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Raven of the Scythe

Fantasy Role Playing Game

Raven of the
Scythe
Fantasy Role Playing Game

Core Rules

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Raven of the Scythe
Fantasy Role Playing Game

Raven of the Scythe


Fantasy Role Playing Game

Written By
James Embry

Art
Some artwork copyright William McAusland, used with permission.
The artwork in this book comes from: “Fantasy Clip Inks:: Spot Art set 1”, “Fantasy Clip Inks:: Spot
Art set 3”, “Fantasy Clip Inks:: Spot Art set 6”, and Fantasy Clip Inks:: Spot Art set 7”

Raven of the Scythe was written by and is the intellectual property of James Embry 2017.
Raven of the Scythe may not be reproduced for sale or distribution without the written permission of the creator.
For questions or concerns contact James Embry at:

Crossroadrpg@gmail.com
Or
Find me on facebook at Crossroadrpg

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Forward

Thank you very much for giving my newest game “Raven of the Scythe” a chance. There are lots of
other games out there, so I am eternally grateful you decided to pick mine up. My name is James.

I don’t know when exactly I started working in this game, but I do know I started working on –A-
game in the fall of 2015. At some point that game became this game.

I am just one person who loves pen and paper roleplaying games lucky enough to have small group of
friends who are willing to indulge me in my efforts. I have a day job, or night job at the moment, and
I do what work I can do between my shifts and while balancing obligations to family and friends.
Thus, this has been a long, difficult, and sometimes frustrating task at times, but it has been one that I
have completely enjoyed. Every world of text in this document was put there by me, normally sitting
at my desk with my laptop listening to music. I have really gotten into “In This Moment” for the last
week or so, check them out if you haven’t heard of them. Also the “Deftones”.

Given that I am just one guy and a $300 laptop, I never intended to reinvent the wheel with this game.
Rather I just wanted to make a really good wheel. One that I hope people will play and enjoy. I love
this hobby and the people in it. With Raven of the Scythe I hope I can give back at least a little bit to
the community that I have enjoyed so much over the years. This is my first attempt at a fantasy game
and given that it was fantasy that got me into the hobby in the first place all those years ago I am very
excited to be able to share my work with you.

Thank you again for checking out my work.


I honestly hope you enjoy it.
-James

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Chapter 1: Introduction to Raven of the Scythe ----------------Page 6


Chapter 2: Character Creation ------------------------------------Page 9
Chapter 3 Playing the Game -------------------------------------- Page 24
Chapter 4: Skill Descriptions ------------------------------------- Page 32
Chapter 5: Favors --------------------------------------------------- Page 39
Chapter 6: Equipment ---------------------------------------------- Page 57
Chapter 7: Character Advancement ---------------------------- Page 75
Chapter 8: Magic ---------------------------------------------------- Page 77
Appendix i: Crafting ---------------------------------------------- Page 107
Appendix ii: Animal Companions ------------------------------ Page 112
Appendix iii: Traps ------------------------------------------------ Page 117
Appendix iv: Treasure -------------------------------------------- Page 122
Appendix v: Random Weather --------------------------------- Page 131
Appendix vi: D20 Option ---------------------------------------- Page 133
Appendix vii: Rules Summary and Cheat Sheet ------------ Page 135
Appendix viii: Character Record Sheet ---------------------- Page 138

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At the end of our days, there is plain that stretches endlessly into twilight, between
day and night, between summer and winter.

In the middle of the plain there is a black tower.

We are led there by the Raven of the Scythe

“The End of Our Days”


Kander myth.

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Chapter 1
Introduction to
Raven
of the Scythe

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I used hit points to keep track of character health in


Raven of the Scythe is a pen and paper fantasy role- this game because I wanted the iconic feel that comes
playing game where players will take the role of from rolling a d8 and seeing how much damage you
heroic characters in a fantasy world as a game master did on an attack, but your hit points don’t really
leads them through epic adventurers. increase all that much. A legendary warrior runs
about the same risk of getting sniped with a single
lucky hit with a longbow as anyone else. It isn’t that
Some friends, at least one set of gaming dice, this characters are fragile, but they aren’t immortal either.
document, some blank character sheets and some They can face danger, they can get hurt, and they can
pencils. You might want to have a bit of graph paper die. It might be when they faced down a charging
if you like to run tactical style combat encounters. monster, or it might be when they got pushed off a
twenty-foot tower and fell to their death.

There are no “Classes” in this game. While there are


Raven of the Scythe uses a pretty simply 2d10 based certain ability combinations that play off of one
system. Basically, each character will have a number another, each character in this game has control over
of attributes that are further refined by skills or other how they develop. They can play to an archetype if
abilities. When the character tries to do something, they like, or try to find something completely unique.
they will roll two ten-sided dice (2d10) which are
read as 0-9 and add any modifiers they need to, to the All the characters in this game are human. Looking
result of the roll and if the sum is equal to or greater at it now, this may be a symptom of the time in which
than the difficulty of the action, then they have the game was written, but I really wanted to
succeeded. emphasise that this was a game about humans, and
about human mortality. The world is full of monsters
and magic and ageless dragons, and yet the greatest
threats a party is likely to face comes in the form of
other humans. I want this to be a game where
humans were good, noble, kind, and courageous; but
That depends a lot on what you want to do with it. I
also vile, cruel, cowardly, and greedy. I wanted the
tried to fit Raven of the Scythe into a sort of sweet
entire spectrum of humanity to be on display in this
spot between classic fantasy and dark and gritty.
game, both the good and the bad. I was concerned
There are plenty of other games out there that do both
that having beautiful and noble elves and inherently
of those genres better than I could hope to, but I was
evil races of spider people living below the ground
trying to make the game that I have wanted to play
might delude that message. Thus while there are
for quite some time, a game with all the elements of
monsters, there are no monster “races” like orcs,
classic fantasy that I love, but also with a sense of
goblin, or trolls. This is a game about humans, for
grounded realism that sometimes gets overlooked by
better or for worse.
the tropes of the genre. There are monsters and
magic and dragons and warriors and priests and
bards, but I have tried to keep these things grounded
(I refuse to use the word “realistic” when talking
about a game with magic lightning bolts).

All those fantasy elements are there, but there is also


very real danger. Characters don’t “Level up” in this
game. They improve and get better over time. But at
no point should you think to yourself “This thing is
of no threat to someone of my level.”

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Game of Thrones (HBO)


It would be hard to pin down everything that inspired Because of course it did.
me to make this game, in whole or in part, so I will
list the things that I felt were the most influential. Berserk 1997 (Kentaro Miura)
One of the most influential things I have ever
watched. I think a lot of it may have made its way
into this game even when I wasn’t trying. Haven’t
Dungeons & Dragons (Wizards of the Coast) seen the new one though.
Without D&D my life would have been very
different and this game would have simply ever
existed. Many thanks.

Dragon Age (Green Ronin)


It was during a game of the tabletop Dragon Age
game that my friends and I actually started talking
about making a fantasy game and what it would look
like.

Call of Cthulhu: Dark Ages (Chaosium)


It was during a CoCDA game that I really started
using the type of world building that got me thinking
about what a “middle magic” fantasy world might
look like if I made it.

Alternity (TSR)
Alternity is my favorite game. I have to assume that
everything I do is influenced by it in one way or
another.

The Witcher Series (CD Projekt RED)


I felt like this was the game I had waited my whole
life for.

The Dragon Age Series (Electronic Arts)


I love their take on RPGs and for me; this got me
back into the genre after a very long break from it.

Castlevania (Konami)
Eu sunt Dracul

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Chapter 2
Character Creation

Rain again. It was yet another wet gray day in another muddy little village and he was not any closer to finding the thief Kael
Barns. Kael the Black Knife. Kael the murderer.

Rawlins walked into yet another tavern. He didn’t bother to look at the sign; he didn’t care about the name. “The Drunk
Donkey”, “The Roaring Stag”, “The Beggars Cup”, “The Green Griffon” it just didn’t matter anymore. He was tired, wet, and
cold, and still no closer to finding the man he was looking for.

No one noticed him when he walked in. When he rested his great sword against the bar, they did. The room went quiet for
just a second while the other patrons sized up the newcomer. Then there were the whispers that always followed. Then people
began to resume their conversations or speculate about his business here in hushed tones.

Without a word, Rawlins placed three eagles on the counter. The tavern keeper seemed satisfied with that and brought him a
mug.

As he took his first drink, a rather pretty girl sat down next to him. She was attractive enough in a way common to this part of
the country. She smiled. Rawlins ignored her. Finally, she spoke.

“That’s quite a big sword.” She said. Her voice was beautiful. She had a version of the local accent, but it was refined. You
could be forgiven for calling her well-spoken.

Rawlins raised an eyebrow unsure of her meaning.

“For around here.” She continued.

“I’m not from around here.” He said.

“Then where are you from?”

Rawlins smiled, “You haven’t heard of it.”

Now it was her turn to smile. “So tell me about it. I intend to be a bard one day so I need songs and poems, and stories. Tell
me all about yourself and where you are from.

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These scores are directly derived from the basic
attributes, but start to show you how the attributes are
To get started making your character spend some going to affect play.
time thinking about who you want your character to
be. Are they a bold warrior, a cunning thief, or a sly The next step is determining which skills your
magician? Perhaps they are a devoted priest or a character will start play already knowing a little
spoiled noble who is used to getting their way. about. At this point, you can really start to
demonstrate with game rules what your character is
It is ok to think about your character in broad terms at capable of.
this stage because you really haven’t gotten to spend
much time with them yet. The fantasy genre is full of After skills have been determined, you can move
archetypes you can pull from. You may decide to onto favors. This step lets you put the final touches
stick close to such an archetype such as the above on your character and start to define some finer
mentioned bold warrior or you could intentionally try details of your character. For example, you may
to subvert an archetype such as a warrior that really know your character is strong because you chose to
isn’t that good at fighting. Perhaps he was just really give them a high might score, and you know the
small and weak growing up but chose to work against character knows how to fight because you gave them
his own physical limitations and do the best he could the fighting skill, now you can think about things
anyway. like; do they prefer to fight with swords or axes?
Which choice will better help express the character
(This character could be built by focusing on you are seeing in your head?
willpower rather than might and stamina when
determining basic attributes). Lastly, you will purchase your character’s starting
equipment. As a new character just starting out they
Regardless of what type of character you chose to probably won’t be able to get every single item they
make, try to get to thinking of your character as a need or want, but the basics should be available to
person rather than just a collection of stats and you.
abilities. Not to imply that the stats and abilities
aren’t important, just to suggest using them to
express the character rather than defining them.

Give your character a name and a personality. The O Name and Description
name can really be just about anything you want it to O Personality
be, just try to make it fit with the setting you are O Basic Attributes
playing in. O Compiled Scores
O Starting Favors
As for personality, there is a bit to consider here O Customization Option
because there are rules for role-playing a character O Starting Wealth and Gear
according to their personality. These are small rules
that simply reward players who acknowledge the
character’s personality throughout the game, but
many players like to hold off on this part until later in
the character creation process. It can really be done
at any time.

The first numbers that you should put on the


character sheet are your character’s basic attributes.
These broadly define your character’s physical and
mental abilities. Next are the compiled scores.

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Your character doesn’t like social situations and may


Every character should have some personality that even find them uncomfortable. They will also avoid
defines them as people and not just a collection of the company of others in most situations. Being
stats and score. antisocial doesn’t mean that the character is
necessarily awkward in social situations, just that
Select two personality traits that you think would best they don’t enjoy them.
describe your character from the list below, or make
up your own (with the game master’s approval of
course).
Your character is convinced of their own worth and
Think of these not so much as ironclad rules accomplishments (real or imagined). They are likely
regarding your character’s behavior, but rather a way to boast of their own deeds to anyone and everyone
to describe the way you want to play your character. they encounter. Not only that, but they find it hard to
In addition to helping role-play your character, see someone else succeed or gain recognition without
personality traits will also come up again during interjecting regarding their own equal or greater
character advancement, granting xp bonuses for using accomplishments (real or imagined).
your character’s personality in play.

Your character is brave and courageous, though not


necessarily fool hearty or careless. They will put the
safety of others before their own and are not afraid to
take risks that put themselves in danger.

Your character is cold and distant. They do not


respond to others in social situations. Most characters
with this trait have suffered a great deal of emotional
trauma in the past and have dealt with it by putting up
an emotional wall between themselves and others. It
is hard for a character with this trait to form strong
emotional bonds with others.

Your character has a heightened sense of self-


preservation. He or she will do whatever is needed to
ensure their own survival. This includes abandoning
friends in battle or giving up information that will
cause harm to others. Whatever it takes to ensure
their next breath is a sacrifice that your character is
willing to make.

Your character is needlessly hurtful. He or she will


seek out ways to cause needless harm to others if
given the chance to do so. This may be in the form of

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physical violence or torture but is just as likely to
manifest as social bullying.

Your character desires material wealth to a point that


overrides other feelings like loyalty or fairness. Your
There is a gloom or sadness that seems to hang character will do whatever is needed to ensure that he
around your character. This could be because of or she gets the biggest piece of the pie.
something specific or could be just an aspect of your
character’s personality. If the depression is persistent
enough, your character may attempt to somehow dull
the pain with alcohol, self-harm, or some other act Your character follows a code of honor that forbids
that the character thinks might distract them from the certain activities. They likely refrain from drinking
pain that they feel constantly. heavily, engaging in promiscuous sex, or killing
without just cause. More extreme codes might forbid
drinking, gambling, sex, or violence, entirely.

Some call your character a drunk… they may be


right.
Your character appreciates having a good drink or a While some people are naturally good-natured or
few at the local tavern every chance they get. Far funny, your character seems to make a point to
beyond a social drinker, your character is likely to forsake these qualities. Your character seldom
indulge in drink past the point of good decision- smiles; they do not laugh at jokes or find humor in
making or even consciousness more often than others any situation. Laughter and merriment are wastes of
may be willing to tolerate. time and distractions.

Your character has some sort of faith in powers Your character values learning and education. They
beyond his or her control. This is most likely a faith are likely to be well read and may have gone to
in a higher being or conviction in a particular college or be self-taught. He or she is probably
religion. The way this faith manifests is up to the smarter than the average person and can be seen as
character; it could be faith in a loving and all pretentious or stuck up, even though that isn’t always
forgiving god or an angry and wrathful one just as the truth.
easily.

Your character has a genuinely kind heart and will try


Your character has a specific fear of something. This to do the right thing whenever possible. He or she is
could be something like snakes, heights, or fire. Your likely to be very empathetic to the feelings of others
character will avoid situations where the object of and attempt to help those around them as much as
their fear may be encountered and are likely to flee in possible. Sometimes this kindness can manifest as
the event that it is. gullibility, as your character is likely to give others a
second chance even if they don’t deserve it.

Your character is just a nice person. They enjoy the


company of others and are easy to get along with. Your character wants to feel loved and is likely to fall
The character likely has a number of friends and in love very quickly, sometimes with little or no sign
acquaintances and finds it easy to meet new people of interest from the object of his or her desire. The
and make a good impression. character is emotional and impulsive. This may make
them easily manipulated by others who are willing to

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take advantage of such affection or simply annoying lead them to take up hopeless causes or activism in
as they pine over someone who is clearly not the name of the oppressed.
interested.

Your character is witty and has quite a good sense of


humor and others may find them funny. But, the type
Your character cloaks themselves in mystery (and of humor your character tends to employ verges on
possibly the theatric). When they speak it is often in the dark or grim. Even in situations where such
the form of riddles or parables that may or may not humor would be highly inappropriate. And while
be useful. your character is typically funny, they are likely to
annoy or enrage those who wish your character
would show more respect or restraint regarding
sacred or sensitive topics.
For whatever reason, your character is a pariah of
their local community. Other people tend to look
down on them and treat them with disdain. This
could be due to race, gender, family, history, or any Your character has a strong belief in the supernatural.
other real or imagined stigma, but the actual cause is This is beyond normal religious zeal and may involve
most likely more subconscious. Something about the the character believing they can communicate with
character simply causes them to be disliked by others. ghosts or spirits. They may also claim to have visions
Outcasts are often the target of bullies. or be convinced of the existence of a supernatural
creature that doesn’t exist.

Your character has very strong ideas regarding their


own worth. They do not tolerate insult or rumor, Not only does your character lack a formal education,
particularly if it could potentially damage their social but is actively hostile to the concept of education.
standing. They are likely to respond to any challenge They likely see no point in “book learning” and think
to their honor (real or imagined) swiftly and that people need to rely more on “common sense”,
decisively. however they interpret it.

Your character craves sex. He or she is likely to go Regardless of your character’s level of education, he
out of their way to get sexual company and are not or she seems to have great insight into the world
above lying to potential partners in order to get it. around them and are often sought out for advice.
Your character likely sees members of their preferred Most of the time, wise characters are very perceptive.
gender to be more like objects than people and feel
that they have a right to use them however they
choose. They are likely to assume that everyone else
feels this way too and are just ashamed to admit it. Your character is angry at the world for some reason,
or for no reason at all. This anger compels the
character to lash out at others, even when doing so is
counterproductive. The character isn’t necessarily
Your character cannot tolerate injustice inflicted violent, just hateful.
upon the weak. They are likely to speak up in the
defense of any person or group they feel is being
treated unfairly or being oppressed. Your character is
not one to sit by while others are suffering. This may

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To build a character, start with the six basic attributes Agility


common to all characters. The six attributes are: How fast and agile you are.
Agility, Might, Mind, Perception, Stamina, and
Willpower. Might
How strong you are.
Each of these scores starts at 0
Mind
Each character starts with 4 points to distribute How intuitive you are.
among the four attributes to increase their scores. An
attribute can be raised as high as 5 which is the Perception
human maximum. How observant you are.

Stamina
How tough you are.

Willpower
How confident and motivated you are.

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Next, look at your character’s compiled scores.


These are scores that are derived from your basic
attributes.

Guard
Guard serves as your ability to defend yourself
against attacks. Guard is equal to agility +10.

Movement
Movement is the number of yards that you can move
in a round. Your movement score will be Agility +5.

Initiative
Initiative is a modifier to the roll you will use to
determine the round order during combat. It is equal
to your perception.

Hit Points
Hit points determine how much damage you can take
before you are incapacitated or killed. The maximum
number of hit points you can have is 16 plus 4 times
your stamina score.

Determination
Determination is a pool of points that you can spend
to give yourself an advantage when making skill
checks and recover from minor damage. The
maximum number of determination points you can
have is equal to willpower +5.

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Use to influence others with fear and the threat of


Each character may select 3 skills that they begin the harm.
game with some knowledge of. A character has a
training score of 2 in each of these skills.

Use to research academic knowledge.

Use to cast spells.


Use for climbing, jumping, and leaping.

Use to forage for food and water.


Use to make attacks with bows or crossbows.

Use to grapple, lift, or swim. Use to play musical instruments and entertain.

Use to harness magical energy to cast spells with. Use to hide and sneak.

Use to influence others with kindness and


friendliness. Use to pick pockets and steal.

Use to craft items.

Use to interact with noble or polite society.

Use to make attacks with melee weapons.

Use to care for the sick and wounded.

Use to ride horses.

Use to conduct searches.

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Each character may select 2 favors at character Coins


creation. These favors are special abilities that will Each character begins with 100 Silver Eagles (SE),
give your character very specific advantages in commonly called “Eagles” these coins are the basic
certain situations. coin used in the economy. In addition to Silver
Eagles there are Copper Pennies (CP), commonly
There are many favors that you can choose from, called “pennies” and Gold Dragons (GD), often
each one offers advantages that may be useful to referred to as just “dragons”. It takes 10 Copper
some characters and completely disregarded by Pennies to make a single Silver Eagle, and 10 Silver
others. Spend some time thinking carefully about Eagles to make a single Gold Dragon.
which favors you want to choose for your character.
Starting Gear
Each character begins play with the following items.

Basic Clothing. This could be a pair of pants and a


tunic with boots, a dress and shoes, or something else
People are different and unique. At this point, choose that is appropriate to the setting.
a customization option to further define your new
character. Basic Gear. This is the most basic gear that it is safe
to assume just about everyone has in one form or
Expert Skill: Choose a new skill that your character another. Basic gear consists of a backpack, a water
is uniquely proficient in. Give your character a skin, and a knife.
training score of +3 in this skill. If you choose this
option, your character will begin play with 4 skills. 1 Purchasing Equipment
skill will have a training score of +3, and the After this has been taken care of, use the starting
remaining 3 skills will have training scores of +2. wealth to purchase the goods your character will
begin play with. Your character is assumed to have
Jack of All Trades: Choose three new skills. Give this gear with them at the very start of the first game.
your character a training score of +1 in all of those
new skills. If you choose this option, your character
will begin play with 6 skills, three will have a
training score of +2 and the other three will have a
training score of +1.

Extra Favor: Choose a new favor for your


character. If you choose this option your character
will begin play with 3 favors.

Starting Wealth: Your character starts with above


average wealth (covered in the next section). Rather
than beginning play with 100 SE your character
begins play with 500 SE.

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Chapter 3
Playing the Game

“The priest is hurt bad.”

“He’s breathing isn’t he?” Urian had too much to worry about at the moment. The map had taken them to the
valley, but after that everything seemed wrong. He should have expected it. No one had explored this region
since the Empire left. In all honesty, he was surprised it had gotten them as far as it had.

He studied the ground looking for anything that might tell him something about which way they needed to go.

Standing next to him, Isabellis had sheathed her sword, but she was still talking.

“Breathing yes, but the poison did some damage before I could get it stopped.”

“Then he’ll live. We can’t risk stopping here. This place is far too dangerous”

A short distance away, Night Fang perked his ears to listen and let out a low growl.

There was no threat in sight, but the dog had saved them more than once, and Isabellis put her hand back on her
sword.

“Easy boy,” Urian said as he continued to look at the ground.

“What are you looking for?” She asked him.

“Information,” he said. “They had us surrounded, but they broke off the attack. They got scared of something,
but it wasn’t us.”

“What do you think it was?”

“I am not sure.” As he spoke he spotted something half buried in the baked hard dirt. It was a scale, like from a
reptile. But it was large, about the size of a coin.

Urian picked up his bow.


“We have to run! Now!”

Something flew overhead covering them in shadow.

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Other times, players will put their characters in


Time is important in Raven of the Scythe. Typically, situations where they confront an obstacle that needs
time moves in one direction and characters make to be overcome, with a significant consequence for
choices and take actions based on events of the past, failure. They may be swinging a sword at a dragon
ever unsure about the future. Within the game there or trying to pick a lock before they are discovered by
are a few ways of keeping track of time that will need the roving bandits.
to be employed during a game session.
In these cases a character will need to make a skill
check. Skill checks are the heart of Raven of the
The simplest way of keeping track of time is through Scythe.
narrative time. In these situations the exact order of
events is not really all that important. The GM will
tell the players what their situation is, each player
will inform the GM what their intentions for their
characters are and the GM will narrate the outcome. There are a number of skills in Raven of the Scythe.
This is sometimes referred to as a scene. Everything from riding a horse, to casting a spell is
covered by a skill.
This type of time can be used fore down-time such as
when the characters are hanging out in a tavern, Each skill has three separate scores; Talent, Training,
visiting a friendly town, or just sitting around a camp and Proficiency. Proficiency is the most important,
fire. but it is derived from talent and training.

Talent represents your character’s natural inclination


toward certain types of activities. It is equal to your
Action time takes place in those situations where it is character’s score in the attribute related to the skill in
important to know exactly what order characters are question.
acting in from moment to moment. In this type of
situation characters will employ initiative order and Training represents the amount of time and effort that
perhaps even a battle map of some sort in order to your character has devoted to bettering their ability in
keep track of not only what each character is doing a skill. As you play your character you will have the
but where they are in relation to each other. opportunity to increase your character’s training
score by spending experience points to represent your
This type of time-keeping is most often used in character’s ever increasing aptitude. A character can
battles but may also be used during very tense social have a maximum score of 8 in training for any
encounters. particular skill.

Proficiency is the total of your character’s talent and


For the most part, just about everything a character training in a given skill. When a character makes a
does in Raven of the Scythe will involve a character skill check, it is the proficiency of the skill that is
taking an action of some sort. used to make skill checks.

Some actions are simply narrative. A player says that


their character is lighting a candle, walking across a To make a skill check roll 2d10 with each die being
room, or buying a drink at a tavern. These actions read as 0-9 and add result to your proficiency in the
are simple. They require no special rules, and simply skill being checked and any other modifies that may
establish where a character is and what they are be in play. If the result is equal to or greater than the
doing. difficulty of the check then the check is successful.

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character will roll 1d10 and add their initiative score
to the result.

The difficulty of a skill check is the number that you The participant with the highest result on the
need to roll higher than on a skill check in order to be initiative check will act first, followed by the next
successful. highest, then the next, and so on until everyone has
taken a turn. This is called an action round.
The default difficulty for most rolls is 10.
After an action round is complete the next round will
Other circumstances may modify a roll or its start using the same initiative order as the previous
difficulty. round.

Once a character has obtained a score of 8 for their Each participant in an action turn gets to take actions
training in a particular skill, they are considered a on their turn in the initiative round. Exactly what
master of that skill, indeed few people in the world those actions are; is determined by what the character
ever obtain this level of proficiency in any skill. is hoping to accomplish and what options they have
available to them.
Mastering a skill has a number of benefits and
advantages beyond the simple +8 to skill checks. Standard Actions
Standard actions are the most common types of
When a character makes a skill check with a skill actions a character can take during a combat round.
they have mastered they will roll 3d10 and keep the Each character is allowed to make 1 standard action
two highest dice. per round. Some common standard actions are:

When a character spends a point of determination Attack: Make an attack against a target in range of
gain a bonus to a skill check they gain a +5 bonus your weapon.
(rather than a +2).
Run: You may move a number of yards up to double
your normal movement score.
In some cases you will be taking actions that are
directly opposed by another character or creature, in Fast Actions
these cases the difficulty of the roll will be 10+the A fast action is an action that doesn’t take quite as
resisting attribute. long as a standard action. A character may make a
fast action during the same turn they make a standard
action or they may make two fast actions during the
same turn. Some common fast actions are.
Attribute checks function the same way as skill
checks, only the character’s attribute score is used for Move: You may move a number of yards equal to
this check. your movement score.
Draw a weapon

Extended Actions
As stated above, during an action scene it is Extended actions take the longest amount of time
incredibly important to know exactly when each during a combat round. A character is able to take
character is acting. To determine this each character one extended action per turn and can do nothing else.
will need to make an initiative check at the beginning Some common extended actions are.
of the scene. To make an initiative check, each

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Cast a spell When a fading character loses their last point of
determination, they die.
Get up from prone

If a character is ever reduced to 5 or less hit points


1 fast action and 1 standard action. they become injured.

2 fast actions. An injured character suffers a -2 penalty to all


actions.
1 extended action.
An injured character is unable to gain complete rest.

An injured character cannot recover hit points by


A reaction takes place outside the normal turn spending determination.
sequence, but otherwise function identically to
normal skill checks. Injury will not go away just by recover hit points.
The character needs to be treated by a skilled healer
The exact circumstances of the situation will to recover from this condition.
determine what attribute is needed for a reaction.

Determination is a pool of points that represents a


Hit Points represent the degree of injury a character character’s ability to push themselves beyond their
can sustain. normal abilities. Each character determines the
number of determination points by adding 5 to their
When a character is hit with a weapon, a harmful willpower score. Determination may be used for a
spell, or some other calamity they will take damage. number of different activities.

The amount of damage that a character has taken is Bonus to Skill Check
subtracted from their hit points. When a character A character may spend a point of determination in
loses all of their hit points to damage, they die. conjunction with making a skill check to gain a +2
bonus to the check. A character may only spend 1
point of determination per skill check.
Once a character is reduced to 0 hit points or below,
they die, or at least start the process. Bonus to Guard
A character that is the target of an attack may spend a
A downed character cannot move or take any action. point of determination in order to increase their guard
A few last words are the extent of their capability. score by +2 against that attack. A character may only
As they fade, they will lose a point of determination spend 1 point of determination per attack.
at the beginning of each turn. After losing this
determination point the character may make a Recover
stamina or willpower check (they get to pick which A character may use an extended action to spend a
one). point of determination to recover 4 hit points.
Injured characters cannot recover hit points in this
If they are successful they pull through and recover a way.
single hit point.

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energy damage types. Protection functions identical
to armor, but only against the appropriate form of
A character that has spent all of their determination damage.
points is exhausted.

In addition to losing the ability to spend


determination, they suffer a -2 penalty to all checks A character may, over the course of an adventure,
they make. become poisoned. Each poison has different effects,

Poison will damage the character each round and


some will even impair the characters in other ways.
The easiest way for a character to recover hit points After they take this damage, they may make a
is through rest. stamina check in order to recover from the poison.

Complete Rest The difficulty of the stamina check to recover from


Compete rest assumes that the character is able to get poison is determined by the amount of damage the
at least six hours of sleep in a comfortable place. poison does.

A character that gains complete rest recovers a Damage Difficulty


number of hit points equal to their stamina score +5. 1d4 8
1d6 10
A character that gains complete rest recovers all 1d8 12
spent points of determination. 1d10 14
1d12 16
Impaired Rest
A character gets impaired rest when they get less than A character may also recover from poison with the
six hours of sleep, they are forced to sleep in an use of the medicine skill as an extended action.
uncomfortable place such as the wilderness or a
dungeon, or if they are suffering from a condition Poison damage is not reduced by armor.
such as poison, sickness, or injury.

A character that gains impaired rest recovers a


number of hit points equal to their stamina score Decay is a particularly foul affection to be visited on
(minimum 1). a character. A character suffering from decay can do
little but watch as their own flesh begins to rot away
A character that gains impaired rest recovers 1 point before their eyes.
of spent determination.
At the beginning of the affected character’s turn they
will take 1d4 points of necrotic damage. After this
damage is taken, they may make a willpower check
There are a number of different types of energy that (difficulty 15) to end the affliction, otherwise it will
can cause damage to a character. The most common continue into the next round.
source of this type of damage is from a spell or from
a special attack of a monster.

The six types of energy damage are; acid, cold, fire, The world is full of horrible plagues, fevers, and
lighting, necrotic, and poison. afflictions.

Energy damage is not reduced by armor. But certain


magical effects provide protection against specific

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While a character is sickened they suffer a -2 penalty stamina check (difficulty 10) to recover, otherwise
on all check for the duration of the sickness. Some the condition persists into the next round.
sicknesses may also impose additional conditions.

A sickened character gets impaired rest.


A stunned character is unable to move or take actions
When a sickened character rests they suffer 1d4 on their next turn and their guard score is reduced to
damage. After they take this damage, they may make 10.
a stamina check (difficulty 15) in order to recover
from the sickness.
When a character is knocked prone (or chooses to go
prone) they may only move 1 yard at a time. Their
Characters tend to fall off of things a lot, and this guard score is reduced to 10. They suffer a -2
causes damage. The amount of damage taken from a penalty on any attack check. They gain a +2 bonus
fall depends on the distance of the fall. Landing on a on stealth checks. Getting up from prone in an
soft surface can reduce the damage by one category. extended action.

A character that suffers falling damage is rendered


prone. To make a standard attack, the attacker will make an
attack check against a target that is in range of
Falling damage is not reduced by armor. whatever form of attack they are using. The difficulty
for the attack will be the defenders guard score.
Short fall (6-12 ft.)
1d6 damage, ignores armor. If the attack is successful the attacker will roll for
damage based on their weapon or form of attack.
Long fall (12-30 ft.) The defender will reduce this damage based on their
3d6 damage, ignores armor. armor. Whatever damage is left over is applied to the
defenders health total as appropriate.
Deadly fall (30ft. +)
5d6+5 damage, ignores armor.

After you make a successful attack, it is time to do


some damage.
Sometimes an unfortunate character may find
themselves on fire. A burning character will take 1d6 The amount of damage is determined by the weapon
points of fire damage at the beginning of each turn you are using. Each weapon will list its damage
for the duration of this effect. score along with any special traits the weapon might
have.
The fire can be put out by making a lore or acrobatics
check (difficulty 10) or simply by dousing the If you are attacking with a melee weapon, you may
character with water if any is available. add your might score as a bonus to the damage done
by the weapon.

A dazed character is unable to make standard or If you are using the weapon in both hands, increase
extended actions. They may only make a single fast the amount of damage done by +1.
action per turn. Their guard score is reduced to 10.
At the beginning of their turn they may make a

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Set
In some rare situations, an attack will be made that is Rather than attacking, you can, as a standard action,
simply too well placed or too quick to be defended choose to set for an attack. While set, you may make
against. These are called critical hits. a free attack against any one opponent that comes
into range of your attack at any point until your next
To count as a critical hit, two conditions must be met. turn, even if it means interrupting their turn. For
First, the check being made must be successful. instance, if you are set and someone tried to move
Second, the dice used in the skill check must show past you, you could choose to interrupt their
doubles i.e. both dice showing a 7. movement and make an attack against them at any
point when they are in range of your attack.
Many weapons do additional damage on a critical hit
and certain favors and abilities may grant additional Trip
bonuses as well. It is possible that you will want to trip an opponent
rather than do damage to them. To attempt a trip,
make an agility check resisted by the target’s agility
Defensive Stance score. If successful, the target is rendered prone.
Rather than attacking, you may only be interested in Performing a trip is a standard action.
defending yourself. To do this, you will need to
assume a defensive stance. While in a defensive Rush
stance you will gain a +4 bonus to their guard score If you move at least half of your movement score to
until the beginning of their next turn. Assuming a become adjacent to an enemy, you may choose to
defensive stance is a standard action. rush the enemy. Doing so will grant you a +2 bonus
to your attack roll and your damage roll, but will
Disarm reduce your guard score to 10 until the beginning of
It may be useful just to get an opponent’s weapon your next round.
away from them. To perform a disarm make a
fighting check resisted by the target’s agility score.
If successful their weapon will fly from their hand When a character is engaged in a grapple they will
and land 1d6 yards away in a random direction. either be in a dominate or a bottom position.
Performing a disarm is a standard action. Whichever position the character is in will determine
what options are available to them.
Grab
To grab an opponent make a fighting check against A character in the dominate position in a grapple has
the target’s guard. If you are successful, you have a number of options.
grabbed the opponent are now in a dominate position
in a grapple. All actions taken within a grapple are made my
making an athletics check resisted by the target’s
Push might score.
Sometimes rather than do damage to an opponent,
you just need to get them to move. To perform a If both participants are prone, the character in the top
push you must be adjacent to your target and make a position gets a +2 bonus on all checks made from
might check resisted by their might score. If you are within the grapple.
successful you may move the target 2 yards in a
direction of your choosing. At the end of the Grapple (Dominate Position)
movement, they must make an agility check
(difficulty 10) or be rendered prone. Performing a Attack: As an extended action, the character may try
push is a standard action. to attack their opponent doing damage. Only small

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weapons may be used to attack while within a
grapple.

End: As a fast action, the character in the dominate


position can simply choose to end the grapple by
letting go of their opponent. The grapple ends, no
check is needed for this action.

Force Drink: Particularly brutal, the target is forced


to drink a serum or concoction, normally poison, as
an extended action.

Drag: The character may move, taking their


opponent with them as an extended action.

Take Down: As an extended action the character


forces themselves and their opponent to the ground.
Both participants enter a prone position.

Throw: As an extended action the character may


throw their opponent. The grapple ends and the
participant in the bottom position is rendered prone
and takes 1d6 points of damage.

Grapple (Bottom Position)


A character in the bottom position in a grapple has a
few options available to them.

If both participants are prone, the character in the


bottom position suffers a -2 penalty on all checks
made from within the grapple.

Attack: As an extended action, the character may try


to attack their opponent doing damage. Only small
weapons may be used to attack while within a
grapple.

Escape: The grapple ends.

Switch: Gain the top position.

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Chapter 4
Skill Descriptions

“Tell me what you know boy, or it will be your head.”

“I swear milord, I don’t know anything. I would help you if I could.”

Leon looked around the room. The fat bastard was sitting behind his table stuffing his face with mutton. 10
feet. There was a soldier to the right. Light plate armor. Pike. Leon hated pikes. There was a narrow
window behind the soldier. 30 feet drop to the ground. Cobble Stone. Smell of salt air.

“Lie to me again boy and it’ll be the last time.” Lord, whatever the hell his name was waggled a mutton
stained finger in Leon’s direction. “I know by the Martyr’s tits that you were the last person to see him alive.
So stop stalling and tell me what I need to know! You’re a dead man anyway. But I have yet to determine if
you get the noose of the fire.”

Leon let his head fall in a defeated posture. The chains on his wrists were heavy and he pulled them close to
his chest in the closest thing he could manage to a pleading gesture.

“Forgive me, milord. Everything went fine until we left Book Road. That’s when all hell broke out. Sir
Edmund was walking just in front of me when it happened...”

“Martyr’s tits you bastard!” The lord stood up to better roar out his anger. The plate of mutton clattered to the
floor. “When what bloody happened!?”

Leon looked up and smiled as the chains fell to the floor. “That was when I slit his damned throat!” There was
a flash of steel and the lord fell backward with the hilt of a knife protruding from his throat.

The soldier was too stunned to figure out what had just happened. He looked from the dead lord back to Leon,
but it was too late. He collapsed to his knees with blood pouring from his open throat.

Leon wiped his dagger clean on the dead lord’s cape.

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Grapple (Extended Action)


Acrobatics represents your ability to jump, climb, and
You may make an athletics check to perform a
keep your balance.
grappling maneuver against any creature you are
currently in a grapple with.
Climb (Standard Action)
You may use acrobatics to climb up a vertical
The difficulty of this check is 12 plus the target’s
surface. As a standard action a character may move
might score.
vertically along a surface a number of yards equal to
their movement score.
Lift (Extended Action)
You may make an athletics check to lift a heavy
The standard difficulty for this check is 10, but the
object. The amount of weight you can lift is
conditions of the surface may apply modifiers to the
determined by your might score. Assume a person
check.
with a might score of 0 can lift 200lbs. For each
point above or below 0, adjust the maximum weight
If a character fails their climb check they do not fall
by 50lbs.
so long as they are trained in acrobatics, they are just
unable to make any progress that turn. If the
Swim (Standard Action) [Trained Only]
character is suffering from any penalties however
You may make an athletics check to move through
when the character fails a climb check however, they
water, either above or below the surface. While in
will fall from whatever height they are currently at.
water you may move a number of yards equal to your
movement score.
Jump / Leap (Fast Action)
You may make an acrobatics check to jump or leap
The difficulty for this check is normally 12, however
distances. You may leap a distance of 3 yards or
conditions of the water may modify the check.
jump a height of 1 yard as a standard action.

A character that fails a swim check does not drowned


The normal difficulty of this check is 10, but by
so long as they are trained in athletics, they are just
taking a -2 penalty, you can increase the distance in
unable to move from their current location this turn.
either direction by 1 yard.
If the character is suffering from any penalties
however when the character fails a swim check
Break Fall (Reaction) [Trained Only]
however, they will begin to drown.
When you fall, you normally take damage based on
the distance of the fall. By making an acrobatics
check as a reaction you may reduce the distance of
the fall by 1 category. Use to harness magical energy to cast spells with.

The difficulty of this check is 10. Harness Mana (Passive) [Trained Only]
There are very few times when a character will need
to make a Channeling check.
Use to make attacks with bows or crossbows.
However, a character with any training in channeling
will gain a pool of mana equal to their channeling
Ranged Attack (Standard Action)
proficiency times 4 that can be used to cast spells.
You may use archery to make an attack against an
object or creature that is in range of your weapon.

Use to influence others with kindness and


friendliness.
Use to grapple, lift, or swim.

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Charm (Standard Action)
Unless another person is actively hostile towards you, A taunted character will suffer a -2 penalty on any
you may attempt to charm them with a charisma action they take next turn.
check. This will improve the target’s disposition
towards you. Maybe even enough to request some For better or worse a taunted character will focus on
small favor or service. you next turn if at all possible. This can sometimes
be useful in combat situations.
Bargain (Standard Action) [Trained Only]
You may use charisma to haggle for the price of The difficulty for this check is normally 10 + the
goods. With a successful charisma check you may target’s willpower score.
choose to alter the price of goods by 25% in either
direction.
Use to craft items.
Deception (Standard Action) [Trained Only]
One of the advantages of being charismatic is that
You may use craftsmanship to craft items, typically
people will often believe you, even when what you
made out of metal. In order to craft an item you will
say isn’t always entirely true. You may use charisma
need tools and a work space, which may cost money
to tell a lie. The lie should be at least somewhat
initially, but crafted items can be sold for a profit.
believable, but people have been known to fall for
crazy things. It is amazing what can be accomplished
In order to craft you will need access to a work shop
with little more than the right words and winning
and the raw materials to craft with.
smile. Failing an attempt at deception will likely
worsen a target’s disposition towards you.
Craft Basic Items [Trained Only]
You may use craftsmanship to create basic items
The difficulty for this check is normally 10 + the
such as pots pans or other tools. In addition to these
target’s willpower score. A target with a negative
items you may craft weapons from the Axes and
attitude toward you may impose a -2 penalty to the
Bludgeon, Throwing Weapons, or Small class of
check.
weapon, or Light Armor.

Flirt (Standard Action) [Trained Only]


For more information on crafting, see appendix 1.
You may use charisma to make a romantic or sexual
advance at another person.
Trade Work [Trained Only]
You may use your skills as a smith to earn a living.
The difficulty for this check is normally 10 + the
For a week at work making small common items,
target’s willpower score. A target with a negative
make a craftsmanship check. If you have a workshop
attitude toward you may impose a -2 penalty to the
you earn an amount of silver equal to your
check.
craftsmanship check x5.

Taunt (Standard Action) [Trained Only]


If you have a working forge, multiply the results of
Being charismatic doesn’t always mean being nice.
the check by ten.
Clever wordplay combined with a well-placed insult
might very well get under someone’s skin. Taunting
If you have neither, you can still earn an amount of
another character successfully will worsen their
silver equal to the skill check by doing odd jobs and
disposition towards you, but it can be useful. Anyone
such.
who witness a successful taunt, who already had a
negative disposition towards the target will improve
their disposition towards you, while those with a
positive disposition toward the target will have their Use to interact with noble or polite society.
disposition toward you worsen.

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Diplomacy (Standard Action) Woo (Standard Action) [Trained Only]
Diplomacy works very similar to a charm check The advances made by those in a tavern to gain the
using the charisma score but implies that the attention of the opposite (or same) sex would be out
character is carrying themselves in a respectable of place and inappropriate in the world of courtly
manor. love. A woo is a coded way of suggesting a more
personal relations.
Ridicule (Standard Action) [Trained Only]
Polite society has its one set of rules, and breaking The difficulty for this check is normally 10 + the
them is a serious breach of etiquette if you openly target’s willpower score. A target with a negative
taunting another person in just an environment is attitude toward you may impose a -2 penalty to the
likely to cause you to lose face with anyone who check.
witnesses the taunt, worsening their disposition
towards you. Instead, well-spoken individuals often
engage in thinly veiled insults and backhanded
Use to make fight with melee weapons.
complements. Anyone who witnesses a successful
use of ridicule, who already had a negative
Melee Attack (Standard Action)
disposition towards the target will improve their
You may use fighting to make an attack against an
disposition towards you, while those with a positive
object or creature that is in range of your weapon.
disposition toward the target will have their
disposition toward you worsen.

A ridiculed character will suffer a -2 penalty on any


action they take next turn.

The difficulty for this check is normally 10 + the


target’s willpower score.

Design Notes
Social Disposition

All of the social skills (Charisma, Etiquette, and Intimidate) mention something called disposition and
mention it improving or worsening based on the character’s actions. Disposition is simply a rough guideline
to define how a NPC feels about the character. Disposition can change based on a number of things.
There are no hard and fast rules to determine what exactly is going to change someone’s opinion of
another person, thus rather than attempting to come up with a complex system of actions and assumptions
based on personality and predispositions. I don’t know if a system like that is even possible in a game like
this, but I am fairly sure that it wouldn’t be useful or fun to use.

Disposition
So, in those cases where it is useful to understand someone’s disposition
toward a character I use a seven point scale to gauge the NPC’s attitude.
Enamored
Friendly
Of course this is all dependent on context. A hostile noble in the middle of a
Pleasant
feast is not likely to mean the same things as a hostile barbarian warrior during
Neutral
a random encounter. Some judgement is always required.
Unpleasant
Unfriendly
Use your best judgement.
Hostile
-James

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While a successful charisma check makes others like


Use to care for the sick and wounded. you more while getting them to do what you want,
intimidate actually worsens their disposition toward
Care and Comfort (Prolonged) [Trained Only] you each time you use it. Still, it is sometimes faster
You may care for others using the healing skill. to demand than to ask.
After a patient has rested, you may make a healing
check to double the number of hit points they Threaten (Standard Action) [Trained Only]
recovered. You may threaten a creature with a direct threat of
violence or harm or simply by assuming an
First Aid (extended action) [Trained Only] intimidating posture or brandishing a weapon.
You may make a healing check to help a character
that is fading. By making a healing check the patent An intimidated creature will suffer a -2 penalty to
wakes up with a single hit point. their actions on the following turn. Not only that,
they will be unable to attack the character that
intimidated them.
Use to ride horses.
The difficulty for this check is normally 10 + the
Keep Control (Reaction) target’s willpower score.
If a mount becomes panicked or injured, it is likely to
try to throw it’s rider. As a reaction you may make a
horsemanship check to keep control of the mount and Use to conduct searches.
remain in the saddle.
Investigate (Extended Action)
With the Knees (Free action) [Trained Only] You may use investigate to search an area for hidden
You may guide your mount with your knees, objects, traps, or secret doors.
meaning that you may move your mount as a free
action, up to the mounts normal movement score.

Fast Mount (Fast Action) [Trained Only]


Mounting or dismounting a horse is normally a
standard action. You may make a horsemanship
check as a fast action to mount or dismount faster.

Attack (Fast Action) [Trained Only]


As a fast action, you may command your horse to Use to research academic knowledge.
attack with either its kick or stomp attack.
Trade Work [Trained Only]
You may use your knowledge of lore to make a
living. For a week at work providing clerical
Use to influence others with fear and the threat of services make a lore check. You earn a number of
harm. SE equal to the results of this check times 5.

Bully (Standard Action) If you have your own library you earn an amount of
Just as charisma can influence others through kind silver equal to the result of your check times 10.
words and a pleasant smile, so to can fear and the
threat of harm get results from others. The difficulty
for this check is normally 10 + the target’s willpower
score.

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Research [Trained Only] extended action and no roll is needed.
If you have access to a library, you may use lore to
try to gain information about a particular topic. Disable Traps (Extended Action)
Using a solid understanding of mechanical devices,
Plan Ahead (Standard Action or Extended Action) you may use lore to disable traps as an extended
[Trained Only] action, provided you have access to the trap or the
You may use your rational thinking to come up with trigger. The difficulty of this check is determined by
a plan which may help you or another character the trap in question. Failure on this check will
succeed on a check. normally trigger the trap.

Make a lore check to represent coming up with a plan


or strategy. The target gains a +2 bonus on any skill
check they make on their next turn. Use to cast spells.

If you are using this ability on yourself, it is a Cast a Spell (Extended Action) [Trained Only]
standard action, since essentially all you have to do is A character that knows how can use mysticism to
come up with the plan and act on it. If you are using caster spells. Casting a spell is an extended action,
it to help another character they must be within 3 and if successful, the spell will need to be paid for
yards of you and you must be able to effectively with mana. If you do not have enough mana to pay
communicate with them. It is an extended action for the spell, any remainder will be taken directly
since you need to not only come up with the plan but from your hit points as damage.
also communicate it to someone else.

Identify Alchemic Items (Special Action) Use to forage for food and water.
[Trained Only]
As a special action that takes about a solid day of Forage [Trained Only]
study, you may make a lore check (difficulty 14) to You may use nature to forage for food and water. On
identify the alchemic properties of an item. If you a successful check you find enough food and water
happen to have the craftsmanship favors needed to for 1 person for 3 days.
create the item, then identifying the item is an

Design Notes
Social Skills

There are essentially three skills that cover basic social interactions: charisma, etiquette, and intimidate. While this is by no
means comprehensive when it comes to social situations, I do think that these three skills cover at least a sizable minority
of the social actions a character might attempt in game.

While some people would rather ignore social skills entirely and leave all of the socializing up to role-playing, I personally
think that is a bit unfair. I have played with more than one person who was not that great socially. If I demanded that they
role-play out tense social scenes, they would be at a huge disadvantage. When doing it that way, a character can only ever
be as charismatic as the player running them. I wouldn’t ask a player to show me a demonstration of how strong they were
in order to see if their character could pass a strength check, so why should social checks be any different? This issue is
especially compounded when you have one player who is actively investing time and effort into increasing their character’s
social skills, but they get overshadowed by a player who is just naturally more talkative. I think that in the issue of fairness,
success and failure in social scenes should be handled by the same game rules and systems should be governed by the
same rules and systems that govern everything else in the game, and I have built the skill set here with that assumption in
mind.

But that is just me. Do what is best for your game and your group in the end.
-James

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The difficulty for this check is normally 12 but the The difficulty for this check is normally 10, but
environment may add bonuses or penalties to the difficult locks may modify this.
check. For instance finding water in a desert is very
difficult. Disable Traps (Extended Action) [Trained Only]
You may make a thievery check to disable a trap
provided that you have access to the trap or its
trigger. The difficulty of this check is determined by
Use to play musical instruments and entertain. the trap in question. Failure on this check will
normally trigger the trap.
Trade Work
You may use your skills as a performer to earn a
[Trained Only]
living. After a night of entertaining a crowd, make a
While many things can be attempted with
perform check. You earn a number of SE equal to
talent alone, some applications of skills
the result of this check.
require at least a little bit of training. Any use
of a skill designated as trained only, can only
be attempted by a character with at least 1
Use to hide and sneak. level of training in that skill. In some cases,
entire skills are only useable by characters
Hide (Standard Action) with training in them.
You may make a stealth check as long as no one sees
you to become hidden. After making a stealth check,
you may remain hidden for as long as you like as
long as you remain quiet and do not enter into a
direct line of sight with anyone.

While hidden you may only move at half your


movement speed.

While hidden you may attack others who do not


know you are there. This is called a sneak attack. To
make an attack against an unaware target, make an
attack roll as normal, but the in this case the difficulty
will be 10+the target’s perceptions score rather than
their guard score.

Use to pick pockets and steal.

Pick Pocket (Fast Action)


You may make a thievery check to attempt to steal an
item from an unsuspecting target. The difficulty for
this check is normally 10 + the target’s perception
score.

Open Lock (Extended Action) [Trained Only]


You may make a thievery check to attempt to open a
lock.

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Chapter 5
Favors

Hammer met metal.


Sparks. Heat.

“You’ve been gone a long time girl.”

“Too long Master.” Verina took a moment to look around the workshop. To let the smells and the sounds take her back
to simpler happier times.

“I’m not your Master anymore,” Herrick growled. “Never was, when you get right down to it.”

“It isn’t your fault that I was a terrible student,” Verina said. The light from the forge reflecting off the coat of mail she
wore.

“Don’t disrespect me by lying to me in my own home.” Herrick snapped. “We both know you were a great student. The
best I ever had. I would have been happy to leave my shop to you if you had ever bothered to stick around instead of
running off with that damned fool brother of yours.”

“I always thought I would be able to come back.” Verina sighed. Her eyes almost teared when she thought about how
long ago that had been.
Before words like treason.
Before the war.

“Kings die.” Herrick brought the hammer down again. “You can’t save them, and it isn’t your place to avenge them.”

“I didn’t have choice, Herrick, this is family.” She saw that her words had wounded him and she regretted saying it.

He brought the hammer down again. “So, why did you come back?”

She pulled the scroll from her belt and handed it to him. “Have you ever seen anything like this?”

Herrick laid his hammer down to take a look. His eyes went wide. “By the Martyr, where did you get this?” he asked.

“Don’t worry about that.” She said.

“Can you build it?”

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Assassinate Stealth 4, Sneak Attack


Axes and Bludgeons (Push Back) Fighting 2
Axes and Bludgeons (Head Trauma) Fighting 4, Axes and Bludgeons (Push Back)
Axes and Bludgeons (Two Handed Strike) Fighting 4, Axes and Bludgeons (Push Back)
Axes and Bludgeons (Devastating Blow) Fighting 6, Axes and Bludgeons (Push Back),
Axes and Bludgeons (Head Trauma or Two Handed Strike)
Archery (Bow Proficiency) Archery 2
Archery (Full Draw) Archery 4, Archery (Bow Proficiency)
Archery (Long Range) Archery 4, Archery (Bow Proficiency)
Archery (Needles Eye) Archery 4, Archery (Bow Proficiency)
Archery (Rapid Shot) Archery 4, Archery (Bow Proficiency)
Armor
(Light and Medium Armor Proficiency) Fighting 2
Armor (Heavy Armor Proficiency) Fighting 4, Light and Medium Armor Proficiency
Armor (Iron Clad ) Fighting 4, Light and Medium Armor Proficiency
Broad Swords (At the Ready) Fighting 2
Broad Swords (Bloody Path) Fighting 4, Swords (At the Ready), Swords (Cleave)
Broad Swords (Cleave) Fighting 4, Swords (At the Ready)
Broad Swords (Precision Strike) Fighting 4, Swords (At the Ready)
Broad Swords (Feint) Fighting 4, Swords (At the Ready)
Broad Swords (Quick Strike) Fighting 6, Swords (At the Ready), Swords (Feint)
Broad Swords (Master’s Strike) Fighting 6, Swords (At the Ready), Swords (Precision Strike)
Broad Swords (Murder Stroke) Fighting 6, Swords (At the Ready),Swords (Precision Strike or Feint)
Dagger Mastery Fighting 2
Endurance --

Alchemy (Amulets) Lore 2, Mysticism 4


Alchemy (Explosives) Lore 2, Mysticism 2
Alchemy (Herbalism) Lore 2, Nature 2
Alchemy (Sigils) Lore 2, Mysticism 4
Alchemy (Stones) Lore 2, Mysticism4
Alchemy (Rings) Lore 2, Mysticism 4
Craft (Armor) Craftsmanship 4, Fighting 2
Craft (Bows) Archery 2, Craftsmanship 2
Craft (Bows, Composite) Archery 2, Craftsmanship 4
Craft (Broad Swords) Craftsmanship 2, Fighting 2
Craft (Crossbows) Archery 2, Craftsmanship 4
Craft (Fencing) Craftsmanship 4, Fighting 2, Crafts (Blades)
Craft (Lances) Craftsmanship 2, Horsemanship 2
Craft (Pole Arms) Craftsmanship 2, Fighting 2
Craft (Sickle Swords) Craftsmanship 2, Fighting 2

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Fencing (Good Stance) Fighting 2


Fencing (Guard Up) Fighting 4, Fencing (Good Stance)
Fencing (Repost) Fighting 4, Fencing (Good Stance)
Fencing (Duelist) Fighting 6, Fencing (Good Stance), Fencing (Guard Up or Repost)
Mounted Archery Horsemanship 2, Archery 4
Mounted Combat Horsemanship 2, Fighting 2
Mounted Combat (Horse Charge) Horsemanship 4, Fighting 4, Mounted Combat
Pole Arms (Control Space) Fighting 2
Pole Arms (Focused Attack) Fighting 4, Pole Arms (Control Space)
Pole Arms (Increase Reach) Fighting 4, Pole Arms (Control Space)
Pole Arms (Master Space) Fighting 8, Pole Arms (Control Space),
Pole Arms (Focused Attack or Increase Reach)
Shields (Shield Up) Fighting 2
Shields (Shield Bash) Fighting 4, Shields (Shield Up)
Shields (Shield Push) Fighting 4, Shields (Shield Up)
Shields (Counter Attack) Fighting 6, Shields (Shield Up),
Shields (Shield Bash or Shield Push)
Sickle Swords (Blade Turning) Fighting 2
Sickle Swords (Deep Cuts) Fighting 4, Sickle Swords (Blade Turning)
Sickle Swords (Spinning Blades) Fighting 4, Sickle Swords (Blade Turning)
Stealthy Stealth 2
Sneak Attack Stealth 2
Two Weapon Fighting (Twin Blades) Fighting 4
Two Weapon Fighting (Defensive Edge) Fighting 6, Two Weapon Fighting (Twin Blades)
Two Weapon Fighting (Web of Steel) Fighting 6, Two Weapon Fighting (Twin Blades)

Arcana (Initiate) Mysticism 2


Arcana (New Spell) Mysticism 2, Arcana (Initiate)
Arcana (New Spell, Elective) Mysticism 4, Arcana (Initiate)
Arcana (New School) Mysticism 4, Arcana (Initiate), Arcana (New Spell, Elective)
Arcana (Sky Clad Casting) Mysticism 2, Arcana (Initiate)
Arcana (Specialization) Mysticism 4, Arcana (Initiate), Arcana (New School) x2
Blood Mana Channeling 2
Mana Flair Channeling 4

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Animal Companion Nature 2


Animal Kinship Nature 2
Animal Training (Attack) Nature 4, Animal Companion
Animal Training (Shadow) Nature 4, Animal Companion
Animal Training (Swiftness) Nature 4, Animal Companion
Animal Training (Toughness) Nature 4, Animal Companion
Bard Song (Virtuoso) Perform 2
Bard Song (Dirge of the Undying) Perform 4, Virtuosos
Bard Song (Hope and Courage) Perform 4, Virtuosos
Bard Song (Last Stand) Perform 4, Virtuosos
Bard Song (Rest and Recover) Perform 4, Virtuosos
Bard Song (Song of Ages) Perform 6, 3 other bard song favors
Contact --
Endurance --
Formal Training Lore 4
Healer Healing 2
Healing Expert Healing 4, Healing Expert
Linguist (Common) --
Linguist (Rare) Lore 2
Prayer (Rite of Blessing) Lore
Prayer (Rite of Departing) Lore 4, Rite of Blessing
Prayer (Rite of Healing) Lore 4, Rite of Blessing
Prayer (Smite Undead) Lore 4, Rite of Blessing
Perceptive ---
Wealth ---

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Favors are very specialized abilities or expansions of Requirement: Lore 4, Mysticism 4


common skills that allow characters to do unique
things. You have learned how to create powerful and
permanent alchemic items called amulets.
Each character begins play with 2 favors at character
creation. You may create alchemic amulets.

Additional skills can be acquired through character


advancement by spending 5 experience points.
Requirement: Lore 2, Mysticism 2
Many favors have prerequisites that must be met
before they can be acquired. These are written in You have learned to mix rare herbs into explosive
italics under the name of the favor and followed by elixirs that can be used as weapons causing a variety
the description. of effects.

You may create alchemic explosives.

Design Notes
Alchemic Item “Formulas” Requirement: Nature 2

One idea that I went back and forth on several You have learned to mix common herbs into potions
times was the idea of “Formulas” for alchemic that cause a wide variety of effects on the person who
items. Basically each time a character learned an drinks them.
alchemy favor they would learn how to make one
item of the category they chose. So a character that You may create potions from herbs.
learned Alchemy (Rings) would have to select a
specific kind of ring that they would know how to
make, but would need to take it again if they
wanted to learn how to make a second type of ring. Requirement: Lore 2, Mysticism 4

In the end I decided that this method was too You have learned to create alchemic stones which
restrictive and may cause players to decide that produce a wide variety of effects once activated.
alchemy simply wasn’t worth the effort.
-James You may create alchemic stones.

Requirement: Lore 2, Mysticism 4

You have learned to inscribe powerful alchemic


runes into item, imbuing them with special qualities.

You may create alchemic sigils.

Requirement: Lore 4, Mysticism 4

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As a standard action you may command your animal
You have learned how to create permanent alchemic companion to make an attack, gaining a +2 bonus to
items called rings. its attack check and increasing the die type used for
damage by 1 step (1d6 becomes 1d8, 1d8 becomes
You may create alchemic rings. 1d10, etc.)

You animal companion increases their training in


fighting by +2.
Requirement: Nature 2
You animal companion increases their training in
You gain a faithful animal companion. For more intimidate by +2.
information on animal companions see Appendix II.

You may, as a fast action, command your animal


companion to move. Requirement: Nature 4, Animal Companion

You may, as a fast action, command your animal You have trained your animal companion to hide and
companion to attack. An animal companion may attack from stealth.
only attack using an attack form that it could
normally use as a standard action. As a fast action you may command your animal
companion to use stealth.
You may, as a fast action, command your animal to
make an intimidate check. When your animal companion attacks while hidden
the attack does max damage.
You may use your animal companion’s determination
to grant them bonus to skill check, to grant bonuses Your animal increases their training in stealth by +2.
to guard, and to heal them the same as you could use
your own determination for yourself.

Requirement: Nature 4, Animal Companion

Requirement: Nature 2 You have trained your animal companion to be


particularly swift.
You have a unique way with animals that allows you
to communicate with them in ways that are beyond Your animal companion gains +2 to its movement
most men. and guard score.

You may, as a standard action, use nature as if it were Your animal increases their training in acrobatics by
charisma against animals. +2.

You may, as a standard action, use nature as if it were


intimidate against animals.
Requirement: Nature 4, Animal Companion

Your animal companion is particularly tough.


Requirement: Nature 4, Animal Companion
Your animal companion gains +2 armor. This is in
You have trained your animal to be particularly addition to any natural armor they may already have.
vicious when it attacks.

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Small animal companions increase their hit points by You may learn one spell from your new school.
+5.

Medium animal companions increase their hit points


by +10. Requirement: Mysticism 4, Arcana (Initiate)

Your animal companion increases their training in You have taken your study of magic into strange
athletics by +2. directions, outside of the limitations of your normal
area of study.

You may learn one spell from any school of magic,


Requirement: Mysticism 2 even if you do not have access to that school through
the arcane initiate or arcane school experimentation
You are a student of the arcane. You have begun a favors.
study of magic and the arcane arts.
Any spell from a school you do not have access to, is
Select 3 invocations. You may cast these as a fast more difficult to cast.
action.
Increase the casting difficulty of the spell by +2.
Select 1 school of magic. You have access to that
school of magic and may learn spells from that Increase the mana cost of the spell by +2.
school by taking the Arcana (New Spell) favor.
You may take this favor multiple times, learning a
new spell each time.

Requirement: Mysticism 2, Arcana (Initiate)

You have devoted more time to your study of the


arcane arts, learning more spells from your chosen
field of study.

You may learn one spell from a school of magic that


you have access to.

You may take this favor multiple times, learning a


new spell each time.

Requirement: Mysticism 4, Arcana (Initiate),


Arcana (New Spell, Elective)

You have begun study of a new school of magic.

Before you can gain access to a school you must


know at least one spell from it through the Arcana
(New Spell, Elective) favor.

You gain access to a new school of magic.

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You have perfected the art of using a standard bow
and arrow.

Requirement: Mysticism 2, Arcana (Initiate) You do not suffer the penalty to accuracy that these
weapons normally impose.
Mages and wizards work magic by manipulating an
invisible force called mana which they channel Increase the range of the bow by 10%.
through their bodies. This is why wizards experience
more difficulty when they try to cast spells while clad
in most armor. Their ability to feel and channel the
manna is hampered. You have learned to channel Requirement: Archery 4, Archery (Bow
mana more easily when nude or very near so. Of Proficiency)
course, being naked is considered highly
inappropriate in most social situations. You have the ability to deliver devastating powerful
attacks with a bow.
While wearing no armor and very little or no clothing
you gain a +2 bonus to mysticism and channeling As an extended action you may make an attack with a
checks. bow and if successful increase the die type used for
damage by 1 step (1d6 becomes 1d8, 1d8 becomes
Reduce the mana cost of spells casted while in this 1d10 etc.)
state of undress by 4 (to a minimum of 1).
Increase critical damage from x3 to x4.

For this attack, reduce the range of your weapon by


Requirement: Mysticism 4, Arcana (Initiate), 50%.
Arcana (New Spell) x2
This favor has no effect on attacks made with a
You have become a specialist of a particular field of crossbow.
magic.

To specialize in a school of magic you must know at


least three spells from that school. You gain the Requirement: Archery 4, Archery (Bow
following abilities. Proficiency)

Select on school of magic that you have access to in You have the ability to deliver particularly well
which to specialize in. aimed attacks when using a bow.

Decrease the casting difficulty of spells from your As an extended action you may make an attack with a
specialized school by -2. bow gaining a +4 to your attack check.

Decrease the mana cost of spells from your For this attack, reduce the range of your weapon by
specialized school by -2. 50%.

You may learn two spells from your specialized This favor has no effect on attacks made with a
school. crossbow.

Archery 2 Requirement: Archery 4, Archery (Bow


Proficiency)

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You are particularly adept at wearing medium and
You can rain down a hail of arrows at your foes. heavy armor.

You may, as an extended action may two attacks. When wearing medium armor, increase your
For these attacks, reduce the range of your weapon protection score by 2.
by 50%.
When wearing heavy armor, increase your protection
This favor has no effect on attacks made with a score by 4.
crossbow.

Requirement: Stealth 4, Sneak Attack


Archery 4, Archery (Bow Proficiency)
You are a master at dealing death from the shadows
You can launch arrows at great distances to strike and attacking your foes when they are most
your enemies from incredible range. vulnerable.

You may, as an extended action, increase the range of When you attack while hidden your attack does max
your bow by 50%. damage.

This favor has no effect on attacks made with a


crossbow.
Requirement: Fighting 2

You have devoted time and effort to learning to fight


using weapons from the axe and bludgeons group.

When fighting with a bludgeon weapon, make a free


Requirement: Fighting 2 push after a critical hit.

You are proficient in wearing light or medium armor.

You do not suffer a penalty to guard or initiative


while wearing light or medium armor. Requirement: Fighting 4, Axe and Bludgeons (Push
Back)

While holding a weapon in both hands you can


Requirement: Fighting 4, Medium Armor pummel your foes with forceful attacks.
Proficiency
If you are holding your weapon in both hands, you
You are proficient in wearing heavy armor. may make an attack as an extended action suffering a
-2 penalty to the attack check but gaining a +4 bonus
You do not suffer a penalty to guard or initiative to damage if the attack is successful.
while wearing heavy armor.

Requirement: Fighting 4, Axe and Bludgeons (Push


Requirement: Fighting 4, Medium Armor Back)
Proficiency

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You have learned to strike an opponent’s head ignore these effects, but mindless undead have no
leaving them staggered and confused. protection from it. The difficulty of this check is 15.

Your critical hits daze their targets.

Requirement: Perform 4, Bard Song (Virtuoso)

While many people have the ability to inspire others,


none so excel at this as the bards, who use song to
Requirement: Fighting 6, Axe and Bludgeon (Push inspire others to greatness and glory.
Back) and Axe and Bludgeon (Two Handed Smash)
or Axe and Bludgeon (Head Trauma) As an extended action you may make an inspire
check to grant every ally within 2 yards of you a +2
You have the ability to unleash truly devastating bonus on any skill check they make for the next 5
blows against your opponents. turns. The difficulty of this check is 15.

When you roll a critical hit your weapon does the


maximum damage possible. There is no need to even
roll for damage. Requirement: Perform 4, Bard Song (Virtuoso)

By singing a rousing song of battle you can inspire


your allies to defend themselves.
Requirement: Perform 2
As an extended action make an inspire check to grant
While the world is full of minstrels and performers, every ally within 2 yards of you a +2 bonus to their
none have the ability to stir the hearts and mind as the guard and armor scores as well as a +2 bonus to any
bards. These singers of song and tellers of tales are reaction check to resist effects such as spells. The
said to combine music with a subtle form of magic difficulty of this check is 15.
that stirs the hearts of others.

When you perform trade work using the perform


skill, you may double the amount of silver you earn Requirement: Perform 4, Bard Song (Virtuoso)
for your performance. Also, those who hear you
perform will be friendlier to you by one degree for By singing a soothing song of peace a bard is able to
the rest of the day. bring comfort to the injured. Any character resting
while you play or sing for them is able to gain
complete rest even when they would otherwise be
unable to do so due to conditions such as sickness or
Requirement: Perform 4, Bard Song (Virtuoso) injury. No check is required for this, but you may
only gain impaired rest due to your performance.
Out of all of the strange abilities inherent to bardic
music, this one makes the strongest argument to the
magical nature of the abilities.
Requirement: Perform 6, 3 other Bard Song Favors
As an extended action you may make an inspire
check to cause harm to undead creatures. Any You are able to inspire singular greatness as an
undead creature within 2 yards of the bard in any extended action make an inspire check targeting a
direction takes 1d6 points of damage and is stunned. single target within 5 yards of you. The target must
Intelligent undead may make a willpower check to be able to see and hear you.

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The target gains the following abilities:
+4 bonus on all attack rolls they make.

The target will do maximum damage on successful Requirement: Fighting 6 Broad Swords (At the
attacks. Ready), Swords (Cleave)

These effects last for 5 rounds. The difficulty of this You have become something of an artist in the ways
check is 20. of violence and brutality. You have learned to
deliver truly devastating strikes to your enemies.

While holding your weapon in both hands, add an


Requirement: Channeling 2 additional +1 to the damage of the weapon.

You have sacrificed your physical health to increase While holding your weapon in both hands, when you
your ability to channel mana. roll a critical hit your weapon does the maximum
damage possible. There is no need to even roll for
Decrease your maximum hit points by 4. damage.

Increase your maximum mana by 8.

You may, as a fast action, spend a point of Requirement: Fighting 4, Broad Swords (At the
determination to recover 4 mana. ready)

You fake out your opponent with a deceptive motion


and then strike at the opening they left.
Requirement: Fighting 2
If you make a melee attack and miss, you may make
You are uniquely skilled swords. a free attack against the same foe. If successful, this
attack does an additional +2 damage.
After making a critical hit you may make a free
melee attack. You may only use this ability once per turn.

As an extended action you may make an attack with This favor will have no effect on any creature that is
your blade and gain either a +2 bonus to your attack immune to fear.
check or a +2 bonus to your damage roll if the attack
is successful.

Requirement: Fighting 4, Broad Swords (At the


Ready)
Requirement: Fighting 4, Broad Swords (At the
Ready) You have learned to carefully study your foes aim
your attacks at their weaknesses.
Favoring large two handed swords that favor brute
force over finesse you have learned to deliver As an extended action, you may make an attack with
powerful blows to your enemies. a +2 bonus to your attack roll and a +2 bonus to your
damage roll if the attack is successful.
If you are holding your weapon in both hands, you
may make an attack as an extended action suffering a
-2 penalty to the attack check but gaining a +4 bonus
to damage if the attack is successful.

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Requirement: Fighting 6, Broad Swords (At the Requirement: Craftsmanship 4, Fighting 2


Ready), Swords (Quick Strike)
You have learned to craft chain and plate armor.
Your blade moves quickly, this way and that, striking
your opponent multiple times before they have a As a special action, you may craft heavy armor.
chance to react.

As an extended action, you may make 2 melee


attacks. Requirement: Craftsmanship 4, Archery 2, Craft
(bows)

You have learned to craft crossbows.


Requirement: Fighting 6, Broad Swords (At the
Ready), Swords (Precision Strike) You may craft crossbows.

Your sword now moves as if it were an extension of


your arm. You consistently deliver accurate strikes
to your opponent’s vital areas. Requirement: Archery 2, Craftsmanship 2

As an extended action, you may make an attack with You have learned to craft bows.
a +4 bonus to your attack roll.
You may craft bows.

Requirement: Fighting 4, Broad Swords (At the


Ready) and Swords (Quick Strike) or Swords Requirement: Archery 2, Craftsmanship 4, Craft
(Precision Strike) (bows)
You have learned to craft composite bows.
Using techniques such as half-swording and pommel
strikes you can overcome opponents even if they are You may craft composite bows.
wearing heavy armor.

You may choose to reduce the dice size of the Requirement: Craftsmanship 2, Fighting 2
damage die by 1 step (1d8 becomes 1d6) in order to
ignore any protection offered by the armor of your You have learned how to craft broad swords.
opponent greater than 2 as if your weapon were
blunt. On a critical hit your weapon will do twice You may craft broad swords.
what it does on a normal attack (1d6 becomes 2d6).

You have a strong belief in yourself and the things Requirement: Craftsmanship 4, Fighting 2, Craft
you fight for, allowing you to push yourself far past (Broad Swords)
the limits of other less devoted people.
You have learned to craft fencing weapons.
Increase your maximum determination points by +2.
You may craft fencing class weapons.

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You may spend determination to recover hit points
even when injured.
Requirement: Craftsmanship 2, Horsemanship 2

You have learned to craft lances.


Requirement: Fighting 2
You may craft lance class weapons.
You are skilled at using the light and fast weapons of
the fencing category.

Craftsmanship 2, Fighting 2 After making a successful attack, you may assume a


defensive stance as a free action.
You have learned to craft pole arms.
After a critical hit, you may make an additional
You may craft Pole Arm class weapons. attack against the same or a different target.

Requirement: Craftsmanship 2, Fighting 2 Requirement: Fighting 4, Fencing (Good Stance)

You have learned how to craft sickle swords. With lightning quick reflexes, you have learned to
make quick counter attacks.
You may craft sickle swords class weapons.
After being missed by a melee attack, make a free
attack with +2 bonus.
Requirement: Fighting 2

Daggers are an incredibly versatile weapon. You Requirement: Fighting 4, Fencing (Good Stance)
have learned to use them to stunning effect.
By staying light on your feet and keeping your
You may draw and ready a dagger as a free action. opponent at arm’s reach, you make yourself a
difficult target to hit.
You may make an attack with a dagger as a fast
action. While in a defensive stance or when using
determination to increase your guard score, increase
You may throw a dagger to attack a target up to 5 your guard score by an additional +2.
yards away as a fast action.

If you roll a 20 while attacking with a dagger the


Requirement: Fighting 6, Fencing (Good Stance),
dagger does 3d6 points of damage.
and Fencing (Guard Up) or Fencing (Repost)

You have mastered the dueling art. You are more


precise than most other combatants and can control
You are uncommonly durable, willing to withstand the fight by taking advantage of openings left by your
pain and injury. foes.

Increase your maximum hit points by +4. After being missed by a melee attack, make a free
trip or disarm. If the disarm is successful and you

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have a free hand, you may take the weapon from the
target.

Requirement: Lore 4 You are proficient in a common language.

Through careful study, you have learned a greater You gain fluency in a new common language.
insight into a particular field.
This favor may be taken multiple times, learn a new
You gain +1 training in any one skill. You cannot language each time.
use this favor to raise your training score to greater
than 8.

Requirement: Lore 2

You are proficient in a lost or secret language.

You gain fluency in a new lost or secret language.

This favor may be taken multiple times, learn a new


language each time.

Requirement: Channeling 4

Using your understanding of arcane power, you have


Requirement: Healing 2 learned how to lash out with your stored manna in the
form of a powerful attack composed of pure magical
You are skilled in the healing arts far beyond the energy.
average healer.
So long as you have any amount of remaining mana
You may, as an extended action, treat poison. you may make a channeling check as an attack roll.
The attack does 1d6 points of damage at a range of 5
You may, as an extended action, you may heal yards. On a critical hit the attack does 2d6 damage.
damage to an uninjured target. The amount of
damage healed is determined by their training in
Healing 1-2; 1d4, 3-4; 1d6, 5-6; 1d8, 7-8; 1d10).
Requirement: Archery 4, Horsemanship 2

You have learned the difficult ability of using a bow


Requirement: Healing 4, Healer from horseback.

You are a master of the healing arts. You do not suffer a penalty when making an archery
attack from horseback.
You may as a special action treat injury.
Reduce the range of your weapon by half when
Make a healing check after 1d4 hours of surgery. If attacking from horseback.
you are successful, the patient is no longer injured.

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You may not gain the benefits of any other archery
favor while on horseback. You strike with deliberation and cause, which makes
your attacks particularly hard to avoid.

When attacking from a set position, you gain a +2


Requirement: Fighting 2, Horsemanship 2 bonus on your attack.

You have learned to fight from the back of a horse.


You do not suffer a penalty when making a melee
attack from horseback. Requirement: Fighting 4, Pole Arms (Control
Space)

You have learned to maximize the reach of your pole


Requirement: Mounted Combat, Fighting 4, arm weapon.
Horsemanship 4
As an extended action, you may attack foes up to two
When you make a successful rush attack from yards away. You may not attack a foe if there is
horseback the target must make a might check another enemy between yourself and the target.
(difficulty 14) or pushed back. Those that are pushed
must also make an agility check (difficulty 14) or be
knocked prone.
Requirement: Fighting 6, Pole Arms (Control
Space), and Pole Arms (Focused Attack) or Pole
Arms (Increase Reach)

You are uncommonly alert and aware of your Because of your awareness and attention, it is
surroundings. impossible to get past without the potential of injury.

+2 to initiative. From a set position, you may make an attack against


any number of targets.
You may spend a point of determination to move
yourself to the front of the initiative order.

Requirement: Lore 2

Requirement: Fighting 2 This religious rite empowers those who received it.

You are skilled at using weapons from the pole arms You sacrifice some of your own willpower to give to
category. another in need. You spend one point of
determination and restore a spend point of the
When fighting with a pole arm, you may make two recipients determination. You must be able to
attacks against adjacent enemies. physically touch the recipient.

When in a set position, you are also in a defensive To use this rite you must make a lore check
stance. (Difficulty 10). Using this rite is an extended action.

Requirement: Fighting 4, Pole Arms (Control


Space) Requirement: Lore 4, Rite of Blessing

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This religious rite is placed upon the dead and the


dying in order to send their spirits peacefully to the
afterlife.

Once this rite has been placed upon a body, it cannot


be resurrected by necromancy. If placed upon the
remains of someone who has lingered in this world as
a ghost, the ghost will be pulled from the physical
world into the next.

To use this rite you must make a lore check


(Difficulty 12). Using this rite is an extended action.
Requirement: Fighting 2

Shields are a remarkably useful tool to have that are


Requirement: Lore 4, Rite of Blessing tragically overlooked by armature adventurers and
would be warriors. You are skilled at using these
This rite allows you to heal others by the power of useful tools.
faith. This is sometimes called lying of hands.
You may assume a defensive stance as a fast action.
To uses this ritual you must be able to physically
touch the intended recipient of the healing. You then While in a defensive stance or when using
spend one of your determination points to heal the determination to increase your guard score, increase
recipient as if they had spent a point of determination your guard score by an additional +2.
to heal themselves. You may use this rite even if the
recipient is unable to spend determination to recover
hit points themselves due to sickness, injury, or some
Requirement: Fighting 4, Shields (Shield Up)
other condition.

You have learned to use your shield as a weapon


To use this rite you must make a lore check
used in conjunction with your normal armaments.
(Difficulty 12). Using this rite is an extended action.

If you make a melee attack and miss, you may make


an attack with your shield against the same foe.
Requirement: Lore 4, Rite of Blessing Shields have the following attack stats.

You lash out with the power of faith again those who Small Shield, Accuracy -2, Damage 1d4
mock the order of the gods. Light Shield, Damage 1d6, Critical 2d6
Heavy Shield, Damage 1d8, Critical 2d8
A single undead target within 3 yards takes 2d10
points of holy damage and is stunned. Intelligent
undead may make a willpower check (difficulty 10)
Requirement: Fighting 4, Shields (Shield Up)
to negate this effect entirely, but mindless undead
have no defense against it. This ability effects
Using your shield to great advantage, you can keep
incorporeal undead as well.
enemies from surrounding you.
To use this rite you must make a lore check
You gain an additional +2 to your guard score.
(Difficulty 12). Using this rite is an extended action.

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After being missed by a melee attack, you may make
a free push against the target that attacked you.

Requirement: Fighting 4, Sickle Swords (Blade


Requirement: Fighting 6, Shields (Shield Up) and Turning).
Shields (Shield Bash) or Shields (Shield Push)
With a quick spin you deal out pain to everyone who
You have learned to use your shield for more than gets too close to you.
just defense. You use your shield to set yourself in
position for a surprising counter attack. As an extended action, you may make a single attack
against each adjacent enemy. You cannot use this
After being missed by a melee attack, you may make ability in close quarters or if you have allies that are
a free attack against the foe that attacked you. You also adjacent to you (unless you don’t mind hitting
gain a +2 bonus to your attack check and do an them too).
additional +2 damage.

Requirement: Fighting 2

Because of their unique shape a sickle sword offers a


number of defensive options not found in most other
weapons.

Increase your guard score by +1. Requirement: Stealth 2

If you are attacked any missed by a melee attack, you You are comfortable in the dark. You know who to
may make a free disarm check against the target that hide yourself quickly and move through darkness
attacked you. with ease.

You may hide as a fast action.

You may move at your full movement score while


Requirement: Fighting 4, Sickle Swords (Blade hidden.
Turning).

Using the shape of your blade to your advantage you


Requirement: Stealth 2
can deliver some incredibly powerful blows.
You are particularly adept at striking foes while they
When you roll a critical hit your weapon does the
are unaware and defenseless.
maximum damage possible. There is no need to even
roll for damage.
When you attack while hidden, your weapon ignores
armor.

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Requirement: Fighting 4

You have mastered the difficult art of fighting with a


weapon in each hand.

You do not suffer a penalty for attack with a half-


handed weapon in your off hand.

As a standard action you may make 2 melee attacks.

You may assume a defensive stance as a fast action.

Requirement: Fighting 6, Two Weapon Fighting


(Twin Blades)

You surround yourself with a swirling blur of blades,


striking anyone who gets near you.

As an extended action you may make 3 melee


attacks.

Requirement: Fighting 6, Two Weapon Fighting


(Twin Blades)

You quickly turn attacks away before striking with


your other blade.

Increase your guard score by +1.

If you are attacked and missed by a melee attack, you


may make a free attack against the foe that attacked
you.

Through luck or savings, you have acquired a


substantial amount of silver.

You gain 100 Silver Eagles.

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Chapter 6
Equipment

The crowd roared as the knight tumbled from his horse, lance, and shield flying in separate directions. From atop his
charger, Ser Jodoc gave a gallant salute to the attending lords and ladies which caused the crowd to cheer again, even as
his opponent was being helped to his feet by his squire.

Jodoc rode back to his side of the tilt where his own squire was waiting to take his gear and help him from his horse. As
he dismounted his horse he saw a young girl standing just off to the side. It was his opponent’s squire come to pay him
the ransom for the horse he had just won. The girl couldn’t be more than fourteen years old. Jodoc took the small purse
of coins from her.

“Tell Ser Easton he rode well.” Jodoc instructed her. She nodded and hurried back to her master. That had been the last
ride of the day and Jodoc wanted to get out of his armor as fast as possible. He sat down on a stump while his squire
started to undo the straps and fastens holding the plates in place. After only a moment, he felt the armor release and he
breathed a sigh of relief as the cool afternoon air touched his sweat soaked chest for the first time in hours.

Around his neck, a small blue gem hung from a leather cord.

“Ser?” His squire asked.

“You can lecture me about honor another time,” Jodoc said as he stuffed the amulet under his tunic before anyone else
noticed. “If we don’t get those eagles to Calvin before midnight, there isn’t enough honor in the kingdom to save me, or
you either by extension.”

“As you say, Ser.” His squire said as he worked removing the rest of the armor. Somewhere in the distance, the church
bells rang to mark the setting of the sun.

“Shall I take your sword as well Ser.” The squire asked.

“No,” Jodoc said. “I might still need that.”

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Weapon Damage Accuracy Critical Traits Cost


Dagger 1d4 - - Off-Hand, Small 9 SE
Hand Axe 1d6 - - Off-Hand, Small 18 SE
Sickle 1d4 -2 - Off-Hand, Disarm, Small 9 SE
Whip 1d4 -2 - Reach, Trip +2 3 SE

Weapon Damage Accuracy Critical Traits Cost


Battle Axe 1d10 + might - 2d10 + might Two Handed 36 SE
Club 1d4 + might -2 - - 3 SE
Flail 1d8 + might -2 1d10 + might Bashing 18 SE
Great Club 1d6 + might -2 - Bashing, Two Handed 6 SE
Great Axe 1d12 + might - 2d12 + might Two Handed 45 SE
Great Flail 1d10 + might -2 1d12 + might Bashing, Reach 24 SE
Mace 1d6 + might - 1d8 + might Bashing, Half Handed 12 SE
Morning Star 1d8 + might - 1d10 + might Bashing, Two Handed 18 SE
War Hammer 1d10 + might - 1d12 + might Bashing, Two Handed 24 SE

Weapon Damage Accuracy Critical Traits Cost


Great Sword 1d10 + might - 2d10 + might Reach, Two Handed 60 SE
Long Sword 1d8 + might - 2d8 + might Half-Handed 45 SE
Arming Sword 1d6 + might - 2d6 + might - 25 SE
Short Sword 1d4 + might - 2d4 + might - 15 SE

Weapon Damage Accuracy Critical Traits Cost


Curved Sword 1d6 +2 2d6 - 60 SE
Fighting Spear 1d6 - 2d6 Two Handed, Reach 60 SE
Quarter Staff 1d4 +2 - Two Handed, Disarm+2, Trip+2 10 SE
Thin Blade 1d6 - 2d8 - 60 SE

Weapon Damage Accuracy Critical Traits Cost


Lance, Light 1d10 + might - 2d12 + might Mounted 60 SE
Lance, Heavy 1d12 + might - 3d12+ might Mounted, Reach 75 SE

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Weapon Damage Accuracy Critical Traits Cost


Halberd 1d10 + might - 2d10 + might Two Handed, Reach 45 SE
Pike 1d8 + might +2 2d8 + might Two Handed, Reach 35 SE
Pole Axe 1d12 + might - 2d12 + might Two Handed, Reach 45 SE
Trident 1d8 + might - 2d8 + might Two Handed, Reach, Disarm+2 50 SE
War Scythe 1d12 + might -2 3d12 + might Two Handed, Reach 55 SE

Weapon Damage Accuracy Critical Traits Cost


Medium 1d10 + might -2 2d10 Disarm +2 40 SE
Large 1d12 + might -2 2d12 Two Handed, Disarm +2 50 SE

Weapon Damage Accuracy Range Critical Traits Cost


Bola - -2 10 yrds 1d4 +4 trip 3 SE
Chakram 1d4 - 20 yrds 2d4 - 9 SE
Javelin 1d6 +2 40 yrds 2d8 - 18 SE
Sling 1d4 -2 40 yrds 1d6 Bashing 3 SE
Throwing Knife 1d2 - 10 yrds 2d4 Quick Throw 9 SE
Throwing Spear 1d6 - 30 yrds 2d10 - 6 SE
Rock 1d4 -2 10 yrds 1d6 Bashing -

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Weapon Damage Accuracy Range Critical Traits Cost


Great Bow 1d10 -2 50 Yrds 2d10 Bow 40 SE
Great Bow, 1d10 + might -2 55 Yrds 2d12 + might Bow 80 SE
Composite
Long Bow 1d8 -2 50 Yrds 2d8 Bow 30 SE
Long Bow, 1d8 + might -2 55 Yrds 2d10 + might Bow 60 SE
Composite
Short Bow 1d6 -2 30 Yrds 2d6 Bow 20 SE
Short Bow 1d6 + might -2 33 Yrds 2d8 + might Bow 40 SE
Composite

Weapon Damage Accuracy Range Critical Traits Cost


Double 1d10/1d10 - 20 Yrds 2d10 Two Handed, 80 SE
Crossbow Double Shot
Hand Crossbow 1d8 - 15 Yrds 2d8 Reload 30 SE
Heavy Crossbow 1d12 - 30 Yrds 2d12 Two Handed 50 SE
Reload
Light Crossbow 1d10 - 20 Yrds 2d10 Two Handed 40 SE
Reload

Design Notes
Bows vs Crossbows

By just looking at the weapon chart for a moment, you will see that bows have a rather odd disadvantage that
crossbows do not share, that being that every single bow imposes a -2 penalty to accuracy. Why is that?

Historically one of the reasons some people used crossbows was that they were easier to use. Sure they were
harder to make and probably more expensive, but as far as actually using them to launch projectiles, crossbows
were much easier. Thus, the crossbow did not require as much specialized training on the part of the end user. I
tried to reflect that with the accuracy penalty. This penalty means that an archer will always be at a disadvantage
against a crossbowman who has spent the exact same amount of time with their weapon.

But, a bow does have a number of advantages over a crossbow that might not be that obvious at first glance. There
are many favors related to the archery skill that can only be utilized by a character using a bow. The first of which, is
Bow Proficiency, which negates the penalty to accuracy all together. After an archer has that favor they can move
on to favors like long ranged shot, rapid shot, full draw, or needle’s eye. For the archer willing to do the work, a bow
can be a very powerful and versatile weapon that surpasses the crossbow in just about every way.

So there you have it; bows are a fantastic weapon for those who want to invest the time and energy into them, while
crossbows are simply a good, sturdy, reliable weapon. -James

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Armor Protection Cost Traits


Cloth (Quilted) 1 15 CP Imposes a -2 penalty to guard and initiative
Leather Armor 1 6 SE -
Cloth (Gambeson) 2 6 SE Imposes a -2 penalty to guard and initiative

Armor Protection Cost Traits


Ring Mail 3* 45 SE Imposes a -2 penalty to guard and initiative
Imposes a -2 penalty to stealth and acrobatics
Imposes a -2 penalty to mysticism and channeling
Chin Mail 4* 60 SE Imposes a -2 penalty to guard and initiative
Imposes a -2 penalty to stealth and acrobatics
Imposes a -2 penalty to mysticism and channeling

Armor Protection Cost Traits


Light Plate 5* 120 SE Imposes a -4 penalty to guard and initiative
Imposes a -4 penalty to stealth and acrobatics
Imposes a -4 penalty to mysticism and channeling
Heavy Plate 6* 180 SE Imposes a -4 penalty to guard and initiative
Imposes a -4 penalty to stealth and acrobatics
Imposes a -4 penalty to mysticism and channeling

Shield Guard Cost Traits


Small Shield (Buckler) +1 10 SE -
Light Shield +2 20 SE Push+2
Heavy Shield +4 40 SE Push+2

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subtract their protection score from the damage done by the
attack to determine how much damage they actually suffer.

Accuracy: Some weapons modify the attack check made Attacks done by bashing damage ignore any protection
with them. offered by armor greater than 2.

Bashing: A bashing weapon is less affected by armor than Energy damage as well as certain other types of damage are
other weapons. The maximum protection armor can unaffected by armor.
provide against a bashing weapon is 2. Any protection
beyond that is simply ignored when calculating damage. Push: The weapon grants a bonus when attempting to
(Protection from magic applies normally). push.

Bow: Weapons from the bow group cannot be used with Quick Throw: Throwing knives can be thrown as a fast
one hand. action.

Critical: When a character makes a successful attack Reach: The weapon may be used to attack targets up to
check and the 2d10 they rolled for the check shows two yards away.
doubles, the attack is considered a critical hit. On a critical
hit, use the damage listed in the critical column rather than Reload: Crossbows must be reloaded after each attack
normal damage listed for the weapon. before they can be used again.

Damage: How much damage the weapon inflicts on a Reloading is a standard action.
successful attack check.
Small: Small weapons may be used in a grapple.
Some weapons inflict additional damage due to the
character’s might score. Trip: The weapon grants a bonus when attempting to trip.

A character using a weapon in their off-hand normally does Two Handed: The weapon can only be effectively used in
not gain a bonus to damage from their might score. both hands. If it is used in two hands as it was intended
add a +1 bonus to damage in addition to any other
Disarm: The weapon grants a bonus when attempting to modifiers the weapon may get. If the weapon is used in 1
disarm. hand it imposes a -2 penalty on attack checks in addition to
any other modifiers the weapon may get.
Double Shot: A double crossbow can be fired twice before
needing to be reloaded.

Reloading is an extended action.

Half Handed: The weapon can be used in either one or two


hands. If it is used in two hands add a +1 bonus to damage
in addition to any other modifiers the weapon may get.

If a half handed weapon is used in the off-hand it imposes a


-2 penalty to attack checks and does not get a bonus to
damage from the character’s might score (if any).

Initiative: Amor imposes a penalty to the character’s


initiative score.

Off Hand: Small weapons may be used in a character’s off


hand without penalty.

Protection: Amor grants its wearer protection. When a


character takes damage from an most attacks they will

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Apron 1 SE Ale (Mug) 2 CP


Boots 5 SE Inn, 1 Night
Cape 5 SE Poor Quality 5 CP
Cloak 1 SE Average Quality 1 SE
Dress 10 SE Fine Quality 500 SE
Gloves 2 CP
Hat 5 CP Meal
Jacket 1 SE Poor Quality 1 CP
Long Coat 5 SE Average Quality 5 CP
Robe 5 CP Fine Quality 1 SE
Shirt 5 CP
Shoes 1SE Wine
Skirt 5 CP Poor Quality 1 CP
Trousers 1 SE Average Quality 1 SE
Vest 3 CP Fine Quality 200 SE

Backpack 1 SE Dog 1 SE
Bedroll 2 SE Donkey / Mule 20 SE
Candle 1 CP Falcon 10 SE
Clay Bowl 1 CP Horse 100 SE
Clay Jug 4 CP Pony 50 SE
Clay Cup 1 CP Rat 1 CP
Climbing Hook 1 SE Raven 5 CP
Dice Set 2 CP
Game Board 1 SE Saddle 20 SE
Hammer 4 CP Saddle Bags 10 SE
Ink 5 CP
Iron Bar (1ft) 1 SE
Iron Pan 1 SE
Iron Pot 1 SE Alchemist Lab
Knife 3 CP Portable 50 SE
Lantern 2 SE Complete 500 SE
Lute 10 SE Forge 200 SE
Notebook 5 CP Library
Playing Card 2 CP Poor 50 SE
Quill 3 CP Excellent 500 SE
Razor 3 CP Lock Kit 10 SE
Rope (12ft) 1 SE Workshop 100 SE
Smoking Pipe 1 SE
Tent 10 SE
Wineskin 3 CP

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Cloth 5 CP Amethyst Dust 20 SP


Iron 2 SE Diamond Dust 1000 SP
Leather 1 SE Emerald Dust 200 SP
Steel 3 SE Garnet Dust 20 SP
Wood 1 SE Moonstone Dust 20 SP
Sapphire Dust 35 SP

Common
Blood Root 1 SE Agaro 45 SE
Bride's Bane 1 SE Curian 20 SE
Corpse Seed 1 SE Detoxin 20 SE
Crypt Bloom 1 SE Emberthane 45 SE
Dog Weed 1 SE Fenri 45 SE
Gold Root 1 SE Genero 45 SE
Maiden's Tear 1 SE Light Potion 20 SE
Silver Petal 1 SE Night Eyes 45 SE
Spider Wine 20 SE
Rare Spiri 45 SE
Dragon Leaf 3 SE Vallothane 45 SE
Fox Fire 3 SE
Horse Root 3 SE
Raven Leaf 3 SE
White Moss 3 SE Fire Bomb 95 SE
Widow Song 3 SE Flash Bomb 65 SE
Ice Bomb 175 SE
Smoke Bomb 40 SE
Storm Bomb 65 SE
Brass Essence 5 SP Poison Bomb 95 SE
Copper Essence 2 SP
Bronze Essence 5 SP
Gold Essence 20 SP
Iron Essence 5 SP Angel Stone 540 SE
Silver Essence 10 SP Dark Stone 310 SE
Steel Essence 10 SP Druid Stone 540 SE
Siren Stone 460 SE
Spider Stone 540 SE
Spirit Stone 440 SE

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Accuracy 320 SE Archery Ring 140 SE


Armor 550 SE Armor Ring 140 SE
Cold Armor 580 SE Cold Ring 290 SE
Death Armor 580 SE Death Ring 190 SE
Decay Blade 400 SE Fire Ring 190 SE
Fear Blade 430 SE Guard Ring 190 SE
Fire Armor 590 SE Lightning Ring 110 SE
Flame Blade 380 SE Night Eye Ring 190 SE
Frost Blade 400 SE Plague Ring 110 SE
Ghost Blade 430 SE Skill Ring 140 SE
Lock 630 SE Striking Ring 140 SE
Lightning Armor 580 SE Telekinetic Ring 190 SE
Necromancy 830 SE Venom Ring 110 SE
Plague Blade 450 SE
Storm Blade 400 SE
Design Notes
Buying Alchemic Items

The prices listed with items such as amulets and sigils is


Abjuration Amulet 700 SE more of a means to express relative value, not to imply
Armor Amulet 340 SE availability on the open market.
Cold Amulet 590 SE
In my mind, while a character may be able to
Divination Amulet 580 SE
occasionally find a travelling merchant selling potions or
Death Amulet 680 SE explosives, more powerful items would be very rare and
Enchantment Amulet 880 SE difficult to find for sell. Very wealthy individuals may
Endurance Amulet 530 SE have an alchemist on payroll, but even this is the
exception rather than the rule. Alchemy is an expensive
Evocation Amulet 780 SE
and difficult profession to get into, making things like
Fire Amulet 680 SE “alchemy shops” very unlikely.
Guard Amulet 330 SE
Healing Amulet 290 SE If you want to run a game where alchemy is treated as
more accessible, feel free of course, it just wasn’t what I
Illusion Amulet 730 SE
was picturing when I wrote this. YMMV
Lightning Amulet 470 SE -James
Mana Amulet 630 SE
Necromancy Amulet 700 SE
Quickness Amulet 440 SE
Reflex Amulet 260 SE

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Fenri
For the next 5 rounds, the drinker gains a +2 bonus
Agaro on all might checks and skill checks derived from
For the next 5 rounds, the drinker gains a +2 bonus might.
on all agility checks and skill checks derived from
agility. Ingredients
Blood Root x2, Maiden’s Tear, Corpse Seed.
Ingredients Fox Fire, White Moss
Crypt Bloom, Dog Weed, Bride’s Bane
Horse Root, Fox Fire Genero
For the next 5 rounds, the drinker gains a +2 bonus
Curian on all willpower checks and skill checks derived
The drinker falls into a deep sleep, and will sleep for from willpower.
the next 12 hours. The drinker may make a stamina
check to resist this effect if they desire. Ingredients
Blood Root, Silver Petal x2
The drinker will recover as if they had gained Dragon Leaf, White Moss
complete rest even if they are unable to do so due to
injury or sickness. While sleeping the drinker gains a Light Potion
+2 bonus to stamina checks to recover from sickness. Once this potion is mixed, it will begin to glow
brightly enough for a bottle to act as a light source.
Ingredients The light can illuminate a 5x5 area. If the potion is
Blood Root, Dog Weed, Gold Root x2. exposed to the air, the light fades.

Detoxin Ingredients
For the next 5 rounds, the drinker gains a +2 bonus to Blood Root, Gold Root x2, Bride’s Bane.
resist and recover from poison.
Night Eyes
Ingredients: For the next 5 rounds, the drinker suffers no penalty
Corpse Seed, Gold Root, Crypt Bloom. for actions due to darkness.

Emberthan Ingredients
This potion is very volatile and will catch fire if it is Blood Root, Bride’s Bane, Dog Weed
exposed to air. Widow Song, Dragon Leaf

Bottles of emberthan can be thrown as a grenade Spider Wine


style weapon. It does 1d8 points of fire damage in a The drinker must make a stamina check or become
3x3 area centered on its point of impact. Any poisoned.
creature in the area of effect (unless they were hit
with the bottle) may make an acrobatics check for If the drinker fails their stamina check they take 1d4
half damage. Any creature that takes full damage points of damage and at the beginning of each turn
from his attack is set on fire and will take 1d8 points they take 1d4 points of damage. After taking the
of damage at the beginning of each turn until the fire damage they may make a stamina check to end the
is put out. condition, otherwise it will continue into the next
round.
Ingredients
Crypt Bloom x2, Bride’s Bane Maiden’s Tear x2, Dog Weed, Corpse Seed,
Widow Song, Raven Leaf

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Spiri
For the next 5 rounds, the drinker gains a +2 bonus Flash Bomb
on all mind check and skill check derived from mind. A flash bomb explodes in a 5x5 area centered on the
bomb. Anyone in the affected area must make a
Ingredients might check or be pushed 1 yard away from the
Silver Petal, Crypt Bloom, Gold Root explosion, anyone who is pushed must then make an
Raven Leaf, Widow Song acrobatics check or be rendered prone.

Vallothane Anyone in the affected area is blinded. Anyone one


This potion is very volatile and will expel a thick who passed their initial might check may make a
noxious mist if it is exposed to air. agility check to negate this effect.

The mist will fill a 5x5 area. Anyone that begins A blinded character may make a stasmina check at
their turn within the mist must make a stamina check the beginning of each round to end the effect,
or be poisoned. otherwise it continues into the next round.

A poisoned character is unable to move or take Ingredients


actions. At the beginning of each turn they may Fox Fire
make a stamina check to end this condition, Dragon Leaf
otherwise it will continue into the next round. Copper Essence
Bronze Essence
Ingredients
Blood Root, Silver Petal, Maiden’s Tear Ice Bomb
Widow Song, Horse Root. An ice bomb explodes in a 5x5 area centered on the
bomb. Anyone in the affected area must make a
might check or be pushed 1 yard away from the
explosion, anyone who is pushed must then make an
agility check or be rendered prone.
Fire Bomb
A fire bomb explodes in a 5x5 area centered on the Anyone in the affected area takes 2d10 points of cold
bomb. Anyone in the affected area must make an damage. Anyone who passed their initial might
might check or be pushed 1 yard away from the check may make an agility check to reduce the
explosion, anyone who is pushed must then make an damage by half.
agility check or be rendered prone.
Ingredients
Everyone in the affected area takes 2d8 points of fire Widow Song
damage. Anyone who succeeded on their initial Dragon Leaf
might check may make a agility check to reduce the Fox Fire
damage by half. Raven Leaf

Anyone who takes full damage from a fire bomb Brass Essence
suffered from burning and will take 1d6 points of Silver Essence
damage at the beginning of their turn until the fire is
put out. Smoke Bomb
A smoke bomb explodes in a 5x5 area centered on
Ingredients the bomb. Anyone in the affected area must make a
Fox Fire x3 might check or be pushed 1 yard away from the
Bronze Essence explosion, anyone who is pushed must then make an
Iron Essence agility check or be rendered prone.

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Horse Root x2
The affected area fills with smoke that can act as Raven Leaf
concealment and effectively blinds anyone inside of
it. Brass Essence
Iron Essence
The smoke will persist for 5 rounds, but a strong
wind can dissipate it sooner.

Ingredients A stone is an alchemic device that resembles a small


Fox Fire x2 rock or stone. They come in a variety of colors and
Copper Essence textures. They can be activated by anyone with even
a single rank in mysticism as a fast action.
Storm Bomb
A storm bomb explodes in a 5x5 area centered on the Angle Stone
bomb. Anyone in the affected area must make a These stones are rather non-descript and have a dull
might check or be pushed 1 yard away from the brown color. Mindless undead cannot come within a
explosion, anyone who is pushed must then make an 5 yard radius. Mindless undead that are within the
agility check or be rendered prone. radius when the stone is activated is stunned. Once
activated, the stone will remain active or 5 rounds.
Anyone in the affected area takes 2d6 points of
electric damage. Anyone that passed their initial A stunned character is unable to move or take actions
might check may make a agility check to reduce the on their next turn and their guard score is reduced to
damage by half. Anyone that takes full damage is 10.
stunned.
Ingredient
A stunned character is unable to move or take actions Dragon Leaf, Fox Fire, Raven Leaf.
on their next turn and their guard score is reduced to Brass Essence, Gold Essence
10. Amethyst Dust

Ingredients Dark Stone


White Moss x3 These dark blue stones are shiny and appear like they
Copper Essence x2 are perpetually wet. When activated, the stone
produces darkness in a 5 yard radius. Once activated,
Poison Bomb the stone will remain active or 5 rounds. Once
A poison bomb explodes in a 5x5 area centered on activated, the stone will remain active or 5 rounds.
the bomb. Anyone in the affected area must make a
might check or be pushed 1 yard away from the Ingredient
explosion, anyone who is pushed must then make an Horse Root, Widow Song
agility check or be rendered prone. Brass Essence
Amethyst Dust
The affected area fills with noxious smoke. Anyone
who begins their turn within the affected area must Druid Stone
make a stamina check or be poisoned. These white stones are the color of bleached bone.
Animals cannot come within a 5 yard radius of the
A poisoned character takes 1d4 points of poison at stone while it is active. Animals that are within the
the beginning of each turn. After taking the damage radius when the stone is activated are stunned.
they may make a stamina check to end this condition,
otherwise it will continue into the next round.

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A stunned character is unable to move or take actions
on their next turn and their guard score is reduced to Spirit Stone
10. These stones are bright yellow and appear almost to
glow. Once activated incorporeal undead cannot
Ingredients come within a 5 yard radius. Incorporeal undead that
Raven Leaf are within the radius when the stone is activated lose
Gold Essence, Iron Essence any protection from their semicoporeal status and
Amethyst Dust will take full damage from all attacks. Once
activated, the stone will remain active or 5 rounds.
Light Stone
This dark brown stone is porous, resembling a bit of Ingredients
coral. When activated the stone and produces light in Horse Root, Raven Leaf, Widow Song
a 5 yard radius. Once activated, the stone will remain Iron Essence, Steel Essence
active or 5 rounds. Moonstone Dust

Ingredients
Fox Fire, Widow Song
Iron Essence Sigils are complex glyphs or runes that are
Sapphire Dust painstakingly etched onto an item using special
materials. Because the process is quite long and the
Siren Stone ingredients required are costly, it is not a process
This smooth gray stone is slightly transparent and which is undertaken lightly. Once the sigil has been
resembles foggy glass. When activated the stone applied it will grant the item some ability unique to
dazes any creature within a 5 yard radius except the that particular sigil. The effects are permanent unless
person holding the stone is dazed. the item is destroyed or the sigil is somehow
disenchanted.
A dazed character is unable to make standard or
extended actions. They may only make a single fast Accuracy Sigil
action per turn. Their guard score is reduced to 10. Apply to a weapon. Increase weapon’s accuracy by
At the beginning of their turn they may make a +2.
stamina check (difficulty 10) to recover, otherwise
the condition persists into the next round. Ingredients
Raven Leaf
Ingredients Copper Essence, Iron Essence x2
Horse Root, Widow Song Moonstone Dust
Gold Essence
Moonstone Dust Armor Sigil
Apply to medium or heavy armor. Increase armor’s
Spider Stone protection by +2.
These stones are deep blue with black markings.
Many people describe them as having a sort of sickly Ingredients
or unsettling appearance. Any creature except for the White Moss
person who activated the stone within a 5 yard radius Copper Essence, Iron Essence, Steel Essence
of the stone when it is activated is poisoned. Sapphire Dust

Ingredients Cold Armor Sigil


Fox Fire x2, Horse Root Apply to medium or heavy armor. The wearer of this
Gold Essence, Iron Essence armor gains 10 protection from cold damage.
Garnet Dust

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Ingredients Amethyst Dust
Raven Leaf, White Moss
Copper Essence, Iron Essence, Steel Essence Frost Blade Sigil
Sapphire Dust Apply to a bladed weapon. Increase the die type used
to determine damage (1d6 becomes 1d8, 1d8
Death Armor Sigil becomes 1d10, etc.). On a critical hit the blade does
Apply to medium or heavy armor. The wearer of this cold damage.
armor gains 10 protection from necrotic damage.
Ingredients
Ingredients White Moss x2
Raven Leaf x2 Copper Essence, Iron Essence, Silver Essence
Copper Essence, Iron Essence, Steel Essence Amethyst Dust
Sapphire Dust
Ghost Blade Sigil
Decay Blade Sigil Apply to a bladed weapon. The weapon will bypass
Apply to a bladed weapon. On a critical hit target all armor resistance from incorporeal armor, such as
suffers from decay. used by shades and other incorporeal undead.

Ingredients Raven Leaf


Raven Leaf Silver Essence, Steel Essence
Brass Essence, Copper Essence, Silver Essence Moonstone Dust
Garnet Dust
Lightning Armor Sigil
Fear Blade Sigil Apply to medium or heavy armor. The wearer of this
Apply to a bladed weapon. On a critical hit target armor gains 10 protection from lightning damage.
suffers from fear.
Ingredients
Ingredients Dragon Leaf, Widow Song
Fox Fire Copper Essence, Iron Essence, Steel Essence
Iron Essence x2, Steel Essence Sapphire Dust
Moonstone Dust
Lock Sigil
Fire Armor Sigil Apply to a door. The door will not open. When the
Apply to medium or heavy armor. The wearer of this sigil is applied, a unlock sigil is also created, anyone
armor gains 10 protection from fire damage. who knows the unlock sigil may open the door.

Ingredients Ingredients
Dragon Leaf x2 Raven Leaf
Copper Essence, Iron Essence, Steel Essence Gold Essence, Silver Essence x2
Sapphire Dust Moonstone Dust

Necromancer Sigil
Flame Blade Sigil Apply to a dead body that died no more than 1 day
Apply to a bladed weapon. On a critical hit the blade ago. The body rises as a zombie.
does fire damage.
Ingredients
Ingredients White Moss
Dragon Leaf Gold Essence x2, Iron Essence
Steel Essence x3 Sapphire Dust

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Plague Blade Sigil Ingredients


Apply to a bladed weapon. On a critical hit target Blood Root, Corpse Seed, Dog Weed x2.
suffers from sickness. Steel Essence.
Moonstone Dust.
Ingredients
Dragon Leaf Cold Amulet
Copper Essence, Silver Essence Grants the wearer protection 10 from cold damage.
Garnet Dust If the wearer casts a spell that does cold damage,
increase the damage by +2.
Storm Blade Sigil
Apply to a bladed weapon. On a critical hit the blade Ingredients
does electric damage and the target must make a Bride’s Bane, Corpse Seed, Crypt Bloom.
stamina check or be stunned. Iron Essence, Steel Essence.
Amethyst Dust x2
A stunned character is unable to move or take actions
on their next turn and their guard score is reduced to Divination Amulet
10. Grants the wearer a +2 bonus to mysticism checks
when casting spells from the divination school of
Ingredients magic. If the spell does damage it does +2 damage.
Dragon Leaf If the spell has a duration, double it.
Brass Essence, Copper Essence, Silver Essence
Moonstone Dust Ingredients
Blood Root, Corpse Seed, Maiden’s Tear.
Iron Essence, Silver Essence, Gold Essence
Moonstone Dust x2
Amulets are alchemic items that resembles a
necklace. An amulet bestow upon their wearer a Death Amulet
permanent effect or ability that lasts for as long as the Grants the wearer protection 10 from necrotic
caster is wearing the amulet. A character may only damage. If the wearer casts a spell that does necrotic
wear one amulet at a time, putting on more than one damage, increase the damage by +2.
will cancel out the effects of both. Amulets can take
just about any form imaginable, but most resemble a Ingredients
small stone or pendent that is worn on a chain around Blood Root, Crypt Seed x2.
the casters neck. Iron Essence x2.
Moonstone Dust, Sapphire Dust.
Abjuration Amulet
Grants the wearer a +2 bonus to mysticism checks Enchantment Amulet
when casting spells from the abjuration school of Grants the wearer a +2 bonus to mysticism checks
magic. If the spell does damage it does +2 damage. when casting spells from the enchantment school of
If the spell has a duration, double it. magic. If the spell does damage it does +2 damage.
If the spell has a duration, double it.
Ingredients
Gold Root, Maiden’s Tear, Silver Petal Ingredients
Copper Essence, Gold Essence, Iron Essence Blood Root, Maiden’s Tear x2.
Moonstone Dust x2. Brass Essence, Gold Essence x2
Moonstone Dust x2
Armor Amulet
Grants the wearer a +2 bonus to armor. Endurance Amulet

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Increases the maximum number of hit points of the Dog Weed, Gold Root, Maiden’s Tear.
wearer by +4. When the wearer of an endurance Brass Essence x2
amulet spends a point of determination they recover 6 Amethyst Dust x2
hit points rather than 4 and recovers from poison,
sickness, and decay. They may spend determination Illusion Amulet
to recover hit points even if they are injured or would Grants the wearer a +2 bonus to mysticism checks
otherwise be unable to do so. when casting spells from the illusion school of magic.
If the spell does damage it does +2 damage. If the
Ingredients spell has a duration, double it.
Blood Root, Dog Weed, Maiden's Tear
Iron Essence x2 Ingredients
Amethyst Dust x2 Dog Weed, Gold Root, Silver Petal.
Brass Essence, Gold Essence x2
Evocation Amulet Moonstone Dust x2
Grants the wearer a +2 bonus to mysticism checks
when casting spells from the evocation school of Lightning Amulet
magic. If the spell does damage it does +2 damage. Grants the wearer protection 10 from lighting
If the spell has a duration, double it. damage. If the wearer casts a spell that does electric
damage, increase the damage by +2.
Ingredients
Gold Root, Silver Petal x2 Ingredients
Gold Essence, Iron Essence, Steel Essence Blood Root, Bride’s Bane, Silver.
Moonstone Dust x2 Copper Essence x2.
Amethyst Dust, Garnet Essence.
Fire Amulet
Grants the wearer protection 10 from fire damage. If Manna Amulet
the wearer casts a spell that does fire damage, Increases the maximum number of mana points of the
increase the damage by +2. wearer by +4.

Ingredients Ingredients
Dog Weed, Gold Root, Silver Petal. Blood Root x2, Silver petal.
Brass Essence x2 Silver Essence x2
Garnet Dust, Sapphire Dust. Moonstone x2

Guard Amulet Necromancy Amulet


Grants the wearer a +2 bonus to guard. Grants the wearer a +2 bonus to mysticism checks
when casting spells from the necromancy school of
Ingredients magic. If the spell does damage it does +2 damage.
Blood Root x2, Maiden’s Tear, Silver Petal. If the spell has a duration, double it.
Silver Essence.
Moonstone Dust. Ingredients
Crypt Bloom x3
Healing Amulet Copper Essence, Gold Essence, Iron Essence.
Doubles the number of hit points the wearer recovers Moonstone Dust x2.
from rest even if they can only get impaired rest. The
wearer gets +2 bonus to stamina and willpower Quickness Amulet
checks made while fading. Grants the wearer a +2 bonus to their movement
score.
Ingredients

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Ingredients A death ring grants its wearer protection 5 against
Bride’s Bane, Crypt Bloom x2, Gold Root. necrotic damage.
Gold Essence
Garnet Dust Ingredients
Dragon Leaf, Horse Root, Widow Song
Reflex Amulet Silver Essence
Grants the wearer a +2 bonus to initiative.
Fire Ring
Ingredients A fire ring grants its wearer protection 5 against fire
Blood Root, Bride’s Bane, damage.
Corpse Seed, Crypt Bloom
Copper Essence Ingredients
Garnet Dust Fox Fire x2, Raven Leaf
Silver Essence

Guard Ring
Alchemic rings are magical rings that have been A ring grants the wearer a +1 bonus to their guard
created through alchemic processes and inscribed score.
with alchemic sigils and glyphs that grant the wearer
special abilities. Rings are considered less powerful Ingredients
than amulets, but are still sought after. A character Fox Fire x2, Horse Root
may wear two rings, one on each hand. Applying a Silver Essence
third ring will negate the effects of all of them.
Lightning Ring
Archery Ring A lightning ring grants its wearer protection 5 against
The wearer of this ring does an additional +1 point of lightning damage.
damage with all bows weapons.
Ingredients
Ingredients Fox Fire, Horse Root, Raven Leaf
Fox Fire, Horse Root, White Moss Copper Essence
Brass Essence
Night Eye Ring
Armor Ring The wearer of this ring is able to see perfectly in
An armor ring grants the wearer a +1 bonus to their darkness and suffers no penalty to actions taken in
armor score. darkness.

Ingredients Ingredients
Fox Fire, White Moss, Widow Song Dragon Leaf, Fox Fire x2
Iron Essence Steel Essence

Cold Ring Plague Ring


A cold ring grants its wearer protection 5 against cold A plague ring grants the wearer a +2 bonus to check
damage. to resist and recover from sickness.

Ingredients Ingredients
Dragon Leaf x2, Horse Root Dragon Leaf, Horse Root, Widow Song
Silver Essence Copper Essence

Death Ring Skill Ring

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A lesser skill ring grants the wearer a +2 bonus to
checks with a single skill choses by the creator of the
ring when it was crafted. When a character wearing a
skill ring spends a point of determination to grant a
bonus to the skill the ring pertains to gains a +3
bonus to that check rather than a +2.

Ingredients
Dragon Leaf, Horse Root, White Moss
Brass Essence

Striking Ring
The wearer of this ring does an additional +1 point of
damage with all melee weapons.

Ingredients
Fox Fire, Horse Root, Widow Song
Brass Essence

Telekinetic Ring
The wearer of this ring may pull any light object (up
to 1 pound to them from up to three yards away. The
wearer must spend a point of determination to use
this ability.

Ingredients
Fox Fire, Horse Root, White Moss
Silver Essence

Venom Ring
A venom ring grants its wearer a +2 bonus to checks
to resist and recover from poison.

Ingredients
Fox Fire, Horse Root, White Moss
Copper Essence

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Chapter 7
Character Advancement

The campfire was starting to die down. It was little more than embers now, but it still cast warm light around the
clearing. The air was thick with smoke and the smell of cooked rabbits.

Markus checked his bandages. The wounds were healing, but it would still be a couple of days before these
wounds joined the collection of scars he had already acquired. He leaned back against a tree and allowed himself a
contented sigh. This was the most comfortable he had been in weeks and he wanted to savor it.

Laura was tuning the strings on her lute while humming quietly to herself. Her ridiculously thin bladed sword was
resting comfortably on her hip. Markus hadn’t thought much of the girl at first, but she had proven herself enough
times to earn his trust.

Lewin was stretched out across a fallen log. The remains of three rabbits lay scattered around him, at least the
parts that weren’t still in his beard. Markus noticed that Lewin had painted over the face of the shield he had
found with the symbols of his clan. A boar and a war hammer.

Even Jane, the normally unpleasant priestess, seemed content. She was reading from her holy book now by the
dim light. But less than an hour ago she had been smiling along with the rest of them as Laura had sung her bawdy
songs. She would deny it of course. She had replaced her cloth shoes with a pair of sturdy leather boots. A
dagger hung from her belt in a leather sheath. Markus didn’t know where she had gotten that.

Only Dedrick sat off by himself. His eyes were closed, but Markus knew he was awake. Thinking about whatever
it was that wizards think about. He was getting stronger. When they had started, Dedrick had struggled to light a
fire, but just earlier today Markus had seen him hurl arcs of lighting from his fingertips. It made Markus’s skin
crawl. But the wizard was one of them. He had fought and bled right alongside the other.

Markus closed his eyes. Tomorrow they should reach the tower.

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qualify for this award, without the need to bust out
with “The Aristocrats” in the middle of a game
session.
As character’s adventure and overcome challenges,
they learn, grown, and train in their skills and Improvements
abilities. This progression comes in the form of
experience points (XP) that the GM awards the To improve a character, a player needs to spend a
players after games. The players may then spend the number of XP based on what it is they are trying to
XP to improve their characters in various ways. improve.

XP should be awarded by the GM at the end of each Improving Skill Training


game session based on the following criteria.
A player may improve their character’s training in a
It was an average game where the players worked skill by spending a number of XP equal to the level
together overcame minor obstacles and over all of training they are obtaining. For instance,
achieved their goals. increasing training from 2 to 3 would cost 3 XP.
2 XP
Skill training cannot be increased beyond 8.
It was an important game where the player worked
together and overcame significant obstacles and Improving Attributes
achieved an important goal. 3 XP.
A player may improve an attribute by spending a
It was an epic game where the players worked number of XP equal to 5 plus the score they are
together and overcame a daunting obstacle to achieve obtaining. For instance, increasing an attribute form
a monumental goal. 2 to 3 would cost 8 XP.
5 XP.
Attributes cannot be increased beyond 5.
It was a poor game where the players interfered with
each other to the detriment of the group and they New Favors
were unable to achieve any meaningful objective.
1 XP. A player may obtain a new favor by spending 5 XP.

Players may also gain bonus XP for their character if


they do something particularly noteworthy. A player
who goes out of their way to increase the fun for the
rest of the group or who role plays their character
particularly well in a way that adds to the game
should be given an award of 1 bonus XP.

If a player makes an effort to role play their character


in such a way that reinforces their character’s
personality traits they gain an award of 1 bonus xp.

For the most part, a player should just need to pay lip
service to their character’s personality to get this
award, not necessarily resort to high drama. For
instance the player of a character with the “sardonic”
personality trait might just say that the character
makes an off color joke at an inopportune time to

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Chapter 8
Magic

The screaming stopped.

Reina threw another book into her backpack. She wasn’t even bothering to check the titles at this point. Outside, the
sounds of horses and screaming was growing louder. The air was thick with the smell of smoke.

She jumped a little when Nicholas ran into the laboratory He had his crossbow in his hand.

“Milady, Aldrick has the horses ready, we have to leave now!”

“I am Reina Adrienne of House Le’Gall.” She scolded him. “I will not flee from some horde of hillsmen.” She was
proud and posturing, but it wasn’t just her life at stake here. She threw another book into the bag.

“Apologizes milady.” Aldrick said flatly. “But the road to Castle Dresax won’t hold much longer. As Aldrick spoke he
noticed that there was a corpse lying against the wall of the laboratory. The dead man was still holding a hillsmen axe,
but he was little more than a skeleton. Aldrick held back a shudder as he tried not to think about what fate must have
befallen whatever poor soul had tried to take Lady Reina with an axe. He refused to remember whatever it was she
called her particular area of study, as much as it annoyed her “death magic” would suffice.

Reina took one last look around the laboratory. There was so much she couldn’t take. So much that was going to be
lost. She held out her arm and whistled. Her hawk landed gracefully on her outstretched arm. She quickly tied a note
to its leg.

“Take this to my sister.” She said, and without hesitation, the bird flew through an open window into the smoke black
sky beyond.

“I have done all I can. Come, let’s meet up with Nicolas.

Aldrick loaded his crossbow and prepared to depart. He took one last look at the skeleton and the pair left.

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The caster creates a pale floating light. The light is


Invocations are minor magical effects that require strong enough to light a 3x3 area centered on the
very little training in magic to perform. caster. The light will last until it is dismissed by the
Invocations do not cost mana, but cannot be casted if caster or until the caster becomes exhausted or dies.
the caster is exhausted (has no remaining
determination points).

Invocations are casted as a fast action. The caster is able to send a message to another
person that the caster can see. The caster need not
Invocations are not associated with any school of speak the message aloud, only think it. The target,
magic and only the target, will hear the message as a
disembodied whisper. The message may contain a
To cast an invocation, the caster must make a number of words equal to the caster’s mysticism
mysticism check, difficulty 8. proficiency or less.

The caster uses highly focused telekinetic energy to


strike a target within 3 yards. Unlike most
The caster lights a small fire on a flammable material invocations that require a mysticism check against a
such as lighting a candle, touch, or campfire adjacent difficulty of 10, in this case the mysticism check acts
to the caster. The flame is very small and not very as an attack roll made against the target’s guard. If
hot. This ability has no combat application, but given successful, this spell does 1d4 points of damage to
the right conditions the flame may grow. the target.

The caster has some minor telekinetic abilities. They


may bring a small light object (up to 1lb) to their
hand from up to three yards away.

The caster uses strong but unfocused telekinetic force


to shove a single target within 3 yards of them in a
direction of the caster’s choice. The target of this
spell are allowed to make a might check to resist. A
target that fails their might check must also make an
agility check or will be knocked prone. This ability
may only be used on small or medium creatures.

The caster is able to levitate themselves off the


ground. The caster may move horizontally or
vertically a number of yards equal to their
proficiency in mysticism.

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Spells are more powerful magical effects than


invocations. They require significant magical study to
use. Abjuration is a protective and regenerative school of
magic that focuses on magic related to healing and
Spells cost mana to cast, the exact cost for each spell protection against harm.
will be listed with the spell description.
If a caster does not have enough mana to cast a spell,
any remaining mana cost will be applied as energy
Divination is a type of magic devoted to the
damage to the caster’s hit points.
acquisition of knowledge and information.

Each spell is associated with a school of magic. A


spell caster must have access to a school before they
can learn spells from it. Enchantment deals with magical effects that change
the nature of things and with direct manipulation of
Casting a spell is an extended action. magical forces.

Some spells have requirements that must be met


before the spell can be learned. The requirements
will be listed in the spell description. Evocation magic directly manipulates primal
elemental forces.
To cast a spell, the caster must make a mysticism
check, The difficulty of the check is determined by
the mana cost of the spell.
Illusion is the magic of creating glamers and mirages
that fool the senses.
Mana Cost Difficulty
2 4
4 8
8 10 Necromancy harnesses dark magic that manipulates
12 12 the powers of death and unlife
16 16
20 18

Many spells have the ability to afflict harmful effects


on other, be it in the form of damage or some other
magic induced condition that the target would rather
avoid.

In these cases, the target is allowed to make a


reaction against the spell. The exact reaction needed
will depend on the spell being used, which will be
explained in the spells description.

The difficulty to resist a spell is 10 + the mind score


of the caster.

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Design Notes
Spells and Magic

Spells were one of the most fun and also most difficult things to come up with when designing this
game, because essentially you are determining the exact limitations of what magic is capable of in an
entirely different world, when by definition, magic is supposed to be somewhat intangible and
undefinable.

In the end, I went with six schools of magic, because I felt like that provided an appropriate degree of
versatility, while at the same time not being overwhelming. I tried to make each school unique and have
a unique personality, while at the same time making each school useful for game play. A character that
uses divination is going to play much differently than a character that uses necromancy, but hopefully
both of the will be able to contribute to the game and feel useful.

One of the things I did struggle with was the duration of the spells. You will notice that for most spells,
the duration is 5 rounds. This is because I didn’t want to bog gameplay down with timekeeping or have
wizard characters that were constantly under the effect of one spell or another. Rather, the character
can cast a spell, try to accomplish a single task and then move on. If you are interested in more lasting
effects, you should check out alchemy, which offers a number of ways to make more permanent
magical items. -James

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Mana Cost: 4
Mana Target: Caster
Spells Cost Range: NA
Arcane Armor 4 Area: NA
Arcane Armor, Greater 8 Reaction: NA
Elemental Ward 4 Duration: 5 Rounds
Protection from Cold 8
Protection from Cold, Greater 12 Arcane armor creates a magical force field around the
Circle of Protection: Cold 16 caster. This force field acts as armor granting the
Protection from Fire 8 caster an armor score of 4.
Protection from Fire, Greater 12
Circle of Protection: Fire 16
Protection from Lightning 8
Requirement: Arcane Armor
Protection from Lit. Greater 12
Mana Cost: 8
Circle of Protection: Lightning 16
Target: Caster
Healing Touch 4
Range: NA
Healing Touch, Greater 12
Area: NA
Healing Touch, Salvation 16
Reaction: NA
Healing Aura 12
Duration: 5 Rounds
Healing Aura, Greater 16
Purify 12
One of the more powerful defensive spells available
to spell casters, this spell creates a powerful force
field around the caster that protects them from all but
Abjuration is the magic of healing and protection. the more grievous forms of mundane damage. This
Spell casters that focus on this school of magic are force field acts as armor granting the caster an armor
sometimes called abjurers. score of 10.

There are those who might think that abjuration is a


weak school of magic due to its lack of offensive
Requirement: Elemental Ward, Protection from
capabilities, but this is missing the point of the school
Cold
entirely. Abjuration cannot be judged on its ability to
Mana Cost: 16
cause harm any more than a glass of water can be
Target: Caster
judged on its ability to start a fire, but only one will
Range: NA
help you when you are thirsty.
Area: 3x3
Reaction: NA
Duration: 5 Rounds

All creatures within the affected area gain protection


of 8 against cold damage.

Requirement: Elemental Ward, Protection from Fire


Mana Cost: 16
Target: Caster
Range: NA

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Area: 3x3 Target: Caster
Reaction: NA Range: NA
Duration: 5 Rounds Area: NA
Reaction: NA
All creatures within the affected area gain protection Duration: 5 Rounds
of 8 against fire damage.
The caster gains protection of 12 against cold
damage.

Requirement: Elemental Ward, Protection from


Lightning
Mana Cost: 16 Requirement: Elemental Ward
Target: Caster Mana Cost: 8
Range: NA Target: Caster
Area: 3x3 Range: NA
Reaction: NA Area: NA
Duration: 5 Rounds Reaction: NA
Duration: 5 Rounds
All creatures within the affected area gain protection
of 8 against Electric damage. The caster gains protection of 8 against fire damage.

Mana Cost: 4 Requirement: Elemental Ward, Protection from Fire


Target: Caster Mana Cost: 12
Range: NA Target: Caster
Area: NA Range: NA
Reaction: NA Area: NA
Duration: 5 Rounds Reaction: NA
Duration: 5 Rounds
The caster gains protection of 4 against cold, fire, and
electric damage. The caster gains protection of 12 against fire damage.

Requirement: Elemental Ward Requirement: Elemental Ward


Mana Cost: 8 Mana Cost: 8
Target: Caster Target: Caster
Range: NA Range: NA
Area: NA Area: NA
Reaction: NA Reaction: NA
Duration: 5 Rounds Duration: 5 Rounds

The caster gains protection of 8 against cold damage. The caster gains protection of 4 against electric
damage.

Requirement: Elemental Ward, Protection from


Cold Requirement: Elemental Ward, Protection from
Mana Cost: 12 Lightning

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Mana Cost: 12 Mana Cost: 16
Target: Caster Target: 1 living creature
Range: NA Range: 1 yard
Area: NA Area: NA
Reaction: NA Reaction: NA
Duration: 5 Rounds Duration: Instant

The caster gains protection of 8 against electric The target recovers 4d8 hit points and recovers from
damage. injury and all spent determination.

Mana Cost: 12 Requirement: Healing Touch


Target: NA Mana Cost: 12
Range: NA Target: 1 living creature
Area: 3x3 Range: 1 yard
Reaction: NA Area: NA
Duration: Instant Reaction: NA
Duration: Instant
All living creatures in the area of effect recover 1d6
hit points. The target recovers 2d8 hit points and 1 point of
determination.

Requirement: Healing Touch, Healing Aura


Mana Cost: 16 Requirement: Healing Touch
Target: NA Mana Cost: 12
Range: NA Target: 1 living creature
Area: 5x5 Range: 1 yard
Reaction: NA Area: NA
Duration: Instant Reaction: NA
Duration: Instant
All living creatures in the area of effect recover 2d6
hit points. The target recovers from poison or sickness.

Mana Cost: 4
Target: 1 living creature
Range: 1 yard
Area: NA
Reaction: NA
Duration: Instant

The target recovers 1d8 hit points.

Requirement: Healing Touch, Greater Healing


Touch

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Mana Requirement: Compass, Far Seeing


Spells Cost Target: Caster
Detect Magic 4 Range: NA
Illusionist's Bane 8 Area: NA
Unshroud 8 Reaction: NA
Heighten Senses 4 Duration: Instant
Mind Gaze 4
Voices 4 The caster can witness the events of a distant location
Greater Mind Gaze 12 as they unfold. The caster sees the events as if they
Compass 4 are standing at the location. At this level the caster
Far Seeing 8 may target the spell on a specific person that they
All Seeing Gaze 12 have made physical contact with within the last 24
Time Gaze 16 hours, observing them wherever they are at the
Greater Time Gaze 20 current moment as if they are standing next to them.
Omen Gazing 4
Projection 8 The casting of this spell is normally accomplished by
Oracle 12 the caster looking into a mirror or looking glass but
Well of Knowledge 4 any reflective surface will do, even a reflective pool
of water.

Divination is the magic of information and prophesy.


Students of divination, called diviners, have access to
Mana Cost: 4
a wealth of knowledge and lore as well as means to
Target: Caster
acquire more. A skilled diviner can delve into the
Range: NA
minds of others and time itself to unlock secrets that
Area: NA
would otherwise be lost.
Reaction: NA
Duration: Instant

The caster learns the direction in which a specific


person, location, or object can be found. The caster
learns nothing about the distance or exact location of
the desired target, only the direction relative to the
caster in which the target lies.

Mana Cost: 4
Target: Caster
Range: NA
Area: 5x5
Reaction: NA
Duration: 5 rounds

With this spell the caster gains the ability to detect


the presence of active magical effects and spells that
are being casted within 5 yards of them. The exact
way that the caster becomes aware of these effects is
different for each caster and may even be different

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from casting to casting. Most describe it as a tingling
or skin crawling sensation when near magic, others
say that when looking at a magical effect or Requirement: Detect Magic
witnessing a spell being casted that their vision blurs Mana Cost: 8
or that the effect appears to glow. Target: Caster
Range: NA
Regardless of how the caster perceives the effect, the
Area: 5x5
sensation is undeniable and unmistakable.
Reaction: NA
Duration: Instant

Requirement: Compass Divination is naturally opposed to illusion as


Mana Cost: 8 evidenced by this spell. The caster dispels any
Target: Caster illusion that is currently within range of the spell.
Range: NA
Area: NA
Reaction: NA
Duration: Instant Mana Cost: 4
Target: 1 living creature
The caster can witness the events of a distant location Range: 5 yards
as they unfold. The caster sees the events as if they Area: NA
are standing at the location. The spell is limited in Reaction: Willpower to Negate
the sense that the caster can only witness a location Duration: Instant
that they have physically been to within the last 24
hours and the caster can only see what is happening, With this spell the caster becomes aware of whatever
other senses such as hearing, touch, or smell do not the target is thinking at the moment. This is often in
register. the form of a rush of thoughts, feelings, and
sensations that may be disorienting for novice
The casting of this spell is normally accomplished by sorcerers. The caster may not be able to detect
the caster looking into a mirror or looking glass but complete thoughts with this spell or understand the
any reflective surface will do, even a reflective pool context of a particular thought. For instance a caster
of water. may use this spell on an individual only to be
overcome with the smug satisfaction that very soon
the target will get their revenge, but have no idea who
Requirement: Detect Magic the target is plotting against or what form the revenge
Mana Cost: 4 may take. The target could just as easily be planning
Target: Caster to embarrass an unfaithful lover as they are to
Range: NA assassinate the king. In most cases the target is
Area: NA completely unaware of the mental probing, but they
Reaction: NA may feel a small headache or perhaps the feeling of
Duration: 5 rounds being watched that will alert clever or experienced
targets that something is wrong, but will not reveal
For the duration of the spell the caster gains a +4 the identity of the caster or exactly what they have
bonus on perception checks or any skill derived from been targeted with.
perception as well as the caster’s guard score. While
this spell is in effect the caster suffers no penalty for It is also worth noting that there is an inherent risk to
acting in darkness. this spell when a caster makes contact with an
inhuman mind. Many a foolish spell caster has used
this spell on an animal out of curiosity, only to
discover that they are overwhelmed by a rush of

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sensory input and instinctual desires that they have particular bit of information until the duration of the
no way of understanding. Fortuity for these curious spell expires.
sorcerers, the only consequence is that they are
stunned and disoriented, unable to take actions for 1 This spell carries with it all the risks and dangers of
round. Some casters are persistent however and are the Mind Delve spell.
convinced that they will eventually be able to
understand the thoughts and desires of animals, so far
none have been successful.
Far worse is the consequence of trying to make Mana Cost: 4
contact with a truly alien mind. A caster may out of Target: Caster
desperation try to read the thoughts of a dragon, Range: NA
unknowingly try to read the thoughts of a creature Area: NA
that has disguised itself as a person, or cast the spell Reaction: NA
only to discover that the target has been possessed by Duration: Special
an incorporeal entity that is now controlling them. In
these cases the caster must make a Willpower check The caster falls into a deep trance, while in this trance
(Difficulty determined by the GM) of their own or be they gain strange insight from the visions they
truly overcome by such intimate contact with an alien experience. The player of the caster is allowed to ask
consciousness. A caster that failed this check will fall the GM a yes or no question regarding the events of
unconscious for 1d4 rounds, which normally alerts the game or the world.
the target to the caster’s identity. The most
information a caster is able to get out of such contact In order to cast this spell the caster needs to burn
normally comes in the form of whatever primary special incense during the casting. Casting this spell
impulse is motivating such a being like hate, lust, is a special action. The caster gains no rest the day
hunger, or ambition. they cast this spell.

Requirement: Mind Gaze Requirement: Omen Gazing


Mana Cost: 12 Mana Cost: 12
Target: 1 living creature Target: Caster
Range: 5 yards Range: NA
Area: NA Area: NA
Reaction: Willpower to Negate Reaction: NA
Duration: Instant Duration: Special

The caster gains almost complete access to the The caster falls into a deep trance, while in this trance
target’s mind. They may comb through the target’s they gain strange insight from the visions they
thoughts and memories at will, gaining any experience. The player of the caster is allowed to ask
information that they seek. As this is an incredibly the GM up to three yes or no questions regarding the
violating spell, the target becomes aware of the events of the game or the world.
caster’s probing immediately, though they may not
be aware of who the caster is. Each round, the caster In order to cast this spell the caster needs to burn
may ask a question, and they will gain an answer to special incense during the casting. Casting this spell
that question from the perspective of the character is a special action. The caster gains no rest the day
they are probing. The target is allowed to make a they cast this spell.
willpower check to resist answering each question
and could potentially hold the caster off from a
Mana Cost: 8

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Target: Caster
Range: NA
Area: NA Time Delve
Mana Cost: 20
Reaction: NA
Target: Caster
Duration: 5 rounds
Range: NA
Area: NA
The caster falls into a deep trance, while in this trance
Reaction: NA
they can project their psyche out of their body to
Duration: Special
move about and explore unseen and unhampered by
physical barriers or obstacles. The caster may move
The caster gains the ability to become aware of
their projection at their normal movement speed, but
events that took place even in the distant past. The
may move in any direction. Since the projection has
caster can focus on a specific event or simply watch
no physical form they may move through walls or
the events of the previous year unfold.
other barriers without difficulty.

In order to cast this spell the caster needs to perform


A projection is incapable of interaction with the
some sort of ritual that normally involves throwing
physical world at all. They are invisible and silent.
bones or teeth, however casters may also use a deck
While outside of his or her body the caster cannot
of tarot cards instead. Casting this spell is a special
cast other spells. The projection cannot be harmed,
action. The caster gains no rest the day they cast this
but the casters body is completely defenseless during
spell.
this spell.

The caster may choose to end this spell at any time as


a free action. Requirement: Detect Magic
Mana Cost: 8
Target: Caster
Range: NA
Mana Cost: 16
Area: NA
Target: Caster
Reaction: NA
Range: NA
Duration: 5 rounds
Area: NA
Reaction: NA
For the duration of this spell, the caster can is
Duration: Special
unaffected by invisibility. They can see invisible
creatures perfectly. This applies not only to
The caster gains the ability to become aware of
illusionists that cloak themselves with magic, but also
events that took place in their current location during
ghosts and other creatures that have the ability to
the last 24 hours. The caster can focus on a specific
become invisible.
event or simply watch the events of the previous day
unfold.

In order to cast this spell the caster needs to perform Requirement: Mind Gaze
some sort of ritual that normally involves throwing Mana Cost: 4
bones or teeth, however casters may also use a deck Target: 1 Person
of tarot cards instead. Casting this spell is a special Range: 5 Yards
action. The caster gains no rest the day they cast this Area: NA
spell. Reaction: Willpower to Negate
Duration: 5 rounds

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For the duration of this spell, the caster is able to
speak directly into the mind of another. The caster is
unable to control or manipulate the target and the
target hears them in a voice they would recognize as
the caster if they heard them speak out loud. This
spell is useful for passing on information privately.

Mana Cost: 4
Target: Caster
Range: NA
Area: NA
Reaction: NA
Duration: 5 rounds

For the duration of the spell the caster gains a +4


bonus on mind checks or mind checks or any skill
derived from mind.

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Mana Cost: 8
Mana Target: Caster
Spells Cost Range: NA
Beast Claws 8 Area: NA
Dull 4 Reaction: NA
Fatigue Charm 8 Duration: 5 Rounds
Harden Armor 4
Mana Static 16 The caster’s hands transform into vicious claws. The
Mana Drain 0 caster may make melee attacks with this calls,
Mana Freeze 20 gaining a +2 to accuracy and doing 1d6 + might
Ocean’s Calling 8 points of damage on a successful hit,
Ocean’s Grasp 8
Sharpen 4
Stun Charm 8
Mana Cost: 4
Transmutation 12
Target: 1 sharp weapon
Transmutation (Bear) 16
Range: 10 yards
Transmutation (Hawk) 16
Area: NA
Transmutation (Lynx) 16
Reaction: NA
Transmutation (Wolf) 16
Duration: 5 Rounds
Venom Charm 16
Wings of Arcana 8
The caster dulls one sharp weapon. It suffers a -1 to
damage and is unable to inflict critical hits.
Enchantment is the art of altering the state of things
through magic. Enchanters can make for
confounding enemies because of their ability to
Mana Cost: 8
manipulate the nature of objects at will. Powerful
Target: 1 creature
enchanters can even alter themselves, gaining strange
Range: 10 yards
abilities that are difficult to counter. Enchanters have
Area: NA
a unique ability to manipulate mana itself, making
Reaction: Willpower to Negate
them uniquely dangerous foes for other spell casters
Duration: Instant
to confront.
The target loses 1d4 points of determination. The
target may react by making a willpower check to
negate this spell.

Mana Cost: 4
Target: 1 medium or heavy armor
Range: 10 yards
Area: NA
Reaction: NA
Duration: 5 rounds.

The caster magically increases the protection offered


by a piece of medium or heavy armor by +4.

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Range: NA
Area: NA
Reaction: NA
Requirements: Mana Static Duration: 5 Rounds
Mana Cost: 20
Target: 1 Creature The caster becomes semi aquatic. Their skin
Range: 10 Yards becomes scaly and their eyes change allowing them
Area: NA to see in the darkness of deep water. Their hands and
Reaction: Willpower to negate feet grow webbing to help them swim. Most
Duration: 5 Rounds importantly, while so enspelled, the caster is able to
breath underwater as if it were air. They may move
At this level, the caster is able to cut off their target through water at their normal movement speed
from mana entirely, making it impossible for them to without the need to make a swim check and with no
cast spells for the duration of this spell. danger of drowning.

Requirements: Mana Static Mana Cost: 8


Mana Cost: 0 Target: Caster
Target: 1 Creature Range: NA
Range: 10 Yards Area: NA
Area: NA Reaction: NA
Reaction: Willpower to negate Duration: 5 Rounds
Duration: 5 Rounds
The caster’s hands transform into writhing tentacles
The caster pulls mana from another creature. The for the duration of the spell. These tentacles make
target loses 2d6 points of mana. The caster regains poor but functional melee weapons. The caster
an amount of mana equal to half of the mana that was suffers a -2 to accuracy when making melee attacks
lost due to this spell. As reaction, the target may with the tentacles. On a successful attack they do
make a willpower check to negate this effect. 1d4 points of damage. The tentacles grant a +4
bonus to grapple checks and may initiate a grapple as
a free actions after making a successful attack.
Mana Cost: 12
Target: 1 Creature
Range: 10 Yards Mana Cost: 4
Area: NA Target: 1 sharp weapon
Reaction: Willpower to negate Range: 10 yards
Duration: 5 Rounds Area: NA
Reaction: NA
The caster affects a target with a magical Duration: 5 rounds.
enchantment that disrupts the target’s ability to
manipulate magical energy. As a result the target The caster magically increases the sharpness of a
suffers -2 penalty on checks to cast spells and the weapon
mana cost of any spell casted is increased by 4.

Mana Cost: 4
Mana Cost: 8 Target: Caster
Target: Caster Range: NA

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Area: NA
Reaction: NA
Duration: 5 rounds. Requirements: Transmutation
Mana Cost: 16
The caster’s skin hardens and becomes stone-like. Target: Caster
The caster gains armor 4 for the duration of this spell Range: NA
as well as protection 2 against cold, fire, and electric Area: NA
damage. Reaction: NA
Duration: 5 Rounds

The caster transforms themselves into a wolf.


Mana Cost: 8
Target: 1 creature The caster cannot speak or cast spells while in an
Range: 10 yards alternate form. Any clothing or possessions that the
Area: NA caster was wearing or holding do not transform with
Reaction: Willpower to Negate them, so they will need to account for that when
Duration: Instant assuming a transmuted form.

The target becomes stunned by the power of magic. Use the stats from Appendix ii, animal companions to
The target may react by making a willpower check to determine the stats the caster uses in this form. The
negate this spell. caster keeps their own mind score.

A stunned character is unable to move or take actions


on their next turn and their guard score is reduced to
10. Requirements: Transmutation
Mana Cost: 16
Target: Caster
Range: NA
Mana Cost: 12 Area: NA
Target: Caster Reaction: NA
Range: NA Duration: 5 Rounds
Area: NA
Reaction: NA The caster transforms themselves into a hawk.
Duration: 5 Rounds
The caster cannot speak or cast spells while in an
The caster transforms themselves into a small animal alternate form. Any clothing or possessions that the
such as a rodent, cat, or lizard. The caster retains caster was wearing or holding do not transform with
their current hit points, but loses any armor, or them, so they will need to account for that when
method of attack. The benefit of assuming this form assuming a transmuted form.
is that it allows the caster to gain access to areas
through small openings or move unnoted through an Use the stats from Appendix ii, animal companions to
area. determine the stats the caster uses in this form. The
caster keeps their own mind score.
The caster cannot speak or cast spells while in an
alternate form. Any clothing or possessions that the
caster was wearing or holding do not transform with
them, so they will need to account for that when Requirements: Transmutation
assuming a transmuted form. Mana Cost: 16
Target: Caster
Range: NA

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Area: NA The target suffers from poisoned by the power of
Reaction: NA magic. The target may react by making a willpower
Duration: 5 Rounds check to negate this spell.

The caster transforms themselves into a lynx.

The caster cannot speak or cast spells while in an Mana Cost: 8


alternate form. Any clothing or possessions that the Target: Caster
caster was wearing or holding do not transform with Range: NA
them, so they will need to account for that when Area: NA
assuming a transmuted form. Reaction: NA
Duration: 5 Rounds
Use the stats from Appendix ii, animal companions to
determine the stats the caster uses in this form. The This spell causes the caster to sprout a set of wings at
caster keeps their own mind score.. their shoulders. The exact appearance of the wings
depends on the caster, shimmering wings of pure
magic, feathered birdlike wings, gossamer insect
wings, or large bat-like wings are just a few of the
Requirements: Transmutation possibilities.
Mana Cost: 16
Target: Caster While so enspelled, the caster has the ability to fly at
Range: NA twice their normal movement speed.
Area: NA
Reaction: NA
Duration: 5 Rounds

The caster transforms themselves into a wolf.

The caster cannot speak or cast spells while in an


alternate form. Any clothing or possessions that the
caster was wearing or holding do not transform with
them, so they will need to account for that when
assuming a transmuted form.

Use the stats from Appendix ii, animal companions to


determine the stats the caster uses in this form. The
caster keeps their own mind score..

Mana Cost: 8
Target: 1 creature
Range: 10 yards
Area: NA
Reaction: Willpower to Negate
Duration: Instant

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Mana
Spells Cost
Fire Blast 4
Greater Flame Blast 8
Inferno 16
Flame Armor 8
Wall of Flame 12
Frost Blast 8
Greater Frost Blast 12
Frost Armor 12
Wall of Ice 16
Winter's Cloak 12
Gust of Wind 4
Shredding Wind 8
Lightning Blast 8
Lightning Blast, Greater 12
Lightning Wave 16
Lightning Armor 8
Mist 4
Choking Mist 8

The classic war wizard calling lightning from the sky


and burning their foes with magical fire, evokers use Requirements: Mist
their magic to manipulate the elements themselves. Mana Cost: 8
Normally this manipulation takes the form of Target: NA
powerful magical attacks. Some evokers prefer to go Range: 10 yards
by specialized names related to the elements they Area: 5x5
specialize in such as pyromancer, cryomancer, or Reaction: NA
electromancer. There are those who look down on Duration: 5 rounds
evocation for its lack of subtlety, but what it might
lack in sophistication, it more than makes up for in The caster may now raise a cloud of choking mist.
raw offensive power. Anyone who begins their turn in the cloud must make
a reflexive stamina check or will suffer -2 penalty on
all actions. At the beginning of each turn they may
make a stamina check to end this effect, otherwise it
continues.

Mana Cost: 4
Target: 1 creature or object
Range: 3 yards
Area: NA
Duration: Instant

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Reaction: Agility to negate fire damage. Creatures in the affected area may react
Damage: 1d8 Fire by making an acrobatics check to negate the damage.

Of all the elemental forces, fire is the simplest to The armor will last for 5 rounds.
control with magic. A blast of heat and flame bursts
from the casters hand to strike a target within 5 yard.
This spell does 1d8 points of fire damage.
Requirements: Frost Blast
The target may react by making an agility check to Mana Cost: 12
negate the damage. Target: Caster
Range: Caster
Area: NA
Reaction: NA
Requirements: Fire Blast Duration: 5 rounds
Mana Cost: 8 Damage: NA
Target: 1 creature
Range: 5 yards The caster encases themselves in shimmering armor
Area: NA made of ice. While enspelled, the caster has an
Reaction: Agility for half damage armor score of 4 and gains protection of 10 against
Duration: Instant cold damage.
Damage: 2d8 Fire + Burning

A blast of heat and flame bursts from the casters hand


to strike a target within 5 yards. This spell does 2d8
points of fire damage. Mana Cost: 8
Target: 1 creature
The target may react by making an agility check to Range: 1 yards
reduce the damage to 1d8. Area: NA
Reaction: Stamina for half damage
Anyone who takes full damage from this spell suffers Duration: Instant
from burning and take 1d6 points of damage per turn Damage: 2d10 Cold
for the duration of this effect.
A swirling blast of cold air and ice emanates from the
casters hand to strike a target within 1 yard. This
spell does 1d10 points of cold damage.
Requirements: Fire Blast
Mana Cost: 8
Target: Caster
Range: NA Requirements: Frost Blast
Area: 3x3 Mana Cost: 12
Reaction: Agility to negate Target: 1 creature
Duration: 5 rounds Range: 1 yards
Damage: 1d8 Fire Area: NA
Reaction: Stamina for half damage
The caster surrounds themselves with a barrier of Duration: Instant
heat and flame. The caster gains protection 10 Damage: 4d10 Cold
against fire damage. Any creature that is adjacent to
the caster, begins their round adjacent to the caster, or A swirling blast of cold air and ice emanates from the
becomes adjacent to the caster suffers 1d8 points of casters hand to strike a target within 1 yard. This
spell does 1d10 points of cold damage.

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Area: 3x3
The target may react by making a stamina check to Reaction: NA
reduce the damage to 2d10. Duration: 5 rounds
Damage: 1d8 lightning

The caster surrounds themselves with a barrier of


Mana Cost: 4 heat and flame. The caster gains protection 10
Target: NA against electric damage. For the duration of the spell,
Range: 10 yards any creature that damages the caster with a melee
Area: 5x5 attack suffers 2d6 points of electrical damage and is
Reaction: Might to Negate stunned.
Duration: Instant
A stunned character is unable to move or take actions
The caster calls forth a strong wind. The wind covers on their next turn and their guard score is reduced to
an area of 5x5 centered at a point within 10 yards of 10.
the caster. Anyone within the area must make a
might check or be pushed in a direction of the The armor will last for 5 rounds.
caster’s choice. Anyone that fails their might check
must also make an agility check or be knocked down.
The spell will dissipate smoke or mist.
Mana Cost: 8
Target: 1 creature
Range: 10 yards
Requirements: Fire Blast, Greater Fire Blast Area: NA
Mana Cost: 16 Reaction: Agility to Negate
Target: NA Duration: Instant
Range: 10 yards Damage: 1d6 Electric
Area: 5x5
Duration: Instant A bolt of electricity bursts from the caster’s hand.
Reaction: Agility for half damage This attack has a range of 10 and does 1d6 points of
Damage: 4d8 Fire + Burning electric damage.

The caster causes a blast of fire and intense heat to Anyone who takes damage from the spell is stunned.
fill an area within 10 yards of them. Anyone in the
affected area takes 4d8 points of fire damage.

Any creature in the area may react by making an Requirements: Lightning Blast
agility check to reduce the damage to 2d8. Mana Cost: 12
Target: 1 – 3 Creatures
Anyone who takes damage from this spell suffer Range: 10 Yards
from burning and take 1d6 points of damage per turn Area: NA
for the duration of this effect. Reaction: Agility for half damage
Duration: Instant
Damage: 2d6 Electric + Stun

Requirements: Lightning Blast, Greater Lightning A bolt of electricity bursts from the casters hand.
Blast This attack has a range of 10 and does 2d6 points of
Mana Cost: 8 electric damage.
Target: Caster
Range: NA

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The target is allowed to make a reactive agility to Area: 5x5
reduce the damage to 1d6. Reaction: might to negate
Duration: Instant
Anyone who takes full damage from the spell is Damage: 1d4
stunned.
As with Lesser Wind Gust, but in the area take 1d8
A stunned character is unable to move or take actions points of damage.
on their next turn and their guard score is reduced to
10.

The caster may target up to three targets with this Requirements: Fire Blast
spell, or attack one target multiple times up to three Mana Cost: 12
times. Resolve each attack separately. Target: 1 creature
Range: 5 yards
Area: NA
Reaction: Agility for half damage
Requirements: Lighting Blast, Greater Lightning Duration: Instant
Blast Damage: 2d8 Fire + Burning
Mana Cost: 16
Target: 1 – 5 Creatures The caster creates a wall of burning fire. The wall is
Range: 20 Yards about 10 feet tall and fills an area of equal to 5 yards
Area: NA arranged in any shape the caster wishes so long as it
Reaction: Agility for half damage is a continuous structure. No part of the wall can be
Duration: Instant more than 10 yards from the caster.
Damage: 2d6 Electric + Stun
Creatures can more through the wall, but any creature
As with Greater Lightning Blast, but at this level the that moves through the wall, begins their turn within
caster is able to target up to 5 creatures. the wall, or is standing in the area of the wall when it
forms takes 2d8 points of fire damage.

Any creature may react by making an agility check to


Mana Cost: 4 reduce the damage to 1d8 points of damage.
Target: NA
Range: 10 yards Anyone who takes damage from this spell suffer
Area: 5x5 from burning and take 1d6 points of damage per turn
Reaction: NA for the duration of this effect.
Duration: 5 yards
The wall will last for 5 rounds, although a strong
The caster raises a cloud of mist. The cloud has an wind may extinguish it before that time.
area of 5x5 centered on a point within 10 yards of the
caster. The cloud obscures vision. The cloud will
last for 5 rounds, although a strong wind may
dissipate it earlier. Requirements: Frost Blast
Mana Cost: 16
Target: NA
Range: 10 yards
Requirements: Wind Gust Area: 5 yards
Mana Cost: 8 Reaction: NA
Target: NA Duration: 1 day
Range: 10 yards

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The caster creates a solid wall of ice. The wall is


about 10 feet tall and fills an area of equal to 10 yards
arranged in any shape the caster wishes so long as it
is a continuous structure. No part of the wall can be
more than 10 yards from the caster.

Sections of the wall can be destroyed if it is attacked


and takes 10 points of damage in any one location.
However, freezing air emanates from the wall, and
any character that begins their turn adjacent to the
wall takes 1d10 points of cold damage.

Anyone adjacent to the wall may make a stamina


check to negate the damage.

The wall for last about a day if the wall is left alone.

Requirements: Frost Bite, Greater Frost Bite


Mana Cost: 12
Target: NA
Range: NA
Area: 3x3
Reaction: Stamina for half damage
Duration: Instant
Damage: 2d10 Cold

A swirling blast of cold air and ice emanates outward


from the caster in all directions for 1 yard. This spell
does 2d10 points of cold damage to all creatures in
range.

Any creature in range may react by making a Stamina


check to reduce the damage to 1d10.

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Mana Requirements: Image


Spell Cost Mana Cost: 4
Fade 4 Target: 1 living creature
Invisibility 8 Range: 10 yards
Image 4 Area: NA
Image, Greater 8 Reaction: Perception to Negate
Image, Perfect 12 Duration: Instant
Blinding Flash 4
Dazzling Display 8 The spell causes a blinding flash of light. The target
Shimmering Armor 8 is blinded and disoriented. A blind creature suffers a
Gossamer Chains 8 -2 penalty to all actions while blind. At the
Illusionary Trap 8 beginning of each round they may make a stamina
Illusionary Voices 4 check to recover their sight, otherwise the effect
Phantasm 12 persists.
Phantasm, Greater 16
Phantom Strike 8 The target may make a perception check to negate
Phantom Strike, Greater 12 this effect.
Mask 4
Mask, Greater 8
Requirements: Image, Blinding Flash
Mana Cost: 8
Illusion is the magical ability to create magical Target: Caster
images and mirages and phantasms. To an Range: 5 yards
illusionist, just about anything is possible. The Area: 3x3
largest criticism levied against the school of illusion Reaction: Perception
is that none of their creations are real or have any Duration: Instant
substance. But, the illusionist is often quick to
counter that so long as it is believed, is it any less The caster fills the effected arear with bright swirling
real. lights of every changing prismatic color.

A dazed character is unable to make standard or


extended actions. They may only make a single fast
action per turn. Their guard score is reduced to 10.
At the beginning of their turn they may make a
stamina check (difficulty 10) to recover, otherwise
the condition persists into the next round.

Mana Cost: 4
Target: 1 living creature
Range: 1 yard
Area: NA
Reaction: Willpower to Negate
Duration: 5 rounds

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The caster and all of their clothing and gear become As long as the target does not move from their
invisible to the naked eye. However they are very location they will be in no danger, but if they move in
restricted in this spell and cannot move or speak any direction they will take 2d8 points of damage.
while so enspelled, lest the spell is broken.
The target may make a perception check each round
If the caster takes damage the spell is also broken. as a standard action to negate the effects of this spell
The spell lasts for 5 rounds. The caster may also and effectively end it.
make others invisible if they are adjacent to them,
this can be resisted with a reflexive Willpower check,
if the target so wishes.
Requirements: Image
Mana Cost: 2
Reaction: Perception to Negate
Requirements: Image Target: NA
Mana Cost: 8 Range: 10 yards
Target: 1 creature Area: 1x1
Range: 5 yards Duration: 5 rounds
Area: NA
Reaction: Perception to Negate The caster creates a disembodied sound of some sort.
Duration: 5 rounds The sound can be of anything, but can only be as
loud as a shout or yell. A clever caster may work
The caster selects a target within 5 yards. The target with these limitations to create convicting auditory
believes that they are constricted in illusionary chains illusions. (For instance, they might place the sound
and can take no actions for the duration of the spell. of faint bestial breathing at the mouth of a deep cave
The target may make a reactive perception check so that anyone standing outside could be forgiven for
each round as a standard action to realize they are thinking that a large creature was sleeping deep
being attacked by an illusion. within the cave). The sound can be constant (such as
the sound of running water) Sudden (Such as a
The spell has a duration of 5 turns, but the target may distant wolves howl). When combined with other
make a perception check during their turn as a illusions, this spell can create very believable
standard action to end the spell each turn. scenarios.

Requirements: Image Mana Cost: 4


Mana Cost: 8 Reaction: Perception to Negate
Reaction: Perception to Negate Target: NA
Target: 1 Living Creature Range: 10 yards
Range: 10 yards Area: 1x1
Area: NA Duration: 5 rounds
Duration: 5 rounds
The caster constructs a static image in a 1x1 area.
The caster surrounds the target with some illusionary The illusion is visible, but unable to move or produce
danger, spikes, fire, pits, or swirling blades are all sound or smell. If touched it has the consistency of
common, but a creative caster could get more thick smoke. The Illusion will last for 5 turns.
inventive.

Requirements: Image
Mana Cost: 8

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Target: NA
Range: 10 yards
Area: 1x1
Reaction: Perception to Negate Mana Cost: 4
Duration: 5 rounds Target: Caster
Range: NA
As with Lesser Image, only now the caster may Area: NA
create programed movements into the image. For Reaction: NA
instance, an illusionary guard may occasionally look Duration: 5 rounds
around or shift his weight. This opens the door for
more complex illusions for a clever wizard to The caster veils themselves as another person. They
explore. cannot assume the guise of a specific person. Rather
they appear as a non-descript individual of a specific
age, race, or gender with no distinguishing features.
This spell lasts for 5 rounds.
Requirements: Image, Greater Image
Mana Cost: 12
Target: NA
Range: 10 yards Requirements: Mask
Area: 5x5 Mana Cost: 8
Reaction: Perception to Negate Reaction: NA
Duration: 5 rounds Target: Caster
Range: NA
The caster has now mastered the art of creating Area: NA
illusionary images. The images perfectly incorporate Duration: 5 rounds
sight and sound as well as have an increased area of
effect making it possible for the caster to create very As with Mask, only now the caster may mimic a
complex illusions. For instance, the caster could specific individual very closely, to the point that only
change an empty room so that it appeared filled with someone very familiar with the person being
people dinning and drinking, complete with the mimicked has a chance to notice the deception.
sounds of talking and clattering dishes.

Not only does the illusion look, sound, and move Requirements: Image
convincingly. The caster can pr Mana Cost: 12
Target: NA
Range: 10 yards
Requirements: Fade Area: NA
Mana Cost: 8 Reaction: NA
Target: 1 living creature Duration: 5 rounds
Range: NA
Area: NA The caster creates a phantasm. A phantasm is an
Reaction: Willpower to Negate illusionary creature that has some degree of
Duration: 5 rounds sentience. The phantasm resembles any creature that
is of medium or small size. The phantasm will attack
As with Fade, but at this level the caster may now any creature adjacent to it that the caster commands
move, speak, and even attack while invisible. as a fast action, the phantasm has an attack score
Casting a spell or taking damage will still dispel the equal to the caster’s mysticism score. As a fast
spell however. action the caster may also command the phantasm to
move, it has a movement score equal to the caster’s

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mysticism score. Regardless of the phantasm’s form, Area: NA
a creature hit by it will suffer 1d8 points of damage. Reaction: Perception to Negate
Duration: Instant
While the phantasm has some semblance of Damage: 2d8
sentience, it has no actual form. If the phantasm is
ever hit with an attack or takes any amount of As with Phantom Strike, only now the attack does
damage, the spell will end. Otherwise the spell will 2d8 points of damage.
last 5 rounds.

Requirements: Image, Blinding Flash


Requirements: Image, Phantasm Mana Cost: 8
Mana Cost: 16 Target: Caster
Target: NA Range: NA
Range: 10 yards Area: NA
Area: NA Reaction: NA
Reaction: NA Duration: 5 rounds
Duration: 5 rounds
The caster cloaks themselves in a shimmering
As with Phantasm, however now the phantasm is able shifting armor of light that makes their actual
to appear as a medium or large creature. The location and movements hard to discern. The spell
phantasm does 2d6 points of damage on a successful lasts for 5 rounds. The caster gains a +4 bonus to
attack. their guard score. The spell is fragile however. If the
caster is successfully hit with an attack the armor will
prevent all damage, and then shatter, ending the spell.

Requirements: Image If the caster is hit, causing the spell to break, the spell
Mana Cost: 8 causes a blinding flash of light. Anyone adjacent to
Target: 1 creature the caster must make a reflexive perception check or
Range: 10 yards be blinded and disoriented.
Area: NA
Reaction: Perception to Negate A blind creature suffers a -2 penalty to all actions
Duration: Instant while blind. At the beginning of each round they
Damage: 2d6 may make a stamina check to recover their sight,
otherwise the effect persists.
The caster launches an illusionary attack against a
target within 10 yards. The appearance of the attack
can take any from the caster wishes, but most of the
time it resembles another spell or form of attack that
would seem believable. The target suffers 2d6 points
of damage from the attack unless they make a
reflexive perception check to realize that the attack is
an illusion.

Requirements: Image, Phantom Strike


Mana Cost: 12
Target: 1 creature
Range: 10 yards

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Mana
Spell Cost
Cloak of Darkness 4
Fear Curse 4
Terror 12
Grasping Shadows 8
Shadow Armor 8
Shadow Stride 12
Death Charm 4
Disrupt Undead 4
Ashes to Ashes 8
Festering Wound 4
Plague Shroud 12
Raise Dead 12
Greater Raise Dead 16
Raise Dead, Perfect Dead 20
Syphon Life 11
Greater Syphon Life 16
Touch of Decay 4
Necrotic Blast 8
Requirements: Disrupt Undead
Black Wave 12
Mana Cost: 8
Target: 1 undead
Necromancy is the magic of death. While there are Range: 5 yards
those that argue necromancy is inherently evil, there Area: NA
are few necromancers that care about the opinions of Reaction: Willpower to Negate
others. It takes a certain mindset to study this field of Duration: Instant
magic and many questions of ethics and morality
have been discarded long ago. While there are most As with Disrupt Undead, but now the spell instantly
certainly noble and heroic necromancers, it is destroys its target, leaving only a pile of ashes.
undeniable that there is an inherently dark and
morbid motif that comes with this field of magic. Intelligent undead take 2d10 points of damage
instead, but may react by making a Willpower check
to negate. This spell has no effect on incorporeal
undead.

Requirements: Necrotic Blast


Mana Cost: 12
Target: 1-3 creatures
Range: 5 yards
Area: NA
Reaction: Agility to Negate
Duration: Instant

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Damage: 4d8 Necrotic + Decay The caster uses their control of necrotic energy to
disrupt the powers animating the undead. The caster
The caster unleashes a blast of necrotic energy at a targets an undead creature within 10 yards, that
target within 5 yards. The target takes 4d8 necrotic creature is stunned.
damage. The target may make a reactive agility
check to dodge the attack. A stunned character is unable to move or take actions
on their next turn and their guard score is reduced to
If the target takes damage they suffer from decay and 10.
take 1d4 points of damage per turn for the duration of
the effect. Intelligent undead may make a reflexive Willpower
check to completely negate this effect. This spell has
The caster may target up to three targets with this no effect on incorporeal undead.
spell, resolve each attack separately.

Requirements: Cloak of Darkness


Mana Cost: 4 Mana Cost: 4
Target: NA Target: 1 creature
Range: 10 yards Range: 10 yard
Area: 5 x 5 Area: NA
Reaction: NA Reaction: Willpower to Negate
Duration: 5 Rounds Duration: Instant
Damage: NA
The caster creates magical darkness. Anyone within
the darkness is effectively blind, but the darkness The target suffers from fear. They suffer a -2 penalty
may also provide concealment. on all check. Each round, the target may make a
willpower check to end this effect.

Mana Cost: 4
Target: NA Mana Cost: 4
Range: Caster Target: 1 injured creature
Area: NA Range: 10 yard
Reaction: NA Area: NA
Duration: 5 Rounds Reaction: Willpower to Negate
Duration: Instant
A quite useful spell considering the kind of threats Damage: 2d6
necromancers are typically exposed to. This spell
makes the caster completely immune to necrotic The target suffers 2d6 points of damage. The target
damage for its duration. may make a stamina check to reduce the damage to
1d6. Any creature that takes full damage from this
spell is sickened.

Mana Cost: 4 A sickened creature takes 1d4 points of damage each


Target: 1 undead day and suffers a -2 penalty on all actions. Each day
Range: 5 yards the sickened creature may make a stamina check to
Area: NA recover from the sickness, otherwise it persists.
Reaction: Willpower to Negate
Duration: Instant

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The caster calls forth a sickening cloud of necrotic
energy that surrounds the target. The target takes 2d8
Requirements: Cloak of Darkness points of damage. The target may make a stamina
Mana Cost: 8 check to reduce the damage to 1d8.
Target: NA
Range: 10 yards A sickened creature takes 1d4 points of damage each
Area: 5 x 5 day and suffers a -2 penalty on all actions. Each day
Reaction: NA the sickened creature may make a stamina check to
Duration: 5 Rounds recover from the sickness, otherwise it persists.

The caster creates magical darkness. Anyone within


the darkness is effectively blind, but the darkness
may also provide concealment. Mana Cost: 12
Target: 1 corpse
Anyone within the darkness finds movement Range: 1 yard
difficult. In addition to being effectively blinded, Area: NA
those within the darkness suffer a -2 penalty to all Reaction: NA
skill checks as their movements are sluggish. A Duration: Instant
character within the darkness is only able to move 1
yard per turn. The caster is able to harness necrotic energies to
animate the dead and cause them to become undead.
With this spell the caster can create a skeleton or a
zombie. The type of undead that rises depends on the
Requirements: Touch of Decay condition of the body used to cast this spell. If the
Mana Cost: 8 caster has a body that has been dead less than 24
Target: 1-2 creatures hours, it will become a zombie, but if it has been
Range: 5 yards dead longer than that it becomes a skeleton.
Reaction: Agility to Negate
Area: NA Casting this spell is a special action, the caster is
Duration: Instant unable to rest while casting the spell.
Damage: 2d8

The caster unleashes a blast of necrotic energy at a


target within 5 yards. The target takes 2d8 damage. Requirements: Raise Dead
The target may make a reactive Agility check to Mana Cost: 16
dodge the attack. If the target takes damage they Target: 1 corpse
suffer from decay and take 1d4 points of damage per Range: 1 yard
turn for the duration of the effect. Area: NA
Reaction: NA
Duration: Instant

Requirements: Festering Wound This spell works the same way as raise dead, only at
Mana Cost: 12 this power level the undead created will be either a
Target: 1 living creature Ravinous Skeleton or a Gorganoth Zombie.
Range: 10 yard
Area: NA Casting this spell is a special action, the caster is
Reaction: NA unable to rest while casting the spell.
Duration: Instant
Damage: 2d8

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The armor causes a supernatural fear in all those near
it. Any creature that begins their turn adjacent to the
Requirements: Raise Dead, Greater caster is stricken with fear. The creature may make a
Mana Cost: 20 reflexive Willpower check to negate this effect.
Target: 1 Living Person
Range: 1 yard
Area: NA
Reaction: NA Requirements: Cloak of Darkness
Duration: Instant Mana Cost: 12
Target: Caster
To cast this spell the caster needs a living person that Range: NA
is completely helpless, either restrained or in some Area: NA
other way incapacitated. By performing an hours Reaction: NA
long ritual the caster reshapes the body of the victim Duration: Instant
until it is strong and fit. This process is agonizingly
painful to the victim, and ultimately fatal. Once dead This spell causes the caster to vanish in a swirling
the soul of the victim is prevented from departing the cloud of darkness, only to instantly reappear up to 10
body and is transformed into dark energy that will yards away. The caster must be in darkness (dark
power the new undead creature. The victim will rise enough to provide concealment) both when they cast
again as an Irevmori the “perfect dead”. the spell, and also at the destination.

To complete this complicated spell the caster must


make two mysticism checks. The first is done about
half way through the ritual to complete the
transformation process. Failure on this check will
kill the victim prematurely and ruin any chance of Mana Cost: 12
creating the Irevmori. The second check is made at Target: 1 creature
the end to of the ritual to convert the victim’s soul Range: 1 yard
into energy. Failure at this stage will allow the soul Area: NA
to escape and prevent the Irevmori from reanimating. Reaction: Willpower to Negate
The mana cost is paid upon failure of either check, or Duration: Instant
upon the completion of the second ritual. Damage: 2d6 Necrotic

The caster is able to harness necrotic energy to pull


the life force out of a target and restore the life of the
Requirements: Cloak of Darkness, Fear Curse caster. The target must be adjacent to the caster. The
Mana Cost: 8 target takes 2d6 points of necrotic damage. The
Target: Caster caster recovers a number of hit points equal to half of
Range: NA the damage inflicted on the target. The target may
Reaction: Willpower to Negate make an willpower check to reduce the damage by
Area: NA half and prevent the caster from regaining hit points.
Duration: 5 rounds

The caster cloaks themselves in dark swirling energy


that has the vague appearance of plate armor. The Requirements: Syphon Life
spell acts as armor and has a duration of 5 rounds. Mana Cost: 16
The armor grants the caster a protection score of 2. Reaction: Willpower to Negate
Target: 1-2 creatures
Range: 5 yard
Area: NA

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Duration: Instant
Damage: 2d6 Necrotic

As with Syphon Life, only now the range is increased


to 5 yards and the caster may now target up to two
creatures, resolve each attack separately.

Requirements: Fear Curse


Mana Cost: 12
Target: 1 creature
Range: 10 yard
Area: NA
Reaction: Willpower to Negate
Duration: Instant
Damage: NA

The target is overcome by terror. They can take no


actions. Each round, the target may make a
willpower check to end this effect.

Mana Cost: 4
Target: 1 creature
Range: 3 yards
Area: NA
Reaction: Willpower to Negate
Duration: Instant
Damage: Decay

The target suffers from decay. At the beginning of


their turn, a creature with decay takes 1d4 points of
necrotic damage. After taking this damage, the
creature may make a willpower check to end this
effect.

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Appendix i
Crafting

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needed for the weapons and armor found in this book
are located on the next page.

Literally everything ever made was made by This system isn’t meant to micromanage every single
someone. Without going into too much detail about nail that a was used to build a house or take into
every single basket the players encounter throughout account how many feet of bowstring the character
the course of their adventures, players will have the used, but instead it is mean to be a fun if abstract
opportunity to try their hand at making a few things method of accounting for a player’s possible desire to
along the way. show their character’s creative side and provide
opportunities for the GM to explore.
There are three types of crafting that the players will
have the option to try their hand at in a game of Bandits robbing shipments coming from an iron
Raven of the Scythe. There is most obviously, the mine, means a lot more if the players are waiting for
crafting of weapons and armor made available that iron so they can get to work on a new battle axe.
through the craftsmanship skill, there is the herbal
concoctions of the nature skill that a player may wish Time and Labor
to brew up, and lastly there are the strange and arcane
creations of alchemy that the players may indulge it In real life it can take days, weeks, or even months to
through the lore skill. forge a sword or suit of armor. For game purposes
most craft times are kept down to a number of days.
While each one operates with different tools, they all
follow the same basic rules. The exact amount of time required is determined by
the materials being used and how many are required.
A place to work Each raw material going into a creation adds to the
All crafting has to be done in a workspace of some time required.
sort. Herbalism can be done in just about any kitchen
or even sitting around a camp fire. Forging requires a Raw Time
workshop with tools and fire and an anvil. Alchemy Material Required
requires a laboratory of sorts. Basic alchemy can be
done with a portable laboratory that amounts to a Herb 1 Hour
leather case of tools and vials, while more advanced Metal Essence 2 Hours
alchemy requires a dedicated laboratory. Gem Dust 3 Hours
Cloth 6 Hours
If the players don’t have access to a workspace they Leather 8 Hours
may be able to rent the use of one from someone who Wood 10 Hours
does. Raw Metal 12 Hours

Raw Materials Thus, if we were to use the above formula to


Every item requires the raw materials to make it. determine the amount of time required to craft a
These items are consumed when the player uses them battle axe, which requires 4 steel, it would take 48
to create an item, or ruined when the player fails at hours to make the axe. How the would-be axe smith
their attempt to do so. fits that 48 hours of crafting into their schedule is
entirely up to them.
For herbal concoctions and alchemic items, the
needed materials are listed with the description of the
specific items.

For craftsmanship it gets bit trickier since the skill


covers such a broad area, the required raw materials

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Arming Sword Steel x2 Composite Wood x8


Battle Axe Steel x4 Great Bow
Club Wood x1 Composite Wood x6
Curved Sword Steel x2 Long Bow
Dagger Steel x1 Composite Wood x4
Fighting Spear Steal x2 Short Bow
Flail Iron x3 Double Iron x8
Great Axe Steel x5 Crossbow
Great Club Wood x2 Great Bow Wood x8
Great Flail Iron x4 Hand Iron x3
Great Sword Steel x4 Crossbow
Hand Axe Steel x2 Heavy Iron x5
Lance, Heavy Steel x5 Crossbow
Lance, Light Steel x4 Light Iron x4
Long Sword Steel x3 Crossbow
Mace Iron x2 Long Bow Wood x6
Morning Star Iron x3 Short Bow Wood x4
Pike Steel x3, Wood x1
Pole Axe Steel x5,
Wood x1
Quarter Staff Wood x1
Short Sword Steel x1
Sickle Steel x1
Sickle Sword
(Medium) Iron x4
Sickle Sword
(Large) Iron x5
Thin Blade Steel x2
Trident Steel x3, Wood x1
War Hammer Iron x4
War Scythe Steel x5,
Wood x1
Whip Leather x1

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Chain Mail Steel x4


Gambeson Cloth x4
Quilted Amor Clothe x1
Heavy Plate Steal x8
Leather Armor Leather x1
Light Plate Steel x6
Ring Mail Steel x3

Heavy Shield Wood x16


Light Shield Wood x8
Bucker Wood x4

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The Market Price Re-forging

To determine the market value of any crafted item. Any item that is made of metal can be more or less
Take into account that you are not only asking the broken down into its component parts to be used
buyer to pay for the raw materials needed to make the again.
item, but also the time and energy it took to make it.
And the expertise required of the craftsman. Easy to This process takes 1 hour for each component that
make items can be bought quite cheaply, but items was in the original.
that require specialized training and skill are very
expensive. There is normally some loss though. When an item is
melted down the smith will get one less raw material
For any crafted item that does not require any favors, than went into making it in the first place.
only ranks in a skill; the market price of the item is
the cost of the raw materials times three. For example: A smith has a heavy lance that he or
she wants melted down. A heavy lance requires 5
For any crafted item that requires a favor with a steel to craft so it will take 5 hours to melt down the
required training of 2 as a prerequisite. The market lance. At the end of that time the smith will have 4
price of the item is the cost of the raw materials times steel to work with or save for other projects.
five.
The only exception to this rule is gold. Gold can be
For any crafted item that requires a favor with a melted down over and over again with no loss of
required training of 4 as a prerequisite. The market material. This is one of the strange properties that
price of the item is the cost of the raw materials times have lead alchemist to believe that gold has inherent
ten. mystical properties.

For any crafted item that requires a favor with a


required training of 6as a prerequisite. The market
price of the item is the cost of the raw materials times
twenty.

Skill Required Price


For Favor Modifier
0 3
2 5
4 10
6 20

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Appendix ii
Animal Companions

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Some characters may wish to acquire an animal Animal (Small), Dog


companion using the animal companion favor. These
animals are more than mere pets; they are trusted Attributes
allies and close friends to the character. Agility 1
Might 1
A character gains an animal companion with the Mind 0
animal companion favor, which assumes they already Perception 6
have the animal or will acquire it through role Stamina 0
playing very soon after taking the favor. While it Willpower 2
isn’t required, it may be important to the character to
know that they earned the trust of a wolf that was Guard 11
separated from its pack, or how they found a bear Movement 6
caught in a trap. Initiative +6

A character is also responsible for their animal Determ. 7


companion. They will need to feed them and see that
they are provided with shelter. Animals that are Hit Points 15
neglected or treated with cruelty lack the loyalty to
their master to become animal companions. Skills
Athletics 1 +2
The very first thing a character taking the animal Fighting 1 +2
companion favor needs to determine is what type of Intimidate 1 +3
animal they are taking as their companion. Investigate 2 +8

These animals represent standard examples of their Combat


respective species, but may be altered through the use Armor None
of the animal training favors.
Bite:
Attack +2, Damage 1d6+1, Critical 2d6+1

Devotion
Animal Companions increase their hit points by +10.

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Animal (medium), Bear Animal (small), Bird


Attributes
Attributes Agility 6
Agility -2 Might -2
Might 2 Mind 0
Mind -2 Perception 6
Perception 2 Stamina -2
Stamina 3 Willpower 2
Willpower 4
Guard 16
Guard 8 Movement 11
Movement 3 -fly 22
Initiative +2 Initiative +6

Determ. 9 Determ. 7

Hit Points 34 Hit Points 13

Skills Skills
Fighting 1 +3 Investigate 6 +12
Intimidate 2 +6 Intimidate 2 +4

Combat Combat
Armor Armor None
Thick Hide 2
Claws:
Claws: Attack: -2, Damage 1d4
Attack: +3, Damage 1d6+2, Critical 2d6+2
Devotion
Animal Companions increase their hit points by +10.
Devotion
Animal Companions increase their hit points by +10.

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Animal (small), Cat Animal (medium), Deer

Attributes Attributes
Agility 4 Agility 2
Might 0 Might 0
Mind -2 Mind -2
Perception 2 Perception 6
Stamina 0 Stamina 0
Willpower 0 Willpower 0

Guard 14 Guard 12
Initiative +2 Initiative +6
Movement 9 Movement 7

Determ. 5 Determ. 5

Hit Points 15 Hit Points 26

Skills Skills
Acrobatics 2 +6 Stealth 2 +4
Fighting 2 +2
Stealth 4 +8 Combat
Armor None
Combat
Armor None Gore:
Attack +0, Damage 1d4, Critical 1d6
Claws:
Attack +2, Damage 1d6, Critical 2d6 Devotion
Animal Companions increase their hit points by +10.
Devotion
Animal Companions increase their hit points by +10.

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Animal (Small), Wolf

Attributes
Agility 1
Might 2
Mind 0
Perception 4
Stamina 1
Willpower 2

Guard 11
Movement 6
Initiative +6

Determ. 6

Hit Points 17

Skills
Athletics 1 +3
Fighting 2 +4
Intimidate 2 +4

Combat
Armor None

Bite:
Attack +2, Damage 1d6+2, Critical 2d6+2

Devotion
Animal Companions increase their hit points by +10.

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Appendix iii
Traps

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In games that involve “dungeon crawling” traps can When placing traps, be away that traps are
be a great way to expose the player characters to indiscriminate. A trapped treasure chest sitting in a
danger from sources other than monsters and combat hallway is one thing, but a trap on the door leading to
as well as give them the opportunity to use skills that the only privy is quite another. If the traps are in an
might otherwise be underused. occupied location, it is unlikely that the traps will be
in places where the people who live there are likely
When done poorly, traps can cause game sessions to to trip them. Likewise, characters are unlikely to find
grind to a halt as the players feel the need to carefully traps in frequently used hallways. The trap would be
examine every single square foot of wall, corridor, more of a threat to the trap maker or their allies then
and ceiling before they feel safe advancing. This can they would ever be to a would be intruder. You don’t
quickly become tedious and dull. want to create a situation where the players watch a
group of enemies casually walk through a door only
At what point traps become a bore is up the group in
to have an axe blade drop when the players try to go
question. Some players may enjoy the tense
through the same door moments later.
exploration of some forgotten tomb as they carefully
scan their surrounding for anything that could hide
hidden danger, while other groups may quickly tire of
them all together. As in all things the GM is the final Difficulty to Locate: Investigate 10
say in just how much traps get used. But, “in Difficulty to Disarm: Thievery or Lore 10
moderation” seems to be the right path to take, while Difficulty to Avoid: Agility 10
keeping in mind that what is moderation to one group
might be overkill to another. Damage: 1d8

At the very least, traps should appear where it makes At their most basic, traps should cause the players to
sense for them to. For instance, if the players are pause and think about their next move in some cases.
storming the keep of a North Man warlord known for A trap can be discovered by making an investigate
his brute strength and ruthless brutality, then the check near either the trigger of the trap or the trap
players should rightfully expect for there to be no itself. For instance a character might discover that a
traps in this keep unless the story up to that point has hidden crossbow is set to fire down a hallway, but
established that the Warlord had a cunning trap will be unsure what exactly sets of the trap. By the
maker as one of his or her minions. In this scenario same token, a character might discover a tripwire
the GM has already telegraphed to the players that across a passageway, but would have no way of
there will or won’t be traps. On the other hand, if the knowing what exactly ill happen once the trap is
player are exploring a labyrinth surrounding the tomb sprung. In the end, it doesn’t matter a great deal. A
of a legendary trap builder, then they should expect trap can be disarmed from either its trigger or at the
the place to be filled with traps to the point that they trap itself by making either a lore or a thievery check.
are afraid of every step. A little forewarning can go a Lastly, if a character does find themselves to be the
long way, if you let the players know upfront that target of a trap, they may make an agility check to
there will be traps (or established a situation where negate the damage or other consequences.
they could reasonably expect them) they are less
likely to call foul when they encounter a trap that
nearly takes one of their arms off.
When the GM wishes to put a trap into his or her
Sometimes, the GM may want to create a situation games, he or she should think for a moment about
where the players unknowingly stumble into a trap what exactly they want to do with the trap. Is it a
infested area. In this case, just start out slow to let minor obstacle? Is it deadly, but easily overcome
them get use to the idea. A needle trapped door here, hazard? Or, is it a warning of dangers to come?
a crossbow trap there to warm them up and put them
on their toes and then as you amp up the difficulty Assume that traps are built of a point system and
you can have them face the death trap near the end. each element costs a certain amount of points. The

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basic trap listed above is the baseline from which all
traps are built. Improvements in one area require
degradation is another. For instance a trap might be Some traps inflict extra woe on their victims than just
difficult to spot and inflict poison on its victim, but as initial damage.
a result the trap does very little initial damage. This
is an abstract way of looking at traps that frees up
their mechanics from their forms and hopefully gives Cost Damage
GMs a little but more room for creativity when +1 1d8
designing traps. +2 1d10
+3 1d12

Cost Damage Acid traps inflict an extra amount of acid damage to


-3 no damage anyone who takes damage from the trap.
-2 1d4
-1 1d6
0 1d8 Cost Area
+1 1d10 +1 3x3
+2 1d12 +2 5x5

These traps are set up in such a way as to cause


Cost Difficulty damage to not only the person who triggered the trap,
-1 6 but anyone near them.
0 10
+1 14
+2 18 +2 Fire
+3 22 +6 Cold, Electric
+8 Necrotic

Cost Difficulty These traps do their damage in the form of elemental


-1 6 damage. When creating an elemental trap consider
0 10 the following: Anyone who takes 1d8 or more fire
+1 14 damage will also suffer from burning. Cold damage
+2 18 is avoided by making a stamina check rather than an
+3 22 agility check, and lastly, anyone who takes electric
damage is stunned. Anyone who suffers from
necrotic damage will suffer from decay.

Cost Difficulty
-1 8
0 10 Cost Depth
+1 12 +2 Short Fall (1d6)
+2 14 +4 Medium Fall (3d6)
+3 16 +6 Long Fall (5d6+5)

The famous pit trap. These traps do their damage by


causing the victims to fall some distance. This
damage ignores armor, renders the victim prone, and

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requires them to climb out of the trap. The trap may
cause additional damage in the form of spikes at the
bottom or other dangers.

This trap causes an acid coated blade to fall.


Cost Damage
+1 1d4 Difficulty to Locate: Investigate 6
+2 1d6 Difficulty to Disarm: Thievery or Lore 10
+3 1d8 Difficulty to Avoid: Agility 8
+4 1d10
+5 1d12 Damage: 1d8
Acid: 1d10
Poison traps inflict poison on anyone who takes
damage from the traps. The potency of the poison
determines the cost.
Found on the lock of a chest, this trap will trigger if
anyone tries to pick or break the lock by stabbing the
intruder with a sharp blade

Difficulty to Locate: Investigate 10


Difficulty to Disarm: Thievery or Lore 14
Difficulty to Avoid: Agility 10

Damage: 1d6

This trap will drop anyone who wanders down the


wrong hallway into a shallow pit.

Difficulty to Locate: Investigate 10


Difficulty to Disarm: Thievery or Lore 10
Difficulty to Avoid: Agility 12

Damage: None
Pit: Short Fall (1d6)

This trap involves a hidden crossbow which will fire


at anyone who tries to force a door open. It isn’t all
that difficult to notice this trap, but avoiding it once it
is sprung could prove to be challenging.

Difficulty to Locate: Investigate 6


Difficulty to Disarm: Thievery or Lore 10
Difficulty to Avoid: Agility 14

Damage: 1d6

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This trap is found in the locking mechanisms of some


Once this trap is triggered it will fire a hail of a door and is intended to punish anyone who tries to
crossbow bolts, damaging everyone in the area. pick the lock. It is difficult to notice this trap, but can
be disarmed with relative ease.
Difficulty to Locate: Investigate 6
Difficulty to Disarm: Thievery or Lore 10 Difficulty to Locate: Investigate 16
Difficulty to Avoid: Agility 10 Difficulty to Disarm: Thievery or Lore 6
Difficulty to Avoid: Agility 10
Damage: 1d8
Area: 3x3 Damage: 1d4
Poison: 1d4

Once this trap is triggered it will fire a hail of painful


darts, damaging everyone in the area. This trap will drop anyone who wanders down the
wrong hallway into a shallow pit onto the short
Difficulty to Locate: Investigate 10 spikes at the bottom.
Difficulty to Disarm: Thievery or Lore 10
Difficulty to Avoid: Agility 10 Difficulty to Locate: Investigate 6
Difficulty to Disarm: Thievery or Lore 10
Damage: 1d6 Difficulty to Avoid: Agility 10
Area: 3x3
Damage: 1d6
Pit: Short Fall (1d6)

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Appendix iv
Treasure

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In a world full of forgotten crypts, old ruins, and A cache is simply a small supply of weapons, gear,
forgotten castles, characters are from time to time and maybe some coins that were probably hidden
going to come across useful and valuable items, in away to be collected later. To stock a cache roll 1d8
fact the search for such items may the reason they on the table below.
were there in the first place.
1d8 Cache
What follows are some tables to help game masters 1 2d10 CP, 1d10 SE, 1d6 mundane items
randomly stock the game with treasures the players 2 2d10 CP, 1d10 SE, 1d4 mundane weapons,
might discover. Keep in mind these are just 1 Trinket
suggestions and there is nothing at all keeping a game 3 2d10 CP, 1d10 SE, 1 GD, 1d4 mundane
master from ignoring any random table all together items, 1d4 mundane weapons
and simply placing the items that he or she want the 4 2d10 CP, 1d10 SE, 1d4 Crafting items, 1
players to find. Trinket
5 2d10 CP, 1d10 SE, 1d4 herbs
6 2d10 CP, 1d10 SE, 1d4, 1d4 GD, 1d4
Crafting items, 1d4 herbs, 1 alchemic item
7 4d10 CP, 2d10 SE
8 1d6 mundane items, 1d4 Crafting items, 1d4
common herbs, 1 alchemic item
Design Notes
Random Treasure
An armory is used to store weapons and gear. To
Personally, as a game master, I have always loved
stock an armory roll 1d8 on the table below.
rolling up random treasures for my games. I think it
is almost as fun to see what items are going to be
1d8 Armory
in an adventure as it is for the players to find them.
1 1d4 melee weapons
That’s just me though and your tastes might differ.
2 1d4 melee weapons, 1d4 armor
3 1d4 bows, 1d4 armor
I have tried to include a simple yet robust system of
4 2d4 melee weapons, 1d4 bows, 1d6
treasure generation that allows for a variety of
mundane items, 1alchemic weapon
treasure finds that players might discover, and
5 1d4 mundane items, 1d4 melee weapons,
hopefully you find them fair and easy to use.
1d4 armor
-James
6 2d6 melee weapons, 2d6 bows, 1d6 armor,
1d4 mundane items
7 1d4 melee weapons, 2d6 mundane items
8 1d6 melee weapons, 1d4 bows, 1 alchemic
weapon

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A store room is a place where gear and supplies are Like their more mundane counterparts, but for the
stored. To stock a store room roll 1d8 on the table working of alchemy. To stock an alchemic workshop
below. roll 1d8 on the table below.

1d8 Store Room 1d8 Alchemic Workshop


1 1d4 mundane items, 1d4 crafting items, 1d4 1 1d6 common herbs,
common herbs, 1d4 Trinkets 2 1d6 common herbs, 1d6 rare herbs, 1d4
2 1d6 mundane items, 1d6 crafting items, 1d6 alchemic items
common herbs 3 2d6 common herbs, 1d4 rare herbs, 2d10 CP
3 1d8 mundane items, 1d8 crafting items, 1d8 4 1d6 common herbs, 1d6 common herbs, 1d4
common herbs rare herbs, 1d4 metal essence, 1d4 alchemic
4 1d6 mundane items, 1d6 crafting items, 1d6 items, 1d4 Trinkets
common herbs, 1d4 Trinkets 5 1d4 rare herbs, 1d6 metal essence, 1d6 metal
5 3d6 mundane items essence, 1d6 metal essence.
6 1d6 mundane items, 1d6 common herbs 6 1d6 metal essence, 1d4 gem dust, 1d4
7 1d6 mundane items, 3d10 CP alchemic items, 3d10 CP
8 3d6 mundane items, 1d6 common herbs, 7 1d6 common herbs, 3d4 metal essence, 3d4
2d10 CP, 1d4 Trinkets 3d4 metal essence, 3d4 metal essence
8 1d4 common herbs, 1d4 rare herbs, 1d4
metal essence, 1d4 gem dust, 1d4 alchemic
items, 1d4 Trinkets
Workshops are places where craftsmen can work
their trade. To stock a workshop roll 1d8 on the table
below.

1d8 Workshop
1 1d6 crafting items, 1 Trinket
2 1d4 crafting items, 1d4 common herbs.
3 2d6 crating items
4 1d4 common herbs
5 1d6 crafting items, 1d10 CP, 2d10 SE
6 1d6 crafting items, 1d4 mundane items.
7 3d6 crafting items, 1d4 mundane items, 1d4
common herbs.
8 1d8 crafting items, 1d4 common herbs, 1d10
SE, 1d4 Trinkets

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A treasury is a store house for coins and other 1d100 Melee Weapons
valuables. To stock a treasury roll 1d8 on the table 1-7 Arming Sword
below. 8-12 Battle Axe
13-13 Curved Sword
1d8 Treasury 14-34 Dagger
1 4d20 CP, 4d10 SE, 1 GD, 1d4 gemstones 35-39 Fighting Spear
2 4d20 CP, 2d20 SE, 1d4 gemstones, 1d4 40-44 Flail
Trinkets, 1 Treasure 45-45 Great Sword
3 2d20 CP, 4d20 SE, 1d4 GD, 1d6 gemstones 46-50 Halberd
4 1d100 CP, 1d100 SE, 1d2 gemstones, 1d4 51-70 Long Sword
alchemic items, 1d4 Trinkets, 1 Treasure 71-77 Mace
5 1d100 CP, 2d100 SE, 2d4 gemstones 78-80 Morning Star
6 4d100 CP, 2d100 SE, 1d10 GD, 2d4 81-86 Pike
gemstones, 1d6 Trinkets, 1d4 Treasures 87-90 Pole Axe
7 4d100 CP, 2d100 SE, 2d10 GD, 1d4 91 Short Sword
Gemstones, 1d4 92 Sickle
8 5d100 CP 5d100 SE, 4d20 GD, 1d6 93 Sickle Sword (Medium)
Gemstones, 1d6 Trinkets, 1d4 Treasures, 94 Sickle Sword (Large)
1d4 alchemic items 95 Thin Blade
96-99 War Hammer
100 War Scythe

Surrounded by bones and the discarded remains of


past victims, a lair can hold many strange items. To 1d20 Bow
stock a lair roll 1d6 on the table below. 1 Composite Great Bow
2-3 Composite Long Bow
1d8 Lair 4-5 Composite Short Bow
1 2d6 CP, 1d6 SE, 1d4 melee weapons 6 Double Crossbow
2 1d4 CP, 1d4 melee weapons, 1d4 bows, 1d4 7 Great Bow
armor, 1d4 Trinkets, 1 Treasure 8 Hand Crossbow
3 1d4 melee weapons, 1 Alchemic Item. 9-10 Heavy Crossbow
4 2d6 SE, 1d4 melee weapons, 1d4 bows 11-12 Light Crossbow
5 1d4 mundane items, 1 Treasure 13-17 Long Bow
6 1 gemstone. 18-20 Short Bow
7 1d4 melee weapons, 1d4 mundane items
8 1d4 Trinkets, 1 Treasure
1d20 Armor
1-3 Chain Mail
4-6 Cloth (Gambeson)
7-8 Cloth (Quilted)
9 Heavy Plate
10-11 Heavy Shield
12-13 Leather
14 Light Plate
15-17 Light Shield
18-19 Ring Mail
20 Small Shield

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1d20 Mundane Items 1d6 Rare Herbs


1 Boots 1 Dragon Leaf
2 Candle 2 Fox Fire
3 Clay Bowl 3 Horse Root
4 Clay Cup 4 Raven Leaf
5 Dice Set 5 White Moss
6 Game Board 6 Widow Song
7 Gloves
8 Hat
9 Iron Pan
10 Iron Pot 1d10 Metal Essences
11 Jacket 1-2 Brass Essence
12 Lantern 3-4 Bronze Essence
13 Lute 5-7 Copper Essence
14 Playing Cards 8 Gold Essence
15 Robe 9 Iron Essence
16 Rope (12 ft) 10 Steel Essence
17 Shoes
18 Smoking Pipe
19 Waterskin 1d12 Gem Dust
20 Wine, Poor Quality 1-3 Amethyst Dust
4-6 Garnet Dust
7-9 Moonstone
1d10 Crafting Item 10-11 Sapphire Dust
1-3 Cloth 12 Rare Gemstone Dust
4-5 Iron
6-7 Leather
8 Steel 1d20 Gem Dust
9-10 Wood 1 Diamond Dust
2-20 Emerald Dust

1d8 Common Herbs


1 Blood Root 1d100 Alchemic Items
2 Bride's Bane 1-40 Potions
3 Corpse Seed 41-60 Rings
4 Crypt Bloom 61-70 Explosives
5 Dog Weed 71-80 Stones
6 Gold Root 80-86 Alchemic Weapons*
7 Maiden's Tear 87-100 Amulets
8 Silver Petal
* To create an alchemic weapon, determine which
sigil has been placed on the weapon, and then use the
melee weapon table or alchemic weapon table II to
determine which weapon the sigil has been placed on.

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1-20 Potions
1-2 Agaro 1d20 Bladed Weapon
3 Curian 1-2 Arming Sword
4 Detoxin 3 Battle Axe
5-7 Emberthane 4 Curved Sword
8-9 Fenri 5 Dagger
10-12 Genero 6 Fighting Spear
13 Light Potion 7-8 Great Sword
14-15 Night Eyes 9 Halberd
16 Spider Wine 10-11 Long Sword
17-18 Spiri 12 Pike
19-20 Vallothane 13 Pole Axe
14-15 Short Sword
16 Sickle
17 Sickle Sword (Medium)
1d20 Explosives 18 Sickle Sword (Large)
1-3 Fire Bomb 29 Thin Blade
4-6 Flash Bomb 20 War Scythe
7 Ice Bomb
8-15 Smoke Bomb
16-17 Storm Bomb
18-20 Poison Bomb 1d100 Amulet
1 Abjuration Amulet
2-16 Armor Amulet
17-21 Cold Amulet
1d20 Alchemic Stones 22 Divination Amulet
1-3 Angel Stone 23-27 Death Amulet
4-7 Dark Stone 28 Enchantment Amulet
8-10 Druid Stone 29 Endurance Amulet
11-14 Siren Stone 30 Evocation Amulet
15-17 Spider Stone 31-35 Fire Amulet
18-20 Spirit Stone 36-40 Guard Amulet
41-63 Healing Amulet
64 Illusion Amulet
1d20 Sigil 65-69 Lightning Amulet
1-6 Accuracy* 70 Mana Amulet
7-8 Decay Blade** 71 Necromancy Amulet
9-10 Fear Blade** 72-85 Quickness Amulet
11-12 Flame Blade** 85-100 Reflex Amulet
13-14 Frost Blade**
15-16 Ghost Blade**
17-18 Plague Blade**
19-20 Storm Blade**

* This sigil can be applied to any melee weapon.

** This sigil can only be applied to bladed weapons.

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1d100 Ring
1-4 Archery Ring
5-8 Armor Ring
9-12 Cold Ring
13-16 Death Ring
17-20 Fire Ring
21-24 Guard Ring
25-28 Lightning Ring
29-32 Night Eye Ring
33-36 Plague Ring
37-84 Skill Ring *
85-89 Striking Ring
93-96 Telekinetic Ring
97-100 Venom Ring

*For a lesser skill ring use the table below to


determine which skill the ring enhances.

1d20 Skill Ring


1 Acrobatics
2 Archery
3 Athletics
4 Channeling
5 Charisma
6 Craftsmanship
7 Etiquette
8 Fighting
9 Healing
10 Horsemanship
11 Investigate
12 Intimidate
13 Lore
14 Mysticism
15 Nature
16 Perform
17 Stealth
18 Thievery
19-20 Re-Roll

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1d100 Gemstone
1-13 Amethyst
14-26 Cortez
27 Diamond
28-30 Emerald
31-38 Garnet
39-41 Jade
42-53 Moonstone
54-61 Obsidian
62-64 Pearl, Salt Water
65-77 Pearl, Fresh Water
78-80 Ruby
81-88 Sapphire
89-100 Turquoise

1d6 Qualities
1-3 Average
4-5 Good
6 Excellent

Gemstone Value

Quality
Gemstone Average Good Excellent
Amethyst 15 SE 30 SE 150 SE
Cortez 15 SE 30 SE 150 SE
Diamond 500 SE 1000 SE 5000 SE
Emerald 150 SE 300 SE 1500 SE
Garnet 50 SE 100 SE 500 SE
Jade 150 SE 300 SE 1500 SE
Moonstone 25 SE 50 SE 250 SE
Obsidian 50 SE 100 SE 500 SE
Pearl, Salt Water 150 SE 300 SE 1500 SE
Pearl, Fresh Water 15 SE 30 SE 150 SE
Ruby 150 SE 300 SE 1500 SE
Sapphire 50 SE 100 SE 500 SE
Turquoise 25 SE 50 SE 250 SE

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1d100 Trinkets 1d100 Treasures


1-10 Bell, Brass (5 SE) 1-15 Bell, Gold (200 SE)
11-12 Bell, Silver (20 SE) 16-30 Book, Alchemy (200 SE)
13-14 Book, Classic Lit. (50 SE) 31-45 Book, Arcana (200 SE)
15-16 Book, Erotic Poetry (50 SE) 46-53 Bracelet, Gold (500 SE)
17 Book, History (100 SE) 54 Earrings, Gemstone (Varies)
18-19 Book, Poetry (50 SE) 55-64 Earrings, Gold (250 SE)
20-23 Book, Religious (50 SE) 65-73 Figurine, Gold (300 SE)
24 Book, Science (100 SE) 74-75 Necklace, Gold (1000 SE)
25-26 Bracelet, Silver (50 SE) 76 Necklace, gold gemstone (Varies)
27-28 Earrings, Silver (25 SE) 77 Necklace, silver gemstone (Varies)
29-38 Figurine, Bone (2 SE) 78 Ring, Gold (2,500 SE)
39-48 Figurine, Bronze (5 SE) 79 Ring, Gold Gemstone (Varies)
49-58 Figurine, Glass (5 SE) 80-89 Ring, Silver (250 SE)
59-62 Figurine, Iron (10 SE) 90 Ring, Silver Gemstone (Varies)
63 Figurine, Jade (100 SE) 91-98 Silk, Robe (700 SE)
64-67 Figurine, Obsidian (10 SE) 99-100 Silk, Tapestry (1,000 SE)
68-69 Figurine, Silver (30 SE)
70-71 Figurine, Steel (20 SE) * For items containing a gemstone, roll to determine
72-81 Goblet, Iron (5 SE) the exact stone and base the value on that.
82-85 Necklace, Bronze (10 SE)
86-87 Necklace, Pearl (50 SE)
88 Necklace, Silver (100 SE)
89-98 Ring, Bronze (5 SE)
99-100 Ring, Steel (50 SE)

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Appendix v
Random Weather

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To generate random weather, roll 1d20 to determine 1d20 Precipitations
each weather condition that is needed. Adding 1 None, clear skies
random weather can be a great way to add flavor or 2 None, clear skies
description to a scene. Just keep in mind that in some 3 None, clear skies
situations, the weather isn’t going to be all that 4 None, clear skies
random. For instance if the players are exploring the 5 None, partly cloudy
frozen wastelands of the far north, the temperature is 6 None, partly cloudy
going to be bitter cold regardless of what it says on a 7 None, partly cloudy
chart. Use these tables only when it makes sense to 8 None, partly cloudy
do so. 9 None, cloudy
10 None, cloudy
1d20 Temperature 11 None, cloudy
1 Normal for season 12 None, cloudy
2 Normal for season 13 Light Precipitations
3 Normal for season 14 Light Precipitations
4 Normal for season 15 Light Precipitations
5 Normal for season 16 Light Precipitations
6 Normal for season 17 Light Precipitations
7 Normal for season 18 Heavy Precipitations
8 Normal for season 19 Heavy Precipitations
9 Normal for season 20 Storm
10 Normal for season
11 Normal for season
12 Normal for season 1d20 Wind
13 Normal for season 1 None
14 Normal for season 2 None
15 Unseasonably warm 3 None
16 Unseasonably warm 4 None
17 Unseasonably cool 5 None
18 Unseasonably cool 6 None
19 Unseasonably hot 7 None
20 Unseasonably cold 8 None
9 None
10 None
11 None
12 None
13 Light wind
14 Light wind
15 Light wind
16 Light wind
17 Light wind
18 Heavy wind
19 Heavy wind
20 Heavy wind

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Appendix vi
D20 Option

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Raven of the Scythe uses a system of 2d9 to 1d20 Method
determine things like skill checks and attribute Result %
checks. This creates a sort of bell curve in the 1 100
probability of getting very high or very low results 2 95
but make it more likely that you will get result near 3 90
the center. This was seen as beneficial to the more 4 85
grounded tone that the game was designed for. 5 80
6 75
If you want to inject a bit more randomness, you can 7 70
easily just use 1d20 with about the same results. If 8 65
you choose to go that route, I have provided the 9 60
following tables to show you what the probability of 10 55
the two different methods ends up being. Note that 11 50
not only will using a d20 produce more random 12 45
numbers, but it will also result in higher rolls on 13 40
average. 14 35
15 30
2d9 Method
16 25
Result %
17 20
0 100
18 15
1 99
19 10
2 97
20 05
3 94
4 90
5 85
6 79
7 72
8 64
9 55
10 45
11 36
12 28
13 21
14 15
15 10
16 6
17 3
18 1

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Raven of the Scythe
Fantasy Role Playing Game

Appendix vii
Rules Summary
and
Cheat Sheet

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Attributes Action Turn
Agility: How fast and agile you are. 1 fast action and 1 standard action.
Might: How strong you are. 2 fast actions.
Mind: How intuitive you are. 1 extended action.
Perception: How observant you are.
Stamina: How tough you are. Standard Actions
Willpower: How confident and motivated you are Attack
Run
Compiled Scores
Guard: Guard is equal to agility +10. Fast Actions
Movement: Agility +5. Move
Initiative: It is equal to perception. Draw a weapon
Hit Points: 16 plus 4 times your stamina score.
Determination: willpower +5. Extended Actions
Mana: Channeling Proficiency x4 Cast a spell
Get up from prone
Skills
Acrobatics (Agility): Climbing, jumping, and Determination
leaping.
Archery (Agility): Attacks with bows or crossbows. +2 bonus to Skill Check
Athletics (Might) Grapple, lift, or swim. +2 bonus to Guard
Channeling (Willpower): Determine Mana Recover 4 hit points (uninjured only)
Charisma (Willpower): Kindness and friendliness.
Craftsmanship (Might): Craft items. Rest and Recovery
Etiquette (Willpower): With noble or polite society.
Fighting (Might) : Attacks with melee weapons. Complete Rest (6 hours or more)
Healing (Mind): Care for the sick and wounded. Recovers hit points (stamina score +5)
Horsemanship (Agility) Use to ride horses. Recovers Determination (All)
Investigate (Perception): Conduct searches.
Intimidate (Willpower): Fear and the threat of harm. Impaired Rest
Lore (Mind): Academic knowledge. Recovers hit points (Stamina)
Mysticism (Mind): Use to cast spells. Recovers Determination (1)
Nature (Perception): Forage for food and water.
Perform (Willpower): Musical instruments and Special Combat Maneuvers
entertain. Defensive Stance: +4 guard
Stealth (Agility): hide and sneak. Disarm: Fighting check resisted by fighting.
Thievery (Agility): pick pockets and steal. Grab: Fighting check resisted by guard.
Push: Might check resisted by might.
Skill Mastery Set: Hold an attack to use later.
A character with a training score of 8 in a skill rolls Trip: Agility check resisted by agility.
2d20 when making skill checks and keeps the higher Rush: +2 attack, +2 damage, reduce guard to 10.
roll.

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Exhaustion
A character that has spent all of their determination
points is exhausted.

-2 on all actions

Poison Recovery
Damage Difficulty
1d4 8
1d6 10
1d8 12
1d10 14
1d12 16

A character may also recover from poison with the


use of the medicine skill as an extended action.

Poison damage is not reduced by armor.

Decay
1d4 necrotic damage per turn. Willpower (difficulty
15) to recover.

Sickness
-2 on all actions. Cannot get complete rest.

X damage per day. Stamina check each day to


recover.

Falling
Short fall (6-12 ft.) 1d6 damage, ignores armor.
Long fall (12-30 ft.) 3d6 damage, ignores armor.
Deadly fall (30ft. +) 5d6+5 damage, ignores armor.

Burning
1d6 fire damage per turn. Acrobatics or lore
(difficulty 10) to recover.

Daze
Only able to make 1 fast action per turn.
Guard Reduced to 10.
Stamina (Difficulty 10) to recover.

Stun
A stunned character is unable to move or take actions
on their next turn and their guard score is reduced to
10.

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Fantasy Role Playing Game

Appendix viii
Character Record Sheet

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Fantasy Role Playing Game

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Fantasy Role Playing Game

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I’m never sure what to put on the last page.

Thank you very much for checking out my


game. If you liked it, you should check out
my cowboy role playing game Devil’s
Crossroad or the western setting The
Burning Plains. I have also made some
dungeon tile sets.

Again, thank you very much for supporting


my work. I hope you found it enjoyable and
useful.

Happy Gaming.
-James

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