure the
Ž Knock over boxes to pile on your pursuers (prey only).
party knows that they have the information to locate Vee for
Wisdom (Arts and Crafts) vs. Dexterity saving throw.
the final showdown, and where she will be on Devil’s Night.
Based on how much time is available for the group, let them
enjoy a long rest before heading to Act Three. The end of
Act Two is a fantastic place for a milestone level if your
party is leveling up throughout this tale.

78 THE CROW | PART v


BRIDGE (ACT THREE)
“Murder. Love. They share a common thread, a vein of red that weaves
two souls together for eternity. We are all fools for believing that only
one was eternal. When the dead return, it’s eternal love, right?!”
— vee
Vee’s revenge comes to fruition in the third act. As the vanquish those left. Tied back into hired spies, there is a
final climax of Prayers of the Past, it’s important to take chance she knows where the party stored their enemies
stock of prior activities throughout the adventure. While it’s and sends her mercs when the party heads to the
impossible to predict the exact path the party took to arrive cathedral. This reduces the number of mercenaries in the
at the climax, there are some factors that will have a direct encounter down to two.
impact on this chapter: Ž The party might have caught Vee’s Devil’s Night
Ž If the hired spies sent to tail the group throughout preparations in exploding some buildings within Detroit
this adventure were never spotted, then Vee and her during Act Two. For each building that explodes, Reborn
mercenaries should be well versed in the party’s tactics characters suffer a level of Exhaustion that ignores the
and the combat moves they take should reflect this. If Reborn Body talent at dusk (the start of the encounter).
the spies were discovered and the party found a way to Ž In the scenario, if the party was unsuccessful in any Act
move in the shadows, then there is a chance to sneak into Two encounter and their enemy managed to escape—
the cathedral. they are added into the Act Three encounter.
Ž If the party pieced together that killing their enemies Ž If the party hasn’t figured out where to go, or seem to
in Act Two was fueling the ritual and left their targets be struggling, Vee calls them directly. “All funerals need
alive, then Vee must dispatch some of her minions to

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
Ž 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
Ž 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
Ž 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.
Ž 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.”

80 THE CROW | PART v


crashes or the characters score three Dexterity (Vehicles) CATHEDRAL OF ST. PAUL ENCOUNTER —
checks against the spies. VEE’S REVENGE
For on-foot chase scenes, the spies only engage for Potential Enemies: Vee (The Mastermind), elite mercenaries,
three combat rounds against a fleeing party (they don’t personal enemy.
have the stamina). The spies attempt to unload lead in Rewards: Milestone leveling, closure.
the characters or their spirits (for the first time). If the
characters choose to engage and fight the spies, play out
Environmental Effects: The ceilings and rafters are trapped
with tripwires and require a Wisdom (Perception) DC 18
the combat normally with the stats in the appendix.
to see, 18 (6d6) fire damage upon triggering (half on a
Capturing or defeating the spies reveals that Vee is fully successful DC 15 Dexterity saving throw). These are meant
aware of their arrival if their cell phones are checked. to capture or damage spirits.
Additionally, if the spies are still alive, they freely offer
in exchange for their lives how many elite mercenaries
Important Rooms: Altar room, bell tower, rooftop.
(detailed below) Vee has with her at the cathedral and that The St. Paul Cathedral is in a centralized location to each
she has at least one trigger-wire explosive trap set up (they of the Act Two encounters, and the characters realize this
don’t know where exactly). upon arrival. Looming in against an isolated skyline, the
cathedral has been well-maintained over the years. A small
Since this encounter is optional, if the party has captured
cemetery rests within limestone fencing that surrounds
a spy earlier on (or converted one through social means)
the church, where two graves have had fresh violets laid
you can reward the party with the same information via an
upon them. Vee took the time to honor Eric Draven (the
anonymous text message from one of the spies.
most memorable of the Reborn) and his love out of respect
for the path they paved. Then Vee promptly killed any
groundskeepers, parishioners, and priests unfortunate
enough to be in attendance this evening and piled their
bodies near the cemetery.
Vee has chosen St. Paul Cathedral because of its historical
significance to Top Dollar and Myca. Within the stone walls,
their final showdown with Eric Draven took place, and even
though they ultimately perished, they chose the terrain for
a reason. Durable, trappable, isolated, and the spirits have
little place to hide. In honor of Vee assuming the mantle of
Top Dollar’s old enterprise and restarting Devil’s Night,
she plans to burn this cathedral to the ground
when her work is done and pay tribute to the
villainous souls who came so close to stealing
the power of the Reborn.
While there are many rooms and features
within the cathedral, for this encounter, only
a handful are used. The narthex is the main
lobby and entry area of the church on the first
floor opposite the main altar. This large room
paves the road to the altar and is 100 feet long
and 70 feet wide, with 25-foot vaulted ceilings. The
sanctuary behind the altar leads to the bell tower staircase
and is a smaller 30-by-40-foot room where much of Vee’s
equipment and preparation work is stored in portable
crates. The bell tower staircase is four stories tall with a
square wooden staircase and no exits while ascending until
one reaches the rooftop. While it is unlikely that the combat
reaches the roof (in fact, Vee intends to avoid Top Dollar’s
fate), events triggered during the fight might force her to
retreat up here. Any combat on the roof should be counted
as difficult terrain accompanied by a DC 10 Dexterity saving

AdvENTuRE | PRAyERS OF THE PAST 81


throw when a combatant moves more than 5 feet or risk Vee isn’t actually a Reborn despite wearing the Mask
sliding to the edge. Two failures in a row and someone of Death, it’s merely a style she adopted out of morbid
falls off the edge suffering 27 (6d8) piercing damage and fascination—but she certainly isn’t going to let the party be
impaling themselves on a gargoyle below. aware of such. Additionally, the silhouettes lining each pew
The large wooden double doors for the main entrance are mannequins, each with their faces painted, some to look
are cracked open, a standing invitation for the characters. like the loved ones of the characters, others with various
Other entrances include a bell tower at the steeple, several Masks of Death, and several are part of Vee’s booby traps
stories high, or simply smashing through any of the stained- for her I Lured You Into Danger plan found in her stat block.
glass windows along the side. Bold characters may attempt The number of elite mercenaries in this encounter is
to scale the outside of the building to gain entry from a relative to your party size and experience. Begin with
rooftop service door. Attempting this should require three two visible mercs with full equipment flanking Vee as her
DC 15 Strength (Athletics) or Dexterity (Acrobatics) checks, personal guards. For each other member of the party
given the steep nature of the climb and a leap of faith to the beyond two, one more merc is hiding on the second level
roof. Failure results in falling. Characters entering this way for the first round of combat with strict orders to attack any
certainly encounter the trip wire traps laid in the rafters spirit they see as first priority before the characters. For
and rooftop entrance. Vee has studied enough Reborn to higher-level parties, mix in a hired spy within the church
know they like to enter from above, and she isn’t going to pews using disguise to blend in and remain hidden to
fall victim to the trap of the incredible climbing villain. surprise the characters.

Regardless of the entry method, once the characters enter


the main atrium of the cathedral, read the following text: GM TIP: SPIRITS
The characters’ spirits come into play in this encounter more
Candles flicker on every chandelier and brazier than in any other fight so far. It might make sense to let the
throughout the darkened church, casting sharp players control their spirit during this encounter, but doing so
shadows. Church is in attendance, with every pew will also cause the players to be overly cautious with them if it’s
filled with a still silhouette all facing the altar. their first time. If you elect to keep control of the animals, put
Vee stands over the body of her sister, decayed them in harm’s way when tension is appropriate (second or third
and wrapped in grave clothes, while snacking on round). Vee’s opening salvo might force the animals into positions
sunflower seeds waiting for your arrival. Her half- they don’t want to be in, and that can create added tension for
shaven head and tailored white suit stand in stark this encounter.
contrast to the lush colors found abundant in
the surroundings. Flanked by two soldiers in fully Encounter Triggers. The following list has certain actions
armored gear, Vee herself has a fencing foil strapped that Vee or her mercs take at various points during
with a blue sash over her left shoulder. Setting down the gunfight:
her seeds, she takes the last eyeball and tosses Ž On the first round of this encounter, Vee uses her Rocket
it in a golden chalice, breathing deep the smoke Launcher attack against whichever character has used
before grinning. A grin that reveals a new addition the front door. Her goal is to cut off a path of retreat for
to her ensemble—the Mask of Death. Black lines both the party and her disloyal mercs if needed. This
and an elongated smile become apparent as she attack sets the exterior perimeter of the church ablaze,
leans forward. which slowly burns through each pew every round of
“Here is where the monologue goes, but I think we can combat to destroy potential cover.
skip the majority of it and cut to the damn chase. Your Ž On the second round of the encounter, the elite
very existence proves that death doesn’t matter… and mercenaries all reveal themselves and use either
if death doesn’t matter, then neither does life. Since you Smoke Grenade or Flash Bang attacks to corral the
don’t play by the rules, why should I?” characters inward.
Ž Vee mostly stays at range from the party and stands
For this encounter, roll initiative separately for Vee and
her ground at the altar until one of her mercs retreats
her elite mercenaries each round to keep the encounter
or perishes. After which, she backs up to the bell
dynamic. In earlier acts, keeping a single initiative through
tower staircase.
the fights was designed to both speed up encounters, but
Ž Elite mercenaries fully retreat from combat if their hit
also lure the players into a mindset. Changing the tempo
in this fight of what they expect is a storyteller trick to add points are reduced to 5 or fewer. Mercenaries who are
gravity for every round. injured enough to trigger this attempt to use the bell
tower staircase first. At this point, treat the mercs as

82 THE CROW | PART v


hostile against even Vee, and they open fire on their allies Outcomes in combat scenes are difficult to predict given
as the inner church burns, all for their own survival. the nature of dice and variety of actions characters can
Ž Once Vee no longer has mercenaries to trigger her take. Allie’s corpse may spring to life, and Vee may have
Affluenza reaction and redirect attacks, she begins to been successful at killing the spirits for a few PCs. Full
accept certain death and uses melee. She tries her best breakdowns of possibilities are in the Outro section, but
to make it up the bell tower staircase to the rafters where assuming the characters have managed to kill Vee is a
she can trigger her trip wires and fall back down (gladly typical outcome. Letting Vee have a final monologue before
taking fall damage). her passing (or capture) is fitting:

Ž 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
Ž 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?”
Ž 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
Ž 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.

AdvENTuRE | PRAyERS OF THE PAST 83


OUTRO (CONCLUSION)
“Being told that they love you, holding their action in play can help pave the road to future adventures.
If this adventure was the climax of your campaign—then
hand, watching their final breath, and never
taper off each possibility below and resolve them fully.
hearing from them again. That is true death.
Vee Kills the Characters. In the grim scenario that
Not whatever blasphemy you represent.” the characters perish in the final chapter, then Vee is
— vee successful with her ritual magic and steals the power of the
It’s time to bring Prayers of the Past to a close. After the spirits. In doing so, she gains access to Spirit Bond (Major
final encounter with Vee, many tables will need closure to Feat) and the benefits associated with each Reborn spirit
tie up loose ends, personal stories, and even a guide to she captured. Her sole quest continues to be the revival of
continue running in the universe created by the stories her sister by causing more tragedy in the world.
everyone wove together. In this section, GMs will find several Allie does not return from the dead, however. Instead, while
possible outcomes to the event based on the player’s trapped in Hell, Allie approaches the characters with an
actions. While it’s impossible to predict every outcome that offer: Help her stop Vee and bring her soul to rest where
players (or the dice) determine in a mini-campaign, you’ll it belongs. Allie pulls favors in the afterlife and arranges
find a few inspiring ideas and the tools to craft your own for new spirits for the characters, and she can serve as
ending if needed. their afterlife guide in a future campaign. Whether Allie
Before getting into the personal stories of the character, the is secretly evil and trying to fulfill her revival by switching
first priority is establishing the fate of Vee and her sister places with her twin sister, or if she genuinely thinks her
Allie. With multiple goals at her disposal, Vee can turn even sister has gone off the deep end, is entirely in the GM’s
her death into a victory. If Prayers of the Past is run to begin hands. Either way, the characters continue their tale with
your campaign world, then leaving some elements of Vee’s renewed focus.

84 THE CROW | PART v


Vee does not necessarily come out unscathed. Based on echoes from a grave in Detroit at the Cathedral of St. Paul.
the party’s actions during Act Two, much of her network Clawing forth from the shackles of her coffin, Vee’s sister
and hand has been tipped in her global “bet-it-all-on-black” Allie struggles to find her place. Identical in appearance to
maneuver she orchestrated for Devil’s Night. Information Vee, her rightful twin, Allie has been gone from this world for
about Vee being leaked through the Old Detroit Police a decade after being trapped in Hell. Only the death of Vee
Headquarters, or any mercenaries that cut ties with Vee spurned her soul into action. Soaked in rain and screaming
begin to spread the word about her fanatical nature. in fear and pain as the memories of Hell fade away, Allie
Significant financial assets were burned, and her family will slowly begins to understand what happened… and your
certainly cut her off. Vee may gain mystical talents, but she faces are burned into her mind.”
will have to start from scratch again, forcing her to take a Allie’s tale can be one of tragic wandering with no targets to
more personal hand in her affairs while she is on the run. kill and no revenge to slate if the party of Reborn are all at
This can serve as a great reason future campaigns might rest, cursed to wander on the edges of society like a Reborn
take place in places other than Detroit. who strayed too far from their quest. Or it can launch a
The Characters Kill Vee. Vee was ready to face her death future campaign that explores deeper into the mythology
from the moment she started and never looked back. In of spirits, the nature of the afterlife, and the cycle of life and
her eyes, the entire world could burn for her sister to be death hidden beyond the mortal mundane world. No matter
Reborn. Allie does not return from the dead instantly, but which way it plays out, Allie will always have secrets about
her return is inevitable. For the next year, the twin sisters the afterlife that the characters should never know, for her
collude in Hell (what feels like a night to them is a year legacy and karmic debt are global thanks to her sister.
here), and then Allie returns from the grave as a Reborn The Characters Capture Vee. Perhaps the worst fate for
herself, seeking out revenge (or helping) other Reborn Vee possible—being defeated yet not killed. Although this
in the world. Allie should play out in future campaigns as is not without consequence for the characters as well. Vee,
far more of an anti-villain than a true villain like Vee, as being captured, suffers a mental breakdown shortly after
her motives are about bringing balance back to an unjust being imprisoned. It becomes apparent that Vee’s family
system, both above and below. has the wealth to make many of the charges against Vee
In this ending, take time with each individual player and drop, and the characters learn the bitter taste
have them wrap up their loose affairs. The Intro featured of watching Vee undergo “treatment” at a
a heavy narration session where each character five-star luxury spa and rehab clinic. Yet
began. Let the players have their final few nights mentally, Vee is reeling inside. She knows
played out by their narration. How does their that she touched on the occult, that the
story end? What do they do with their last few supernatural world is real, and yet it
days alive? How do they feel after bringing will forever remain out of her grasp. In
their quest to a close? Living characters time, perhaps Vee learns to become a
survive beyond the Reborn ones and might Soothsayer, serving as a twisted villain
be able to start life anew. In Act Three, Vee for criminals seeking her consult in
had her mercenaries try to bury the pasts dealing with the Reborn, but Vee will
of every Reborn and erase her tracks never have the resources or freedom
from the world—did these actions cause to finish her work while “imprisoned”
further calamity? in a lifestyle of forgotten luxury.
End the story with a side scene that every Should Vee ever gain that freedom,
player (not their character) witnesses at she certainly picks up the craft of
the end of the game session: soothsaying and ritual magic and
reintegrates herself into the criminal
“Not every Reborn needs a body to underworld—only now she must take
return. Or perhaps the spirits are capable orders from someone else.
of more than you were aware. A year from
today, on the anniversary of Devil’s Night, Allow the characters to survive until
an unknown howl Vee gets sentenced. While awaiting
that trial, give each player closure
over the events that transpired in their
own city. What do you do with your final
nights? What matters do you hope to
resolve? How do you set things
right with the money gained

AdvENTuRE | PRAyERS OF THE PAST 85


from Vee’s family? To this final question, the characters When you are ready to give hints for what is next to come,
might be shocked. Hush money goes a long way, and the the events of Prayers of the Past and Vee provide ample
characters each find themselves the benefactors of a ammunition for a variety of adventure hooks. Several
financial windfall to help repair the damage Vee caused adventure hooks for parties are found earlier in this book.
within the world. Allow the players and characters to feel Because Vee’s actions took place over seven years and on
that uplifting sense of doing something right (or even just a global scale, the world could very well still be reeling from
taking a few vacations on Vee’s dime) before announcing her actions. Allie may return, or Vee may have escaped and
that Vee is found not guilty and sentenced to rehabilitation stolen power. The very spirits themselves may be angry and
at a luxury resort. If this is the end of the adventure, let this perhaps feel they need to bring back more experienced
be the finale. Reborn against their will to set matters to rest. No matter
For ongoing campaigns, Vee triggered something global in which path you choose, after the characters have their
the world, and the characters each get a feeling that there personal stories resolved—add in a mix of conspiracy to
is a looming threat on the horizon. Someone in the shadows end this adventure. Leaving just a slight hook of something
isn’t interested in Vee’s little personal story of revenge and more to come.
love, but rather how close she came to the supernatural. Final Thoughts. No matter which ending the characters
Vee will never be Top Dog again, but she can be forced to have unlocked, the story of revenge and retaliation have
work for another villain with more focused goals that suit been told. Running this adventure during a condensed
your group. convention schedule or a single game session can be tricky,
Crafting Your Own. The themes of Prayers of the Past but possible by sticking true to its themes. Love and hatred
focus heavily on love, conspiracy, and revenge. It’s entirely are closely tied emotions, fueled from the same depths of
possible that some of the party’s villains escaped and our soul, and each pushes us to impossible brinks. Whether
never returned. Or possible that the party formed new this story is the end of your campaign or just the beginning,
relationships and ended up taking over Club Trash through hopefully Vee helped put a smile on your players faces, or
clever roleplay. Discovering more about Allie and Vee’s past caused them to shake their fists. For in a universe where
could lead them on a global archaeology hunt to help assist the dead can return to right a wrong and bring justice to
other Reborn that have yet to awaken in the world, allowing the deserving—retaliation is always possible.
the characters to serve as mentors to future Reborn (a
great opportunity for new players to the table).
Convincing Vee to stop in the final battle would fall under
this category of ending given the roleplay involved. It is
certainly possible to pull elements from each ending and
weave them together. If Vee willingly turns herself in, she
still finds herself captured, but is unwilling to join another
in the future. Or she may elect to take her own life,
and thus give Allie a reason to return unknowingly—
but that version of Allie may not be hostile to
the characters.
What is most important in crafting your own ending to
this story is giving the characters immediate closure
regarding their personal tragedies and villains. Allow
them to go as a group to each starting city or say their
goodbyes and split up. In each city, let the character
whose story began there tell the table what needs to
be done for closure and work with that. In some cases,
a PC may have died, and it’s the character’s new friends who
are bringing closure to their tale. In such cases, let that player
have input on their backstory by speaking from beyond the
grave. The importance of allowing each character to have
closure over their personal tragedy cannot be understated.
In all cases, resolve these matters first before adding in a
mix of global conspiracy.

86 THE CROW | PART v


PART VI: THE CAST
“Devil’s Night used to be a great holiday. A day the trash of banal institutions was
sentenced to destruction, like a forest burning to ash so new life can flourish.
I think it’s time we reignite old traditions. As they used to say—fire it up.”
— vee

SUPPORTING CAST Ž Kali. One of Judah’s gang, Kali is experienced in hand-


to-hand combat. She is a kickboxer with the Hired Muscle
variant (see Core Rulebook).
MOVIE ANTAGONISTS Ž Nemo. Another of Judah’s minions, this pervert is a goon
“Ya know, my daddy used to say every man’s got (see Core Rulebook).
a devil. And you can’t rest ‘til you find him.” Ž Spider Monkey. The final member of Judah’s gang
— Top dollar (The Crow) responsible for killing Ash and Danny, Spider Monkey is a
drugged-up crazed maniac (see Core Rulebook).
In case you want to include the antagonists from The Crow
or The Crow: City of Angels, listed here are the stat blocks Ž Judah Earl. The leader of the criminals that oppose Ashe,

you could use for each of them. Judah is a sadist (See p. 89).
Ž 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.
Ž T-Bird. The leader of the gang that killed Eric and Shelly, HUMANS
T-Bird is an arsonist (see below).
Ž Funboy. A drug-pusher and morphine addict, Funboy is a Arsonist CR 1
gangster (see Core Rulebook). Medium person (human)
Ž 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)
Ž Tin Tin. This knife-throwing murderer is a knife juggler
Speed 30 ft.
(See p. 88).
Ž 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.
Ž 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
Ž 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
Ž 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
Ž 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.

Armed with a variety of improvised flame weapons, this criminal


loves to light fires, and they’re pretty good at it too.

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)

Skills Acrobatics +8, Perception +4, Security +2, Sleight of


Hand +8, Stealth +6, Streetwise +4
Senses passive Perception 14
Roles Killer, Shadow
Equipment Many knives, street clothes or circus costume,
pocket stuff

Parkour. The Knife Juggler can ignore difficult terrain


when it moves. Climbing and Swimming are not difficult
movements for it.
Actions
Multiattack. The Knife Juggler can make two attacks, then it
can make a third as a bonus action.
Knife. Melee or Ranged Attack: +6 to hit, PV 1, reach 5 ft. or
range 60, one target. Hit: 7 (1d6 + 4) slashing damage.

This knife-thrower may be a circus performer, a murderer, or just


someone who loves knives. Whatever the case, they’re accurate and
deadly with a knife, thrown or otherwise.

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)

88 THE CROW | PART vI


Skills Intimidation +6, Physical Sciences +5, Security +5, Witch CR 4
Stealth +6, Streetwise +5
Medium person (human)
Senses passive Perception 11
Roles Ranged, Support Defense 14
Equipment Salon flamer (hair spray and a lighter), Hit Points 55 (10d8 + 10)
flamethrower with back-mounted gas tank, 4 Molotov Armor –
cocktails, matches, pack of smokes, street clothes, fire Speed 30 ft.
suit, pocket stuff STR DEX CON INT WIS CHA
Explosive Hazard. When the Serial Arsonist suffers a critical 9 (-1) 12 (+1) 13 (+1) 18 (+4) 18 (+4) 17 (+3)
hit, its flamethrower fuel tank explodes. Each combatant Skills Deception +5, Insight +6, Intimidation +5, Medicine +6,
within 20 feet of the explosion must make a DC 14 Performance +7, Social Sciences +6
Dexterity saving throw, taking 3 (1d6) fire damage for Senses passive Perception 14
each round left in the flamethrower on a failed save, or Roles Support
half as much on a successful one. A combatant that fails Equipment Street clothes or mystical robes, pocket stuff or
its save is also Burning. The DC to put out this fire is purse stuff
12, and it deals an additional 1d4 fire damage for every
2 rounds left in the Serial Arsonist’s flamethrower. The Genius. The Witch has 3 Genius points and can enact plans
Serial Arsonist automatically fails its save against this as if a 5th level Smart Hero (save DC 14). They know the
explosion, and it cannot use its flamethrower afterward. following plans: Bend Fate, Dirty Little Secrets, Read the
Fire Suit. The Serial Arsonist has damage reduction 10 Omens, The Right Tool, Sight Beyond Sight, Witness Your End.
against fire damage while it wears its fire suit. Actions
Actions Unarmed Strike. Melee Attack: +3 to hit, PV 1, reach 5 ft., one
Multiattack. The Serial Arsonist make two attacks. target. Hit: 3 (1d4 + 1) bludgeoning damage.
Salon Flamer. Melee Attack: +6 to hit, PV 0, reach 5 ft., one Curse. The Witch curses one combatant it can see within 120
target. Hit: 6 (1d4 + 4) fire damage and the target must feet. The target has disadvantage on its next ability check,
succeed on a DC 14 Dexterity saving throw or become attack roll, or saving throw before the start of the Witch’s
Burning. The DC to put out this fire is 12. next turn.
Flamethrower (8 rounds; no reload). Ranged Attack: +6 to hit,
This witch has a connection to the realm of death, able to foretell the
PV 1, reach 5 ft. or range 60/120, one target. Hit: 9 (2d4 +
future and learn information they shouldn’t have access to.
4) fire damage and the target is Burning. The DC to put
out this fire is 17. This weapon can be fired on full auto by
expending all 8 rounds.
Sadist CR 5
Molotov Cocktail (4/Long Rest). Ranged Attack: +6 to hit, PV
N/A, range 40/80 ft. Hit: 6 (1d4+4) fire damage (ignoring Medium person (human)
armor) and the target is Burning. Each other combatant Defense 16
within 10 feet of the explosion must make a DC 14 Hit Points 75 (10d8 + 30)
Dexterity saving throw, taking 2 (1d4) fire damage Armor –
(ignoring armor) on a failed save, or half as much on a Speed 30 ft.
successful one. A combatant that fails this save is also
Burning. The DC to put out these fires is 12. STR DEX CON INT WIS CHA
If this attack misses, treat it as if it were a thrown 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 16 (+3)
explosive attack. The Serial Arsonist can also choose to Saves Wis +6
treat this attack as a thrown explosive attack as normal, Skills Athletics +7, Deception +6, Insight +6, Intimidation
targeting a space instead of a combatant. +9, Medicine +5, Perception +6, Social Sciences +5,
Streetwise +6
The serial arsonist is an expert in lighting fires. Not only do they Senses passive Perception 16
carry Molotov cocktails and improvised hair spray flamers, but they Roles Support, Melee
also wield a gigantic flamethrower, complete with a back-mounted
Equipment Whip, club wear
gas tank.
Sadism. The Sadist has advantage on attack rolls against
any target that is Distracted, Exhausted, Frightened,
Incapacitated, or Sickened.

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.

90 THE CROW | PART vI


Escaped Soul CR 3 Gorgon CR 6
Medium monster (spirit) Medium monster (spirit)
Defense 13 Defense 15
Hit Points 26 (4d8 + 8) Hit Points 97 (13d8 + 39)
Armor – Armor –
Speed 30 ft., fly 30 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 14 (+2) 6 (-2) 10 (+0) 14 (+2) 12 (+1) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Skills Stealth +7 Saves Str +4, Wis +5


Senses passive Perception 10, Nightvision Skills Perception +5, Stealth +5
Roles Shadow, Melee Senses passive Perception 15, Nightvision
Roles Support, Melee
Shadow Form. The Escaped Soul has advantage on Dexterity
(Stealth) checks made to hide in the shadows. In Hardcore. When the Gorgon fails a saving throw, if it is not an
addition, it can pass through openings as small as 1 inch armor saving throw, it can choose to take 10 damage to
without squeezing. automatically succeed on that saving throw instead. This
Shadow Immunities. The Escaped Soul cannot be Paralyzed, damage cannot be reduced or prevented.
Sickened, or Stunned, and it cannot gain levels of Petrifying Gaze (true form only). When a combatant that
Exhaustion or Intoxication. It is immune to cold and can see the Gorgon’s eyes starts its turn within 30
poison damage. feet, the Gorgon can force the target to make a DC 14
Spirit of Death. The Escaped Soul does not fall unconscious Constitution saving throw. The Gorgon must be able to
or die when it is reduced to 0 hit points, and it does not see that combatant and must not be incapacitated. If the
make death saving throws normally. Instead, the Souls’s saving throw fails by 5 or more, the target is instantly
movement speed is halved, and it has disadvantage and permanently petrified. Otherwise, a target that fails
on attack rolls while at 0 hit points. It can still die, and the save begins to turn to stone and is restrained and
it still suffers death saving throw failures when it takes must repeat the saving throw at the end of its next turn,
further damage. becoming petrified on a failure or ending the effect on a
Actions success.
Shadow Touch. Melee Attack: +5 to hit, PV N/A, reach 5 ft., one Unless surprised, a combatant can avert its eyes
target. Hit: 21 (4d8 + 3) cold damage (ignoring armor), to avoid the saving throw at the start of its turn. If a
and the Escaped Soul regains half as many hit points as combatant does so, it can’t see the gorgon until the start
the damage dealt. of its next turn, when it can avert its eyes again. If it looks
at the gorgon in the meantime, it must immediately make
On rare occasions, a human soul may return to the world without a the save.
body, manifesting as a shadowy figure, wisps of darkness emanating If they see themself reflected on a polished surface
from it. Such a being is only partially material and drains the life within 30 feet of them and in an area of bright light, they
force of those it touches. are affected by their own gaze.

THE PETRIFIED CONDITION


A gorgon can inflict the Petrified condition on combatants, which has the following rules.
Petrified
A petrified combatant is transformed, along with any nonmagical object it is wearing or carrying, into a solid
inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. This has the
following effects:
Ž They are Incapacitated, can’t move or speak, and is unaware of its surroundings.

Ž Attack rolls against them have advantage.

Ž They automatically fail Strength and Dexterity Saving Throws.

Ž They have damage reduction (10) against all damage.

Ž 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.

Appearing as monstrous humanoids with masses of writhing


snakes for hair, gorgons are spirits of death that guard the
souls of the underworld. Opposed to any disruption in the
natural order, gorgons hate when a spirit is returned to
the land of the living. They rarely appear in the mortal
realm, but when they do, they are usually hunting a
Reborn or some other escaped soul.

92 THE CROW | PART vI


Greater Cerberus Hound CR 10 ADVENTURE ANTAGONISTS
Huge monster (spirit)
Vee: The Mastermind CR 8
Defense 15
Medium person (human)
Hit Points 119 (14d8 + 56)
Armor – Defense 18
Speed 50 ft. Hit Points 75 (10d8 + 30)
Armor Light Ballistic Vest (+3 save bonus, AV 2, Ballistic,
STR DEX CON INT WIS CHA
Concealable)
24 (+7) 14 (+2) 18 (+4) 7 (-2) 15 (+2) 14 (+2)
Speed 40 ft.
Saves Dex +6, Wis +6
STR DEX CON INT WIS CHA
Skills Perception +6, Stealth +6
9 (-1) 20 (+5) 16 (+3) 18 (+4) 15 (+2) 20 (+5)
Senses passive Perception 21, Nightvision
Roles Killer, Melee, Loner Saves Dex +8, Int +7, Wis +5, Cha +8
Skills Acrobatics +8, Athletics +3, Deception +8, Insight
Guard Dog. An enemy provokes an opportunity attack from
+5, Investigation +7, Perception +5, Persuasion +8,
the Greater Cerberus Hound when that enemy moves
Security +7, Social Sciences +8, Vehicles +8
while within the Hound’s reach, even if the enemy does
Senses passive Perception 15, nightvision
not move away. If the opportunity attack hits, the target’s
Roles Leader, Support, Ranged
speed is reduced to 0 until the end of the turn.
Equipment Assault carbine, stylish armored suit, ritual
Hardcore. When the Greater Cerberus Hound fails a saving
components, rapier, rocket launcher, night vision goggles
throw, if it is not an armor saving throw, it can choose
to take 15 damage to automatically succeed on that Drain Spirit. If Vee kills a Reborn’s bonded spirit with an
saving throw instead. This damage cannot be reduced attack, she can spend a hit die to mystically recover
or prevented. hit points, adding her Constitution to the amount of hit
Spirit of Death. The Greater Cerberus Hound does not fall points regained.
unconscious or die when it is reduced to 0 hit points, Earn Your Pay (1/Turn). Whenever any of Vee’s allies who
and it does not make death saving throws normally. can hear her (even via earpiece) misses with an attack,
Instead, the Hound’s movement speed is halved, and it Vee uses her reaction to chew them out, allowing them to
has disadvantage on attack rolls while at 0 hit points. It reroll the attack.
can still die, and it still suffers death saving throw failures Hardcore. When Vee fails a saving throw, if it is not an
when it takes further damage. armor saving throw, she can choose to take 10 damage to
Three-Headed. The Greater Cerberus Hound can take up automatically succeed on that saving throw instead. This
to three reactions during each round, but still only one damage cannot be reduced or prevented.
per turn, and it has advantage on Wisdom (Perception) Mastermind. Vee has 6 Genius points and can enact plans
checks and on saving throws against being Blinded, as if a 7th level Smart Hero (save DC 15). She has the
Deafened, Frightened, Stunned, or knocked Unconscious. following plans readied: I Knew You’d Do That, I Had Them
Actions Bugged, I Lured You Into Danger, I’ll Tell You How It’s Done,
Rampage. The Greater Cerberus Hound makes three bite When A Plan Comes Together.
attacks, which must be made against different targets. Plans Within Plans. When Vee is reduced to 50 or fewer hit
The Hound can move up to its speed between these points for the first time after finishing a long rest, she
attacks, and this movement does not provoke attacks regains 1 spent Genius point and can add any one plan
of opportunity. from the Smart Hero list of shared plans or from the
Bite. Melee Attack: +11 to hit, PV 3, reach 10 ft., one target. Hit: list of Mastermind plans to her known plans until she
20 (3d8 + 7) piercing damage. finishes a long rest. She can do so again when reduced
to 25 or fewer hit points for the first time after finishing a
Reactions
long rest.
Chase Down. When an enemy within 50 feet moves, the
Ignore the Pain. Vee needs her revenge. When Vee is
Greater Cerberus Hound can spend a reaction to chase
reduced to 0 hit points, she may immediately take her
that enemy down. The Hound move up to its speed toward
turn, interrupting the current turn. During this turn, Vee
that enemy before the enemy moves. If it does, the Hound
has advantage on all ability checks and attack rolls.
can spend another of its reactions during this turn if it has
Incredible Speed. Vee takes two turns in each round. She
one available, disregarding the limit of one per turn. The
rolls a separate initiative for each turn.
enemy can then choose not to move after all.

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

Tactical Shield. The Elite Mercenary has 3/4 cover against


Hired Spy: Vee’s Intelligence Agents CR 1/2 attacks with a Penetration Value of 3 or less.
Medium person (human) She’s Crazy. The Elite Mercenary has disadvantage on
Wisdom and Charisma saving throws against anyone with
Defense 15
a Wealth Level of 4 or higher.
Hit Points 18 (4d8)
Armor - Actions
Speed 30 ft. Advanced Combat Training. The Elite Mercenary makes
two attacks.
STR DEX CON INT WIS CHA
Shotgun (9 rounds; action reload). Ranged Attack: +5 to
10 (+0) 14 (+2) 10 (+0) 16 (+3) 15 (+2) 16 (+3)
hit, PV 3, range 200/400 ft., one target. Hit: 10 (2d6 +
Saves Wis +5 3) ballistic damage. This attack is made at advantage
Skills Deception +5, Insight +4, Investigation +5, Perception against targets within 30 feet.
+4, Stealth +5 Flashbang (1/Long Rest). Thrown Explosive Attack: +5 to hit,
Senses passive Perception 14 PV N/A, range 80 ft. Effect: Each combatant within 30 feet
Roles Support, Ranged of the explosion takes 1d4 explosive damage and must
Equipment Concealed pistol, fake badge, corporate suit, make a DC 13 Constitution saving throw or be Deafened
surveillance kit, pocket stuff or bag stuff. and Stunned until the end of its next turn.
Extortion. As a bonus action, the Hired Spy can attempt Smoke Grenade (1/Long Rest). Thrown Explosive Attack: +5
to threaten a target with extortion. The Spy makes a to hit, PV N/A, range 80 ft. Effect: The grenade creates a
contested Charisma (Deception) skill roll against the cloud of smoke with a 15-foot radius from the explosion.
target’s Wisdom (Insight). If the Spy wins, the target The area covered by the smoke is heavily obscured for
cannot target the Spy with attacks or detrimental effects one minute.
until the end of the Spy’s next turn.
Genius. The Hired Spy has 2 Genius points and can enact
plans as if a 1st level Smart Hero (save DC 13). They know
the following plans: Dirty Little Secret, I Had Them Bugged, I
Have the Perfect Disguise, I Lured You Into Danger

94 THE CROW | PART vI


Club Trash Punk: Vee’s Fodder CR 1/2
Medium person (human)
Defense 13
Hit Points 5 (1d8 + 1)
Armor Leather Jacket (+0 save bonus, AV 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 8 (-1) 9 (-1) 9 (-1)

Skills Intimidation +1, Security +1, Streetwise +3


Senses passive Perception 9
Roles Killer, Melee, Fodder
Equipment Small painful thing (chain, pipe, etc.), untrained
fully-automatic gun, pack of smokes, pocket stuff

Overconfident. While at full hit points, the Club Trash


Punk has advantage on saving throws against
being Frightened.
Dying Plea. When reduced to 0 hit points, the Club Trash
Punk remains conscious and begs for its life. Any
combatant that can understand the Punk treats the area
within 10 feet of it as difficult terrain until the end of the
current combatant’s next turn, at which point the Punk
falls unconscious or dies as normal. Any further damage
to the Club Trash Punk ends this effect.
Actions
Improvised Weapon. Melee Attack: +3 to hit, PV 1, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
SMG (30 rounds; bonus reload). Ranged Attack: +1 to hit, PV
3, range 100/200 ft., one target. Hit: 8 (1d10 + 3) ballistic
damage, or 14 (2d10 + 3) ballistic damage when using
burst fire.

Personal Enemy: The Professional CR 3


Medium person (human)
Defense 16
Hit Points 44 (8d8 + 8)
Armor -
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 13 (+1) 12 (+1) 14 (+2) 13 (+1)

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.

96 THE CROW | PART vI


Personal Enemy: The Creep CR 2 Personal Enemy: The Dishonorable CR 2
Medium person (human) Medium person (human)
Defense 13 Defense 14
Hit Points 16 (3d8 + 3) Hit Points 33 (6d8 + 6)
Armor - Armor Light Ballistic Vest (+2 save bonus, AV 2, Ballistic,
Speed 20 ft. Concealable)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+1) 10 (+0) 13 (+1) 10 (+0) STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 12 (+1) 14 (+2) 15 (+2) 13 (+1)
Saves Wis +3
Skills Athletics +5, Computer +2, Endurance +3, Perception Saves Int +3, Wis +3
+3, Stealth +3, Streetwise +3 Skills Athletics +4, Insight +4, Investigation +4, Intimidation
Senses passive Perception 13 +5, Perception +4, Streetwise +4, Vehicles +5
Roles Killer Senses passive Perception 14
Equipment Decorative hand cannon, chains, handcuffs, Roles Killer, Support
dufflebag of tools (crowbars, hammers, etc.) Equipment 9mm Semi-Auto Pistol, TASER, surveillance kit,
suit, expensive cigars, pocket stuff.
Disarm. As a bonus action, the Creep can automatically
disarm an adjacent restrained combatant. Corrupt To the Core. The Dishonorable doesn’t care about its
Relentless Stalker. The Creep has advantage on any ability job. All attempts to bribe or sway The Dishonorable with
check made to hide from, track, or find information about cash are made with advantage.
their prey. Cripple (1/Turn). When the Dishonorable hits with an attack,
Silence the Scream. When the Creep hits with a melee it can forgo dealing damage and instead injure the
attack, the target cannot speak or make vocal noises until target’s leg. The target’s movement speed is reduced by
the start of the Creep’s next turn. 10 feet until it finishes a short rest. A target already under
I Wasn’t Even There. The Creep has advantage on all this effect cannot be affected again.
Constitution (Endurance) checks while fleeing from one or Unshaken. Nothing fazes the Dishonorable, even the
more Reborn. supernatural or a brutal murder. The Dishonorable
Actions cannot be Frightened.
Pay Day. If the Dishonorable is confronted by its assigned
Advanced Combat Training. The Creep makes two
Reborn character, then the Dishonorable suffers
attacks. It can use its Restrain action in place of one of
disadvantage on all attacks made against any target
these attacks.
other than that Reborn and all of the Dishonorable
Decorative Hand Cannon (7 rounds; bonus reload). Ranged
attacks against their assigned Reborn have advantage.
Attack: +7 to hit, PV 3, range 100/200 ft., one target.
They are assigned their Reborn at the start of play and
Hit: 10 (1d12 + 4) ballistic damage. It the Creep rolls a
this cannot be changed.
natural 1 on this attack, the attack automatically hits the
Creep instead. Actions
Restrain. The Creep tries to chain and cuff a combatant it Advanced Combat Training. The Dishonorable makes
has grappled. The target must make a DC 12 Strength two attacks. It can then make a Flick Cigar attack as a
saving throw or be Restrained. The Creep decides if the bonus action.
target is cuffed to an object, to the Creep, or to the target 9mm Semi-Auto Pistol (21 rounds; bonus reload). Ranged
itself. A combatant cannot move further than 5 feet from Attack: +5 to hit, PV 2, range 100/200 ft., one target. Hit: 8
what it is chained to and has disadvantage on any attack (1d10 + 3) ballistic damage.
roll or ability check that uses its hands. TASER (2/Long Rest). Ranged Attack: +5 to hit, PV 0, range
Crowbar. Melee Attack: +4 to hit, PV 1, reach 5 ft., one target. 15 ft., one target. Hit: 2 (1d4) electrical damage and the
Hit: 4 (1d4 + 2) bludgeoning damage. target must make a DC 13 Constitution saving throw or be
Stunned until the end of its next turn.
Flick Cigar (1/Short Rest). Ranged Attack: +5 to hit, PV 0,
ranged 15 ft., one target. Hit: 1 fire damage and the target
must succeed on a DC 16 Wisdom saving throw or be
Frightened until the end of its next turn.

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.

98 THE CROW | PART vI


Darryl Albrecht Level 5 system and shocks the woman into realizing she has been
neglectful. She is later seen cooking breakfast for Sarah,
Tough | Bodyguard
intending to be more of a real mother to her.
Background Near-Death Experience
Sarah is later kidnapped by Top Dollar to draw Eric out, but
Profession Law Enforcement (Police Officer)
is rescued by Eric and Albrecht in the final battle.
Wealth 3
Defense 16 These stats represent Sarah during or just after the events
Hit Points 55 of The Crow. For an adult version of Sarah, see Sarah
Hit Dice 5d12 (Adult) later in this section.
Speed 30 ft.
Sarah (Child) Level 1
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 10 (+0) Agile | Scoundrel

Proficiency Bonus +3 Background Street Rat


Equipment Proficiencies Basic and Advanced Profession Kid
Save Proficiencies Str +5, Con +6 Wealth 1
Skill Proficiencies Endurance +6, Insight +6, Investigation +5, Defense 14
Perception +6, Persuasion +3, Streetwise +6, Vehicles +5 Hit Points 8
Skill Expertise Security +8 Hit Dice 1d8
Speed 30 ft.
Talents Payback, Tough as Nails, Get Down, Take a Bullet,
Come Get Some, Friendly Fire, Advanced Combat STR DEX CON INT WIS CHA
Training, Pin Them Down 8 (-1) 16 (+3) 10 (+0) 14 (+2) 15 (+2) 14 (+2)
Feats Wise Hero Training, Sleuth Training
Proficiency Bonus +2
Weapons Equipment Proficiencies Basic and Advanced
Unarmed. Melee Attack: +5 to hit. Damage: 1d4+2 bludgeoning, Save Proficiencies Dex +5, Cha +4
PV 1. Properties: finesse, light. Skill Proficiencies Acrobatics +5, Deception +5, Endurance +2,
Service Pistol. Ranged (100/200) Attack: +5 to hit. Damage: Sleight of Hand +5, Stealth +5
1d10+2 ballistic, PV 2. Properties: loud, semi-auto. Skill Expertise Streetwise +6
TASER. Ranged (15) Attack: +5 to hit. Damage: 1d4 electrical,
Talents Fast Reflexes, Vital Strike (1d6)
PV 0. Properties: light, stunning.
Feats –
Equipment
Weapons
Clothes. Police uniform, leather jacket.
Unarmed. Melee Attack: +5 to hit. Damage: 1d4+2 bludgeoning,
Vehicle. Police cruiser.
PV 1. Properties: finesse, light.
Gear. Badge, handcuffs, police radio, pocket stuff.
Equipment
Weapons. 9mm semi-auto service pistol, TASER.
Clothes. Street clothes.
Vehicle. Skateboard.
SARAH (CHILD)
Gear. Pocket stuff.
“Mother is the name for God on the Weapons. None.
lips and hearts of all children.”
— Eric draven (The Crow) ASHE CORVIN
Most often seen on her skateboard, Sarah is a local kid “Do you know what they call a
living in Detroit. Until the events of The Crow, her mother gathering of crows? … A murder.”
Darla was neglectful, spending her time with gang member
— Ashe Corvin (The Crow: City of Angels)
Funboy and shooting up morphine. Sarah was left mostly
on her own, so Eric and Shelly took care of her. After their Ashe Corvin is the protagonist of The Crow: City of Angels,
deaths, Officer Albrecht took up the mantle and often the first sequel to the original movie. In life, Ashe was an
looked after Sarah. auto mechanic with a penchant for sleight of hand magic.
But after he and his son Danny were killed for being
During the events of The Crow, Sarah learns of Eric’s
witnesses to a murder, Ashe was returned to life by a crow
return and speaks with him on multiple occasions. After
spirit. With the help of Sarah, now an adult, Ashe hunts
Eric kills Funboy, Darla’s drug-pushing boyfriend, he uses
down the gang responsible for murdering him and his son.
his supernatural power to pull the morphine out of her

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

STR DEX CON INT WIS CHA Background Street Rat


12 (+1) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 14 (+2) Profession Starving Artist (Tattoo Artist)
Wealth 1
Proficiency Bonus +3
Defense 15
Equipment Proficiencies Basic, Advanced, and Historical
Hit Points 38
Save Proficiencies Str +4, Wis +7
Hit Dice 5d8
Skill Proficiencies Arts and Crafts +7, Mechanics +4,
Speed 30 ft.
Natural Sciences +4, Perception +7, Sleight of Hand +6,
Stealth +6 STR DEX CON INT WIS CHA
Skill Expertise – 10 (+0) 16 (+3) 14 (+2) 16 (+3) 15 (+2) 14 (+2)

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

Equipment Feats Smart Hero Training, Soothsayer Training


Clothes. Jeans, red and black vest, black leather trench coat, Plans Bend Fate, Dirty Little Secrets, When A plan
Comes Together
black leather boots.
Vehicle. None. Weapons
Gear. Deck of playing cards, flash paper. Small Knife. Melee or Ranged (30/60) Attack: +6 to hit. Damage:
Weapons. None. 1d4+3 slashing, PV 1. Properties: finesse, light.
Equipment
SARAH (ADULT) Clothes. Black sleeveless dress, leather underbust corset,
“Sometimes, love is stronger than death.” fluffy black shrug, block heel boots.
— Sarah (The Crow: City of Angels) Vehicle. None.
Gear. Pocket stuff, Shelly’s engagement ring (worn as
Sometime after the events of The Crow, Sarah moved to
a necklace).
Los Angeles and became a tattoo artist. Still connected
Weapons. None.
to the spirits of death, Sarah began having visions, and
painted what she saw. One of these paintings turned out to
be of her own death.

100 THE CROW | PART vI


SYBIL Sybil Level 5
“She cut her eyes out with a carving knife Smart | Soothsayer
because she wanted to make the visions stop. Background Abused
But that only made the visions stronger…” Profession Fortune Teller
— Judah (The Crow: City of Angels) Wealth 2
Defense 15
Sybil is a blind seer who worked for Judah, the primary
Hit Points 27
antagonist of The Crow: City of Angels. She was once in love
Hit Dice 5d6
with him but realizes later that the version of him she loved
Speed 30 ft.
was gone and turns against him.
Blind. Sybil is blind, but with her second sight she suffers STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 13 (+1) 18 (+4) 18 (+4) 14 (+2)
fewer penalties for this. She is always under the Blinded
condition, but she gets the Blind Fighting feat for free. Proficiency Bonus +3
Equipment Proficiencies Basic
Save Proficiencies Dex +5, Int +7
Skill Proficiencies Deception +5, Insight +7, Perception +7,
Performance +5, Social Sciences +7, Streetwise +7
Skill Expertise –
Talents Genius, Mental Refresh, As Foretold, Blessing
of Fortune
Feats Ability Score Training: Intelligence x2, Ability Score
Training: Wisdom x2, Blind Fighting
Plans Bend Fate, Clairvoyance, Expect The Unexpected,
Read The Omens, Sight Beyond Sight, Your Time
has Come
Weapons
Dagger. Melee or Ranged (40/80) Attack: +5 to hit. Damage:
1d4+2 piercing, PV 2. Properties: finesse, light.
Equipment
Clothes. Dark robes with a large hood (covering her eyes),
leather collar.
Vehicle. None.
Gear. None.
Weapons. Ritual knife (dagger).

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.

THE CAST 101


PREGEN: THE SOOTHSAYER Features and Talents
TIED PERSONAL ENEMY: THE DIABOLICAL Cult Recognition. You know how cults work and how they
You’ve always been attached to the occult. Ever since you recruit. You have advantage on all ability checks made
were young, you were taught the real world wasn’t REALLY to notice or recognize cult behavior, symbols, or rhetoric,
the real world. For years you believed the cult leader’s regardless of the cult.
lies, even though you saw glimpses of unknown power Occultist. You have read a variety of occult texts. You have
flicker in the shadows—you believed you were safe. Until advantage on checks made to remember or research
the murderous cult leader began sacrificing your friends information about occult practices and entities.
and family to break the barrier between life and death. You As Foretold. When you finish a long rest, roll 2d20 and
ran, thrown into a world with no experience. Yet when your record the result of each die individually. At any time
friend returned from the dead to take revenge on the cult, before you finish another long rest, you can expend one
you knew it was time to return. Unfortunately for your friend, of your recorded results to replace the roll of any d20 roll
the cult leader was getting exactly what they wanted. For with that number, regardless of who rolled the d20. You
better or worse, it’s upon you to take action to save your don’t need to be present, or even conscious, to do this.
friend’s soul. Expended results cannot be used again.
Genius. You have 5 Genius points to spend, which recharge
The Soothsayer Level 5 on a long rest. Your plan DC is 15.
Blessing of Fortune. As an action, you can choose one ally
Smart | Soothsayer you are aware of within 120 feet. That ally adds 1d4 to the
Background Cult Escapee result of the next attack roll or saving throw they make
Profession Occultist before the start of their next turn.
Wealth 1 Distract. As a bonus action, you can distract one enemy
Defense 14 within 5 feet of you. Make an opposed Dexterity (Sleight
Hit Points 27 of Hand) check against the target’s Wisdom (Perception).
Hit Dice 5d6 If you win, you get advantage on your next attack against
Speed 30 ft. the target this turn.

STR DEX CON INT WIS CHA Feats


8 (-1) 12 (+1) 13 (+1) 16 (+3) 16 (+3) 14 (+2) Distracting Flourish. As a bonus action, you can distract one
enemy within 5 feet of you. Make an opposed Dexterity
Proficiency Bonus +3
(Sleight of Hand) check against the target’s Wisdom
Equipment Proficiencies Basic
(Perception). If you win, you get advantage on your next
Save Proficiencies Dex +4, Int +6
attack against that target this turn.
Skill Proficiencies Deception +5, Insight +6, Perception +6,
Persuasion +5, Sleight of Hand +4, Social Sciences +6 Plans
Skill Expertise – Bend Fate. When you or an ally you are aware of makes
an ability check, attack roll, or saving throw, you can
Talents Genius, Mental Refresh, As Foretold, Blessing
enact this plan as a reaction to allow the target to roll
of Fortune
two additional d20s. After the roll, they can choose to
Feats Ability Score Training: Intelligence) x2, Ability Score replace their original roll with one of these new rolls. If
Training: Wisdom), Distracting Flourish the original roll was made at advantage or disadvantage,
Plans Bend Fate, Clairvoyance, Read The Omens, Sight they replace both original dice with the new roll.
Beyond Sight, Your Time has Come Clairvoyance. By spending 1 minute concentrating, you can
Weapons enact this plan to choose a point within 1 mile in a location
Stun Gun. Melee Attack: +4 to hit. Damage: 1d4 electrical, PV 0. familiar to you (a place you have visited or seen before)
Properties: finesse, stunning. or in an obvious location unfamiliar to you (such as
Equipment behind a door, around a corner, or on the other side of
a building).
Clothes. Casual streetwear.
When you enact this plan, you choose seeing or hearing.
Vehicle. Common car, car stuff.
For the next 10 minutes, you use the chosen sense as
Gear. Book of esoteric lore, weird amulet, pocket stuff.
if you were at the chosen point instead of your own
Weapons. Stun gun.
location. While you do so, you can ignore the Blinded and
Deafened conditions. You can switch between your own

102 THE CROW | PART vI


senses and the chosen point as a bonus action. As an
action, you can switch between seeing and hearing.
Read The Omens. You can enact this plan by spending 1
minute casting gem-inlaid sticks, rolling bones, laying
out tarot cards, or employing some other divining tool
that you prepared earlier. When you do, you receive an
omen about the results of a specific course of action that
you plan to take within the next 4 hours. The GM chooses
from the following possible omens:
Ž Good omen. The course of action will have a
positive outcome.
Ž Bad omen. The course of action will have a
negative outcome.
Ž Mixed omen. The course of action will have both a
positive and negative outcome.
Ž No omen. The course of action will have neither a
positive nor negative outcome.
Instead of receiving a simple omen, you can ask any one
question about your course of action, which the GM will
answer truthfully, though the answer might be a cryptic
rhyme or other vague omen.
This plan doesn’t consider any possible circumstances
that might change the outcome, such as the use of
additional plans or the loss or addition of a companion.
Sight Beyond Sight. When you enact this plan, which does
not require any action, you suddenly know things about
another person that you couldn’t possibly know. You can
ask the GM up to three of the following questions about
any one person of your choice, which they must answer
truthfully. The GM may allow other similar questions at
their discretion.
Ž What do they cherish?

Ž What do they hate?

Ž What do they respect?

Ž What do they seek?

Ž What kind of being are they?

Ž What is their strength?

Ž What is their weakness?

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.

THE CAST 103


PREGEN: OMEN OF DISASTER Features and Talents
TIED PERSONAL ENEMY: THE PROFESSIONAL Understanding. You know what it looks like to be in pain. You
Some people have a knack for being in the wrong place at have advantage on Wisdom (Insight) checks made to see
the wrong time—you wrote the manual. Life was never kind that someone secretly fears for their safety or is hiding
to you, but you made your way through an oblivious world, their pain.
watching the pieces fall. The late-night scene after bars Hotrods. You have access to all kinds of great car parts.
closed down was your stomping ground. A chance to see Given a week to put some of them together, you can
cities for what they really were. Then you saw something purchase a vehicle as if your Wealth Level were 2 higher
you shouldn’t. Something that connected to a larger than it is.
conspiracy—and you never got a chance to tell your story. Concentration. When you fail a Wisdom ability check, you can
Neither did anyone associated with you, or your neighbors spend 1 Focus to reroll that check. This can only be done
as the Professional did their job. The moth saw the larger once per ability check.
picture the other spirits ignored and yanked your soul Focus. You have Focus points equal to your Wise Hero level,
back from hell allowing you the chance to obtain your final which can be spent to use your Concentration talent as
answers—just what did you see? Fortunately for you, the well as talents granted by your class. All of your Focus
Professional left a few trails for you to follow. Killers aren’t recharges whenever you finish a short or long rest.
used to the dead returning. One Step Ahead. You can choose not to fall prone when you
Dive for Cover.
Omen of Disaster Level 5 Spirit Bond: Moth. You were returned to the world of the
Wise | Reborn living by a spirit of death to right a wrong or complete an
unfinished task. That spirit takes on physical form and
Background Abused accompanies you as an NPC controlled by the GM. The
Profession Chop-Shop Jockey spirit does not speak, but it can make simple concepts
Wealth 2 known to you, and it can share its senses with you.
Defense 16 Reborn Body. Though animate, you are not truly alive. You
Hit Points 44 count as a monster (undead) instead of a person
Hit Dice 5d10 (human), but you appear mostly alive. Your heart doesn’t
Speed 30 ft., fly 30 ft. (with Moth’s Flight) beat, and you are cold to the touch, but your body is
STR DEX CON INT WIS CHA restored from injury, rot, and decay, leaving you with only
18 (+4) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 14 (+2) scars from the wounds that ended your life.
You do not age; you do not need to breathe, eat, drink, or
Proficiency Bonus +3
sleep; and you are immune to all illness and to poison
Equipment Proficiencies Basic, Advanced, and Historical
damage. You cannot become Sickened and you cannot
Save Proficiencies Str +7, Wis +5
gain levels of Exhaustion or Intoxication. You cannot die
Skill Proficiencies Deception +5, Insight +6, Intimidation +5,
and you do not make death saving throws. Finally, you
Mechanics +2, Streetwise +6, Vehicles +3
have all of the Reborn powers listed below.
Skill Expertise –
If your spirit bond is broken, you lose access to your
Talents Focus, Concentration, One Step Ahead, Spirit Bond: Death’s Power, Feel Nothing, and Regeneration powers
Moth, Reborn Body, Vanish, Deathly Vigor, Advanced and you can die, making death saving throws as normal.
Combat Training In addition, while your bond is broken, you can become
Feats Ability Score Training: Strength x2, Ability Score Sickened and gain levels of Exhaustion and Intoxication,
Training: Wisdom, Ability Score Training: Charisma and you gain 1 level of Exhaustion every hour until you
Weapons die as your body rots.
Sword Cane. Melee Attack: +7 to hit. Damage: 1d8+4 slashing, Vanish. So long as you are not in combat and there are
PV 1. Properties: disguised. no enemies present, you can choose to disappear
mysteriously. Allies and bystanders look away for just a
Equipment
moment and you are gone. You must leave the area, but
Clothes. Punk clothing, heavy leather jacket doing so leaves no tracks or trace of where you have
(armored clothing).
gone, and you cannot be followed or intercepted. Exactly
Vehicle. Motorcycle. how this is accomplished, only you and your bonded spirit
Gear. Mechanic’s kit. know. This doesn’t allow you to travel any faster than
Weapons. Sword cane. normal. It only lets you do so mysteriously.

104 THE CROW | PART vI


Moth Bond Benefit: Moth’s Blessing. You gain proficiency in two Force Experience. As a special attack, you can spend 1 Focus
of the following skills of your choice: Insight, Intimidation, to force an experience you have had or have acquired
Perception. In addition, you cannot be surprised. from someone else with your Share Experience power
Deathly Vigor. When taking a long rest, you recover all of into the mind of an unwilling person within 5 feet of
your spent hit dice, instead of half. you. Make an opposed Strength (Athletics) or Dexterity
Advanced Combat Training. Once during your turn, when you (Sleight of Hand) check against your target’s choice of
take the Attack action, you can make two attacks as part either a Strength (Athletics) or Dexterity (Acrobatics)
of that action. check. If you win, you touch the target’s eyes, and they
have the experience. They take 1d10 + 3 psychic damage
Powers
and must make a Wisdom saving throw with a DC of 14.
Death’s Power. As a bonus action, you can spend 1 Focus
On a failed save, the target is Stunned until the end of
to use your Wisdom modifier in place of your choice of
your next turn.
either your Strength modifier or your Dexterity modifier
Doom. As an action, you can spend 1 Focus to doom one
for the next hour. This applies to all uses of the modifier,
enemy you can see and that can see you. When you do,
including ability checks, attack rolls, damage rolls, and
choose one:
saving throws.
Ž Attacks against the target have advantage until the end
Feel Nothing. As a bonus action, you can spend 1 Focus to
of your next turn.
gain damage reduction 10 against all damage types until
the beginning of your next turn. Ž The target has disadvantage on saving throws until the
Regeneration. Once during your turn, you can spend 1 Focus end of your next turn.
to spend one hit die to regain hit points. Roll your hit die Ž The target has disadvantage on ability checks until the
and add your Constitution modifier to the result. This end of your next turn.
takes no action, and you can use this power even if you
Forewarning. As a bonus action, you can spend 1 Focus to
are unconscious, allowing you to take your turn as normal
warn an ally that can hear you of the danger they are in.
after regaining these hit points.
Until the start of your next turn, that ally gains advantage
Share Experience. As an action, you can spend 1 Focus to
on Dexterity saving throws and attacks against them
share in an experience another person has had in their
have disadvantage.
past as if you were the one experiencing it. This takes
Moth’s Flight. As an action, you can spend 1 Focus to sprout
only a few seconds for you, even if the experience itself
giant moth wings, giving yourself a flying speed of 30 feet.
was originally much longer.
The wings last for up to 10 minutes or until you end this
In order to use this power, you must either touch a
power as an action.
person’s eyes (they can be closed) or touch an object
Terrifying Portent. As an action, you can spend 1 Focus to
that was or is important to that person. If you touch a
become a beacon of warning. Each enemy that can see
person’s eyes, you can name a specific experience to
you must make a Wisdom saving throw with a DC of 14
share in, or you can choose to take the most intensely
or be Frightened of you until the end of your next turn.
emotional experience the person has had in their life.
Enemies Frightened in this way cannot willingly move
If you touch an object, you view the most intensely
closer to you.
emotional experience the person had concerning or near
that object.
Alternatively, as an action, you can spend 1 Focus to give
an experience you have had, or have acquired from
someone else using this power, to another willing person
by touching their eyes.
After using this power, you are Stunned until the end of
your next turn due to the overwhelming shock of such
concentrated emotion. If you shared the experience with
another willing person, they are also Stunned until the
end of their next turn.

THE CAST 105


PREGEN: OMEN OF VENGEANCE Gear. Family signet ring, platinum engraved debit card,
TIED PERSONAL ENEMY: THE DISHONORABLE
pocket stuff.

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.

106 THE CROW | PART vI


Snake Bond Benefit: Cold Blooded. You gain proficiency in two (Sleight of Hand) check against your target’s choice of
of the following skills of your choice: Athletics, Intimidation, either a Strength (Athletics) or Dexterity (Acrobatics)
Stealth. In addition, you cannot become Frightened. check. If you win, you touch the target’s eyes, and they
Deathly Vigor. When taking a long rest, you recover all of have the experience. They take 1d10 + 2 psychic damage
your spent hit dice, instead of half. and must make a Wisdom saving throw with a DC of 13.
Advanced Combat Training. Once during your turn, when you On a failed save, the target is Stunned until the end of
take the Attack action, you can make two attacks as part your next turn.
of that action. Incite Rage. As an action, you can spend 1 Focus to bring
Powers forth the anger within one person you can see that can
see you. The target must make a Wisdom saving throw
Death’s Power. As a bonus action, you can spend 1 Focus
with a DC of 13. On a failed save, the target is Distracted
to use your Wisdom modifier in place of your choice of
for 1 minute. While Distracted in this way, a target must
either your Strength modifier or your Dexterity modifier
spend its action to make at least one attack against a
for the next hour. This applies to all uses of the modifier,
combatant during each of its turns and must move into
including ability checks, attack rolls, damage rolls, and
range to do so if necessary. It can choose who to attack
saving throws.
but must attack an ally or bystander if it cannot move
Feel Nothing. As a bonus action, you can spend 1 Focus to
within range of an enemy. If there is no target available,
gain damage reduction 10 against all damage types until
the target must take the dash action, moving toward at
the beginning of your next turn.
least one combatant. The target can repeat the saving
Regeneration. Once during your turn, you can spend 1 Focus
throw at the end of each of its turns, ending the effect on
to spend one hit die to regain hit points. Roll your hit die
a success.
and add your Constitution modifier to the result. This
Seethe. When an enemy deals damage to you, even if
takes no action, and you can use this power even if you
that damage was prevented, you can spend 1 Focus to
are unconscious, allowing you to take your turn as normal
become enraged by that enemy. When you do, you gain
after regaining these hit points.
advantage on your next attack roll against that enemy
Share Experience. As an action, you can spend 1 Focus to
before the end of your next turn. This bonus is lost if you
share in an experience another person has had in their
use this power again.
past as if you were the one experiencing it. This takes
Snake’s Form. As an action, you can spend 1 Focus to
only a few seconds for you, even if the experience itself
transform yourself and any equipment you are carrying
was originally much longer.
into the form of a viper for up to 10 minutes. You retain
In order to use this power, you must either touch a
your proficiencies, talents, current hit points, and hit
person’s eyes (they can be closed) or touch an object
dice, as well as your Intelligence, Wisdom, and Charisma
that was or is important to that person. If you touch a
scores. Otherwise, you use the stat block of a Snake Spirit
person’s eyes, you can name a specific experience to
instead of your own. If you and your new form share a
share in, or you can choose to take the most intensely
proficiency, use the higher bonus. You can choose to end
emotional experience the person has had in their life.
the effect early as an action.
If you touch an object, you view the most intensely
Viper’s Strike. As a bonus action, you can spend 1 Focus to
emotional experience the person had concerning or near
make an attack.
that object.
Alternatively, as an action, you can spend 1 Focus to give
an experience you have had, or have acquired from
someone else using this power, to another willing person
by touching their eyes.
After using this power, you are Stunned until the end of
your next turn due to the overwhelming shock of such
concentrated emotion. If you shared the experience with
another willing person, they are also Stunned until the
end of their next turn.
Force Experience. As a special attack, you can spend 1 Focus
to force an experience you have had or have acquired
from someone else with your Share Experience power
into the mind of an unwilling person within 5 feet of
you. Make an opposed Strength (Athletics) or Dexterity

THE CAST 107


PREGEN: OMEN OF LOVE Gear. Artisan’s tools, granola bars, pocket stuff.
TIED PERSONAL ENEMY: THE CREEP Weapons. Pump-action shotgun.
Starving artists tend to put their passion before practicality. Features and Talents
You spent your life perfecting your art by day and courting Will to Live. You tried to die once, but you won’t make
paramours in an inspiring nightlife. Sleep was something that mistake again. You have advantage on death
you’ve long forsaken. Each relationship you had burned saving throws.
brightly and exploded like a barrel of nitroglycerin, and Artistic Focus. You have advantage when practicing your
each one was fuel for your art. Until, one-by-one, your chosen type of art.
muses and paramours started getting murdered. You never Concentration. When you fail a Wisdom ability check, you can
saw your killer’s face until it was too late. Obsessed with spend 1 Focus to reroll that check. This can only be done
you as an icon, the Creep systematically dismantled your once per ability check.
life one relationship at a time, and in death, you learned the Focus. You have Focus points equal to your Wise Hero level,
truth—they were behind every case of heartbreak. All for which can be spent to use your Concentration talent as
you. Always… for you. You aren’t responsible for the Creep’s well as talents granted by your class. All of your Focus
actions, but you certainly aren’t going to let them continue— recharges whenever you finish a short or long rest.
and maybe you can end the last few living relationships with One Step Ahead. You can choose not to fall prone when you
a little closure. To let them know it will be okay. Dive for Cover.
Spirit Bond: Butterfly. You were returned to the world of the
Omen of Love Level 5 living by a spirit of death to right a wrong or complete an
Wise | Reborn unfinished task. That spirit takes on physical form and
accompanies you as an NPC controlled by the GM. The
Background Near-Death Experience spirit does not speak, but it can make simple concepts
Profession Starving Artist known to you, and it can share its senses with you.
Wealth 1
Reborn Body. Though animate, you are not truly alive. You
Defense 16
count as a monster (undead) instead of a person
Hit Points 44
(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
STR DEX CON INT WIS CHA scars from the wounds that ended your life.
8 (-1) 10 (+0) 14 (+2) 14 (+2) 16 (+3) 18 (+4) You do not age; you do not need to breathe, eat, drink, or
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 +2, Wis +6
and you do not make death saving throws. Finally, you
Skill Proficiencies Arts and Crafts +6, Computers +5,
have all of the Reborn powers listed below.
Intimidation +7, Performance +7, Persuasion +7,
If your spirit bond is broken, you lose access to your
Streetwise +6
Death’s Power, Feel Nothing, and Regeneration powers
Skill Expertise –
and you can die, making death saving throws as normal.
Talents Focus, Concentration, One Step Ahead, Spirit Bond: In addition, while your bond is broken, you can become
Butterfly, Reborn Body, Vanish, Deathly Vigor, Advanced Sickened and gain levels of Exhaustion and Intoxication,
Combat Training and you gain 1 level of Exhaustion every hour until you
Feats Ability Score Training: Charisma x3, Ability Score die as your body rots.
Training: Wisdom Vanish. So long as you are not in combat and there are
Weapons no enemies present, you can choose to disappear
Unarmed. Melee Attack: +3 to hit. Damage: 1d4 bludgeoning, mysteriously. Allies and bystanders look away for just a
PV 1. Properties: finesse, light. moment and you are gone. You must leave the area, but
Pump-Action Shotgun. Ranged (200/400) Attack: +3 to hit. doing so leaves no tracks or trace of where you have
Damage: 2d6 ballistic, PV 3. Properties: loud, shot, two- gone, and you cannot be followed or intercepted. Exactly
handed. how this is accomplished, only you and your bonded spirit
know. This doesn’t allow you to travel any faster than
Equipment
normal. It only lets you do so mysteriously.
Clothes. Fashionable streetwear.
Vehicle. Junker car, car stuff.

108 THE CROW | PART vI


Butterfly Bond Benefit: Splendor. You gain proficiency in (Sleight of Hand) check against your target’s choice of
three of the following skills of your choice: Deception, either a Strength (Athletics) or Dexterity (Acrobatics)
Performance, Persuasion, or Intimidation. check. If you win, you touch the target’s eyes, and they
Deathly Vigor. When taking a long rest, you recover all of have the experience. They take 1d10 + 3 psychic damage
your spent hit dice, instead of half. and must make a Wisdom saving throw with a DC of 14.
Advanced Combat Training. Once during your turn, when you On a failed save, the target is Stunned until the end of
take the Attack action, you can make two attacks as part your next turn.
of that action. Charming Presence. When you fail a Charisma check, you can
Powers spend 1 Focus to reroll that check. This can only be done
once per ability check.
Death’s Power. As a bonus action, you can spend 1 Focus
to use your Wisdom modifier in place of your choice of
Glamour. As an action, you can spend 1 Focus to alter your
appearance, including that of your equipment, for the
either your Strength modifier or your Dexterity modifier
next 10 minutes. You can seem up to 1 foot shorter or
for the next hour. This applies to all uses of the modifier,
taller and can appear thin, fat, or anywhere in between,
including ability checks, attack rolls, damage rolls, and
but you must remain generally humanoid in shape.
saving throws.
Otherwise, the extent of the disguise is up to you.
Feel Nothing. As a bonus action, you can spend 1 Focus to
However, this effect is merely an illusion, and does not
gain damage reduction 10 against all damage types until
hold up to physical inspection. For example, if you use this
the beginning of your next turn.
power to add a hat to your outfit, objects pass through
Regeneration. Once during your turn, you can spend 1 Focus
the hat, and anyone who touches it would feel nothing
to spend one hit die to regain hit points. Roll your hit die
or would feel your head and hair. If you use this power to
and add your Constitution modifier to the result. This
appear thinner than you are, the hand of someone who
takes no action, and you can use this power even if you
reaches out to touch you would bump into you while it
are unconscious, allowing you to take your turn as normal
was seemingly still in midair.
after regaining these hit points.
Serenity. As a bonus action, you can spend 1 Focus to
Share Experience. As an action, you can spend 1 Focus to
attempt to calm the emotions of one person who can see
share in an experience another person has had in their
you by looking into their eyes. The target must make a
past as if you were the one experiencing it. This takes
Wisdom saving throw with a DC of 14. If the target fails
only a few seconds for you, even if the experience itself
the saving throw, its emotions are calmed for the next 10
was originally much longer.
minutes. While its emotions are calmed, the target does
In order to use this power, you must either touch a
not act out of anger, fear, or other intense emotions. If the
person’s eyes (they can be closed) or touch an object
target is Frightened, that condition ends. This power does
that was or is important to that person. If you touch a
not change the target’s non-emotional motivations, and
person’s eyes, you can name a specific experience to
how the target now acts is up to the GM (or the player
share in, or you can choose to take the most intensely
for a player character). This effect ends if the target is
emotional experience the person has had in their life.
attacked or harmed, or if it witnesses any of its allies
If you touch an object, you view the most intensely
being attacked or harmed.
emotional experience the person had concerning or near
Sweet Nectar. As an action, you can spend 1 Focus to bestow
that object.
the life-giving nectar of your butterfly spirit upon one ally
Alternatively, as an action, you can spend 1 Focus to give
you touch. That ally can spend 1 hit die to regain hit points,
an experience you have had, or have acquired from
adding your Wisdom modifier to the result (instead of
someone else using this power, to another willing person
their Constitution). An affected ally cannot benefit from
by touching their eyes.
this power again until they finish a short or long rest. You
After using this power, you are Stunned until the end of
cannot use this power on yourself.
your next turn due to the overwhelming shock of such
concentrated emotion. If you shared the experience with
another willing person, they are also Stunned until the
end of their next turn.
Force Experience. As a special attack, you can spend 1 Focus
to force an experience you have had or have acquired
from someone else with your Share Experience power
into the mind of an unwilling person within 5 feet of
you. Make an opposed Strength (Athletics) or Dexterity

THE CAST 109


PREGEN: OMEN OF PAIN with punks, goths, anarchs, weirdos, and any other
TIED PERSONAL ENEMY: THE MANIAC
member of counterculture.

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.

110 THE CROW | PART vI


Deathly Vigor. When taking a long rest, you recover all of have the experience. They take 1d10 + 3 psychic damage
your spent hit dice, instead of half. and must make a Wisdom saving throw with a DC of 14.
Advanced Combat Training. Once during your turn, when you On a failed save, the target is Stunned until the end of
take the Attack action, you can make two attacks as part your next turn.
of that action. Crow’s Form. As an action, you can spend 1 Focus to
Powers transform yourself and any equipment you are carrying
into the form of a crow for up to 10 minutes. You retain
Death’s Power. As a bonus action, you can spend 1 Focus
your proficiencies, talents, current hit points, and hit
to use your Wisdom modifier in place of your choice of
dice, as well as your Intelligence, Wisdom, and Charisma
either your Strength modifier or your Dexterity modifier
scores. Otherwise, you use the stat block of a crow spirit
for the next hour. This applies to all uses of the modifier,
instead of your own. If you and your new form share a
including ability checks, attack rolls, damage rolls, and
proficiency, use the higher bonus. You can choose to end
saving throws.
the effect early as an action.
Feel Nothing. As a bonus action, you can spend 1 Focus to
gain damage reduction 10 against all damage types until
Justice Be Done. As a bonus action, you can spend 1 Focus
to swear to bring justice to one enemy you can see. The
the beginning of your next turn.
next time you hit that target with an attack, you deal an
Regeneration. Once during your turn, you can spend 1 Focus
additional 2d6 damage. You cannot use this power again
to spend one hit die to regain hit points. Roll your hit die
until you have successfully hit your target or 1 minute
and add your Constitution modifier to the result. This
passes, whichever comes first.
takes no action, and you can use this power even if you
are unconscious, allowing you to take your turn as normal
Purify. As an action, you can touch a willing or helpless
person, or one you have grappled, and spend 1 Focus to
after regaining these hit points.
rid them of foreign substances. This removes any one
Share Experience. As an action, you can spend 1 Focus to
poison or drug in their system, ending the Intoxicated
share in an experience another person has had in their
and Sickened conditions, as well as any other effects of
past as if you were the one experiencing it. This takes
the substance.
only a few seconds for you, even if the experience itself
was originally much longer.
Swift Punishment. When an enemy deals damage to one
of your allies that is within 30 feet of you, even if that
In order to use this power, you must either touch a
damage was prevented, you can spend 1 Focus as a
person’s eyes (they can be closed) or touch an object
reaction to gain advantage on your next attack roll
that was or is important to that person. If you touch a
against that enemy before the end of your next turn.
person’s eyes, you can name a specific experience to
share in, or you can choose to take the most intensely
emotional experience the person has had in their life.
If you touch an object, you view the most intensely
emotional experience the person had concerning or near
that object.
Alternatively, as an action, you can spend 1 Focus to give
an experience you have had, or have acquired from
someone else using this power, to another willing person
by touching their eyes.
After using this power, you are Stunned until the end of
your next turn due to the overwhelming shock of such
concentrated emotion. If you shared the experience with
another willing person, they are also Stunned until the
end of their next turn.
Force Experience. As a special attack, you can spend 1 Focus
to force an experience you have had or have acquired
from someone else with your Share Experience power
into the mind of an unwilling person within 5 feet of
you. Make an opposed Strength (Athletics) or Dexterity
(Sleight of Hand) check against your target’s choice of
either a Strength (Athletics) or Dexterity (Acrobatics)
check. If you win, you touch the target’s eyes, and they

THE CAST 111


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sign, motto, designs that are used by a Contributor to Identify itself or its Tynes, Andy Collins, and JD Wiker.
products or the associated products contributed to the Open Game License System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.;
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
copy, edit, format, modify, translate and otherwise create Derivative Material Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
of Open Game Content. (h) “You” or “Your” means the licensee in terms of and Steve Townshend, based on original material by E. Gary Gygax and
this agreement. Dave Arneson.
2. The License: This License applies to any Open Game Content that contains Everyday Heroes Copyright 2022, Evil Genius Games.; Design Leads: Chris
a notice indicating that the Open Game Content may only be Used under “Goober” Ramsley, Sigfried Trent.; Key Participants: D. Todd Scott, Stan!,
and in terms of this License. You must affix such a notice to any Open Jennifer Barnette, D. Todd Scott, Jeff Grubb, Michele Carter, Scott Fitzgerald
Game Content that you Use. No terms may be added to or subtracted from Gray, Matt Click, (Layout Credits), Owen K.C. Stephens
this License except as described by the License itself. No other terms or Product Identity: The following items are hereby identified as Product Identity,
Conditions may be applied to any Open Game Content distributed using this as defined in the Open Game License version 1.0a, Section 1(e), and are not
License. Open Game Content: All trademarks, registered trademarks, proper nouns
3. Offer and Acceptance: By Using the Open Game Content You indicate Your (characters, deities, locations, etc., as well as all adjectives, names, titles, and
acceptance of the terms of this License. descriptive terms derived from proper nouns), artworks, dialogue, locations,
4. Grant and Consideration: In consideration for agreeing to use this License, organizations, plots, storylines, trade dress, forewords, names and quotes
the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive and excerpts (from novels, comics, movies, or any other copyrighted or
License with the exact terms of this License to Use, the Open Game Content. trademarked source). (Elements that have previously been designated as
5. Representation of Authority to Contribute: If You are contributing original Open Game Content, or are exclusively derived from previous Open Game
material as Open Game Content, You represent that Your Contributions are Content, or that are in the public domain are not included in this declaration.)
Your original Creation and/or You have sufficient rights to grant the rights Open Game Content: Except for material designated as Product Identity (see
conveyed by this License. above), the game mechanics and game terms of this Evil Genius Games
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE game product are Open Game Content, as defined in the Open Game License
portion of this License to include the exact text of the COPYRIGHT NOTICE version 1.0a, Section 1(d). No portion of this work other than the material
of any Open Game Content You are copying, modifying or distributing, and designated as Open Game Content may be reproduced in any form without
You must add the title, the copyright date, and the copyright holder’s name written permission. In no way does this product make any trademarks
to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. or copyrighted material from any of the comics, movies, novels, or other
7. Use of Product Identity: You agree not to Use any Product Identity, including licensed sources into Open Game Content.
as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product © 2023 Evil Genius Productions, LLC. All Rights Reserved. Everyday Heroes™,
Identity. You agree not to indicate compatibility or co-adaptability with any Everyday Heroes Rules System™, Everyday Heroes Core Rules™, EDH™ are
Trademark or Registered Trademark in conjunction with a work containing registered trademarks of Evil Genius Productions, LLC.
Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. THE CROW™ © 2023, 1994 Crowvision, Inc. All rights reserved. The Crow™ is a
The use of any Product Identity in Open Game Content does not constitute trademark of Crowvision, Inc.
a Challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights, title and
interest in and to that Product Identity.

112 THE CROW


Some tragedies never rest, even after death. Every culture in the world
has myths about our souls traveling to the land of the dead—and warnings
about their return. But what if you could stare into the eyes of one you once
loved, or catch a glimpse of them skipping along on a rain-soaked night
years after you were put in a grave? One last time.

How much is that worth?

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.

For the path of retribution is wrought with violence and tears.


The Crow is a Cinematic Adventure for use with the Everyday Heroes roleplaying
game. You need the Everyday Heroes Core Rulebook to understand and play the
contents of this book. Every Cinematic Adventure contains a wealth of lore
about the world of the film, new hero building options, tools and guidance
for game masters, and an incredible adventure.

Made in China

ISBN 979-8-9865552-6-3

90000>

9 798986 555263

evilgeniusgames.com
© 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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