Raven of The Scythe Core Rules
Raven of The Scythe Core Rules
Raven of The Scythe Core Rules
Raven of the
Scythe
Fantasy Role Playing Game
Core Rules
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Raven of the Scythe
Fantasy Role Playing Game
Written By
James Embry
Olivia 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 4”, “Fantasy Clip Inks:: Spot Art set 6”, and Fantasy Clip
Inks:: Spot Art set 7”
Art by Jeff Preston used under the Creative Commons Attribution 3.0 Unported License.
Check out his work in “108 Terrible Character Portraits”
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:
[email protected]
Or
Find me on facebook at Crossroadrpg
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Foreword
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 on this game, but I do know I started working on a game
in the fall of 2015. At some point that game became Raven of the Scythe.
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 word 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.
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Small Weapons 69
Axes and Bludgeons 69
Broad Swords 69
Fencing 69 Character Advancement 83
Lances 69
Pole Arms 70
Sickle Swords 70 Invocations 85
Thrown Weapons 70 Spells 86
Bows 71 Schools of Magic 86
Crossbows 71 Abjuration 88
Armor 72 Divination 93
Light Armor 72 Enchantment 101
Medium Armor 72 Evocation 108
Heavy Armor 72 Illusion 116
Shields 72 Necromancy 124
Weapon and Armor
Chart and Traits 73
Mastercraft Weapons 74
Rusty and Subpar Weapons 74 i Crafting 132
Clothing Prices 75 ii Animal Companions 136
Jewelry Prices 75 iii Traps 142
Gemstones Prices 75 iv Treasure 147
Gear and Goods Prices 75 v Weather 190
Food and Lodging Prices 76 vi Sickness and Disease 192
Animals Prices 76 vii Rules Summary and Cheat Sheet 195
Vehicle Prices 76 viii Character Sheet 199
Tools and Workshops Prices 76
Books Prices 76
Medical Services Prices 77
Academic Services Prices 77
Property Prices 77
Furnishing 77
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At the end of our days, there is a plain that stretches endlessly into twilight, between
day and night, between summer and winter.
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Chapter 1
Introduction to
Raven
of the Scythe
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Alternity (TSR)
Alternity is my favorite game. I have to assume that
everything I do is influenced by it in one way or
another.
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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 Griffin” 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.
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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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 +3.
STARTING XP
Because of your character’s intelligence and
education, they may begin play with a number of
starting experience points equal to their mind score.
If you chose to reduce your mind score to -1 with the
attribute customization option, you will begin play
owing an experience point which will reduce the
number of xp you are awarded by 1 during your first
adventure.
ITEM SLOTS
A character can only carry so much equipment before
they become encumbered. This limit is represented
with Item slots. Each character has a number of item
slots equal to their might score +3.
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Each character may select three skills that they begin Acrobatics (Agility)
the game with some knowledge of. A character has a Use to jump, climb, and maneuver in combat.
training score of two in each of these skills.
Archery (Perception)
Use to make attacks with bows.
~~Customization Option: Focused~~
Rather than beginning player with three skills your Athletics (Might)
character will begin with only two skills. One of Use to grapple, lift, or swim.
these skills will have a training score of +2 like Channeling (Willpower)
normal, the other will have a training score of +4. Use to harness magical energy to cast spells with.
Charisma (Willpower)
~~Customization Option: Jack of all Trades~~
Use to influence others with kindness and
Rather than starting with three skills, your character
friendliness.
will begin play with five skills. Your character will
have a training score of +2 in each of these skills. Craftsmanship (Might)
Use to craft items.
Etiquette (Willpower)
Use to interact with noble or polite society.
Fighting (Might)
Use to make attacks with melee weapons.
Healing (Mind)
Use to care for the sick and wounded.
Horsemanship (Agility)
Use to ride horses.
Investigate (Perception)
Use to conduct searches.
Intimidate (Willpower)
Use to influence others through fear.
Lore (Mind)
Use to research academic knowledge.
Menace (Might)
Use to influence others with the threat of harm.
Mysticism (Mind)
Use to cast spells.
Nature (Perception)
Use to forage for food and water.
Perform (Willpower)
Use to play musical instruments and entertain.
Stealth (Agility)
Use to hide and sneak.
Thievery (Agility)
Use to pick pockets and steal.
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Starting Gear
Each character begins play with basic clothing. This
could be a pair of pants and a tunic with boots, a
dress and shoes, or something else that is appropriate
to the setting.
Purchasing Equipment
After this has been taken care of, use the starting
wealth to purchase the goods your character will
begin play with. Your character is assumed to have
this gear with them at the very start of the first game.
50 SE isn’t going to go far though just starting out.
You may want to check out the rusty or subpar
weapons and gear which can be purchased much
cheaper than the standard quality gear and then
upgrade later.
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Antisocial
Your character doesn’t like social situations and may
even find them uncomfortable. They will also avoid
Every character should have some personality that the company of others in most situations. Being
defines them as people and not just a collection of antisocial doesn’t mean that the character is
stats and score. necessarily awkward in social situations, just that
they don’t enjoy them.
Select two personality traits that you think would best
describe your character from the list below, or make Braggart
up your own (with the game master’s approval of Your character is convinced of their own worth and
course). accomplishments (real or imagined). They are likely
to boast of their own deeds to anyone and everyone
Think of these not so much as ironclad rules they encounter. Not only that, but they find it hard to
regarding your character’s behavior, but rather a way see someone else succeed or gain recognition without
to describe the way you want to play your character. interjecting regarding their own equal or greater
In addition to helping role-play your character, accomplishments (real or imagined).
personality traits will also come up again during
character advancement, granting xp bonuses for using Brave
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.
Cold
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.
Cowardly
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.
Cruel
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
physical violence or torture but is just as likely to
manifest as social bullying.
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Depressed Honorable
There is a gloom or sadness that seems to hang Your character follows a code of honor that forbids
around your character. This could be because of certain activities. They likely refrain from drinking
something specific or could be just an aspect of your heavily, engaging in promiscuous sex, or killing
character’s personality. If the depression is persistent without just cause. More extreme codes might forbid
enough, your character may attempt to somehow dull drinking, gambling, sex, or violence, entirely.
the pain with alcohol, self-harm, or some other act
that the character thinks might distract them from the Humorless
pain that they feel constantly. While some people are naturally good-natured or
funny, your character seems to make a point to
Drunkard forsake these qualities. Your character seldom
Some call your character a drunk… they may be smiles; they do not laugh at jokes or find humor in
right. Your character appreciates having a good any situation. Laughter and merriment are wastes of
drink (or a few) at the local tavern every chance they time and distractions.
get. Far beyond a social drinker, your character is
likely to indulge in drink past the point of good Intellectual
decision-making or even consciousness more often Your character values learning and education. They
than others may be willing to tolerate. are likely to be well read and may have gone to
college or may be self-taught. He or she is probably
Faithful smarter than the average person and can be seen as
Your character has some sort of faith in powers pretentious or stuck up, even though that isn’t always
beyond his or her control. This is most likely a faith the truth.
in a higher being or conviction in a particular
religion. The way this faith manifests is up to the Kind
character; it could be faith in a loving and all Your character has a genuinely kind heart and will try
forgiving god or an angry and wrathful one just as to do the right thing whenever possible. He or she is
easily. likely to be very empathetic to the feelings of others
and attempt to help those around them as much as
Fearful possible. Sometimes this kindness can manifest as
Your character has a specific fear of something. This gullibility, as your character is likely to give others a
could be something like snakes, heights, or fire. Your second chance even if they don’t deserve it.
character will avoid situations where the object of
their fear may be encountered and are likely to flee in Love Sick
the event that it is. Your character wants to feel loved and is likely to fall
in love very quickly, sometimes with little or no sign
Friendly of interest from the object of his or her desire. The
Your character is just a nice person. They enjoy the character is emotional and impulsive. This may make
company of others and are easy to get along with. them easily manipulated by others who are willing to
The character likely has a number of friends and take advantage of such affection or simply annoying
acquaintances and finds it easy to meet new people as they pine over someone who is clearly not
and make a good impression. interested.
Greedy Mysterious
Your character desires material wealth to a point that Your character cloaks themselves in mystery (and
overrides other feelings like loyalty or fairness. Your possibly the theatric). When they speak it is often in
character will do whatever is needed to ensure that he the form of riddles or parables that may or may not
or she gets the biggest piece of the pie. be useful.
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Naïve Sardonic
Your character is largely innocent to the harsher Your character is witty and has quite a good sense of
ways of the world. The character likely trusts others humor and others may find them funny. But, the type
readily and assumes the best in people in spite of of humor your character tends to employ verges on
obvious warning signs to the contrary. Your the dark or grim. Even in situations where such
character is likely to be oblivious to innuendos and humor would be highly inappropriate. And while
take them entirely literally. your character is typically funny, they are likely to
annoy or enrage those who wish your character
Outcast would show more respect or restraint regarding
For whatever reason, your character is a pariah of sacred or sensitive topics.
their local community. Other people tend to look
down on them and treat them with disdain. This Superstitious
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.
Prideful
Your character has very strong ideas regarding their Uneducated
own worth. They do not tolerate insult or rumor, Not only does your character lack a formal education,
particularly if it could damage their social standing. but is actively hostile to the concept of education.
They are likely to respond to any challenge to their They likely see no point in “book learning” and think
honor (real or imagined) swiftly and decisively. that people need to rely more on “common sense”,
however they interpret it.
Promiscuous
Your character craves sex. He or she is likely to go Wise
out of their way to get sexual company and is not Regardless of your character’s level of education, he
above lying to potential partners in order to get it. or she seems to have great insight into the world
Your character likely sees members of their preferred around them and are often sought out for advice.
gender to be more like objects than people and feel Most of the time, wise characters are very perceptive.
that they have a right to use them however they
choose. They are likely to assume that everyone else Wrathful
feels this way too and are just too ashamed to admit Your character is angry at the world for some reason,
it. or for no reason at all. This anger compels the
character to lash out at others, even when doing so is
Protective 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
lead them to take up hopeless causes or activism in
the name of the oppressed.
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Everyone had a home life and was in some way was Family Size (1d6)
shaped by it. For some people, home and family are 1-2 Your family was very small, just yourself
what forms the core of their personal value; for and one or two other people.
others, home is something they fled at the very first 3-4 Your family included yourself, your parents
chance they got. and one or two siblings.
5-6 Your family was large, including many
Home Life (1d8) siblings and members of your extended
1-2 Your home life was nurturing and family.
supportive. Your family did all they could
to provide for you.
3 Your family was dotting, overbearing, and
protective of you. You likely became Use this table to determine what the most important
spoiled by this treatment or found it relationship your character had when they were
suffocating. younger. Since this relationship is part of your
4 Your family was stern and authoritative. character’s past in most cases, the way the
You were taught to respect authority, or relationship ended is likely just as important as the
else. Rules were likely strictly enforced relationship itself.
with harsh punishments. You likely became
timid and fearful in this environment or Relationship (1d10)
learned to rebel against it. 1 Mother or Father
5 Your family was violent and abusive. 2 Aunt or Uncle
Punishments were likely unfair or outright 3 Brother or Sister
arbitrary. You likely became sorrowful and 4 Best Friend
depressed growing up in these conditions, or 5 Teacher or Mentor
you learned to fight back. 6 Grandparent
6 Your family didn’t seem all that interested 7 Lover or Romantic Partner
in you. You were mostly left to fend for 8 Animal or Pet
yourself as your parents pursued their own 9-10 No One
interests.
7 Your family was very demanding of you and Their Fate (1d12)
took a keen interest in your abilities and 1 They died peacefully
achievements. You were held to a high 2 They were killed by an act of violence
standard, but also given nearly constant 3 They died as a result of an accident.
tutelage. You were likely expected to carry 4 They died from a sickness
on a family business or live up to the 5 They vanished or went missing
achievements of your family members. You 6 They were kidnaped or arrested
likely thrived in this environment or 7 They turned evil or went mad
chafed under the high expectations. 8 You had a serious falling out and went your
8 You never knew your family. You were separate ways.
abandoned at a young age or your family 9 You had a serious falling out with them and
was lost. You have very little knowledge or became enemies
connection to your relatives. 10 You simply drifted apart over time.
11 You were separated by a traumatic event.
12 They are still around and are an important
part of your life.
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While people go through many events in their lives, In a world full of dangerous monsters, evil spell
there is normally a handful that stands out in their casters, restless undead, and deadly traps; becoming
memories and play a pivotal role in their an adventurer is an odd choice for a profession.
development as a person. Below are a list of While most people take up more mundane lines of
suggestions to describe what the most important work like farming, trade work, or even serving in a
event in your character’s pre-adventuring life was. In standing army or militia; what was it that motivated
many cases, this was the event that caused your your character to become an adventurer and face the
character to become an adventurer in the first place. uncertainty and danger that comes with it?
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Chapter 3
Playing the Game
“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.
“Information,” he said. “They had us surrounded, but they broke off the attack. They got scared of something,
but it wasn’t us.”
“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.
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Each skill has three separate scores; Talent, Training, The difficulty of a skill check is the number that you
and Proficiency. Proficiency is the most important, need to roll higher than on a skill check in order to be
but it is derived from talent and training. successful.
Talent represents your character’s natural inclination The default difficulty for most rolls is 10.
toward certain types of activities. It is equal to your
character’s score in the attribute related to the skill in Other circumstances may modify a roll or its
question. difficulty.
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In a combat situation, guard is normally used as a visiting a friendly town, or just sitting around a camp
resistance against the attack roll made by the attacker. fire.
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* Attack: Make an attack against a target in range of 1 fast action and 1 standard action.
your weapon.
2 fast actions.
* Run: You may move a number of yards up to
double your normal movement score. 1 extended action.
Fast Actions
A fast action is an action that doesn’t take quite as
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.
Extended Actions
Extended actions take the longest amount of time
during a combat round. A character is able to take
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Hit Points represent the degree of injury a character Once a character is reduced to 0 hit points or below,
can sustain. they die, or at least start the process. This is a
process called fading.
When a character is hit with a weapon, a harmful
spell, or some other calamity they will take damage. A downed character cannot move or take any actions.
A few last words are the extent of their capability.
The amount of damage that a character has taken is As they fade, they will lose a point of determination
subtracted from their hit points. When a character at the beginning of each turn. After losing this
loses all of their hit points to damage, they die. determination point the character may make a
stamina or willpower check (they get to pick which
If a character’s current hit points are reduced to 5 or one). The difficulty of this check is equal to 10 + the
less, that character becomes injured. Injury is a number of hit points below 0 to which the character
special condition that imposes a number of penalties has been reduced.
on the injured character. If a character is reduced to 0
or fewer hit points they risk death. If they are successful they pull through and recover a
single hit point.
For instance: Nathan Vandae has a maximum of 24
hit points and he is at full health. During a fight he is When a fading character loses their last point of
hit by a spear that does a total of 5 damage to him, determination, they die.
thus reducing his current number of remaining hit
points to 19. A character with the healing skill can also intervene
by performing first aid on the fading character.
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Determination is a pool of points that represents a After you make a successful attack, it is time to do
character’s ability to push themselves beyond their some damage.
normal abilities. Each character determines the
number of determination points by adding 5 to their The amount of damage is determined by the weapon
willpower score. Determination may be used for a you are using. Each weapon will list its damage
number of different activities. score along with any special traits the weapon might
have.
Bonus to Skill Check
A character may spend a point of determination in If you are attacking with a melee weapon, you may
conjunction with making a skill check to gain a +2 add your might score as a bonus to the damage done
bonus to the check. A character may only spend 1 by the weapon.
point of determination per skill check.
If you are using the weapon in both hands, increase
Bonus to Guard the amount of damage done by +1.
A character that is the target of an attack may spend a
point of determination in order to increase their guard
score by +2 against that attack. A character may only
spend 1 point of determination per attack. In some rare situations, an attack will be made that is
simply too well placed or too quick to be defended
Recover against. These are called critical hits.
A character may use an extended action to spend a
point of determination to recover 4 hit points. To count as a critical hit, two conditions must be met.
Injured characters cannot recover hit points in this First, the check being made must be successful.
way. A character may only spend 1 point of Second, the dice used in the skill check must show
determination per turn in this way. doubles i.e. both dice showing a 7.
In addition to losing the ability to spend For Instance: Nathan Vandae is making an attack
determination, they suffer a -2 penalty to all checks against a monster with his great sword. Nathan has
they make. an attack score of +5 which is equal to his
proficiency in the fighting skill. Nathan rolls 2d9 and
adds his attack score. If the total of the attack is
greater than the monster’s guard score the attack
To make a standard attack, the attacker will make an will be a success and Nathan will do 1d10 points of
attack check against a target that is in range of damage to the monster plus an addition 3 points of
whatever form of attack they are using. The difficulty damage from his might score for a total of 1d10+3
for the attack will be the defenders guard score. damage.
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Enhanced Rest
A character gets enhanced rest only through specific
and usually magical circumstances.
Complete Rest
Compete rest assumes that the character is able to get * A character that gains enhanced rest recovers all or
at least six hours of sleep in a comfortable place with their lost hit points.
food and water available. To be considered complete
rest a character must be sleeping in a comfortable *A character that gains enhanced rest recovers all of
place and protected from the elements. Normally this their spent points of determination AND gains an
will mean the character is in a room and sleeping on a additional temporary point of determination above
bed of at least average quality. their normal maximum. This extra point of
determination will remain with the character until it
* A character that gains complete rest recovers a is used, or until the character gains complete or
number of hit points equal to their stamina score +5. impaired rest.
* A character that gains complete rest recovers all *A character that gains enhanced rest will gain a +2
spent points of determination. bonus on checks to recover from sickness.
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Trip
It is possible that you will want to trip an opponent
Defensive Stance rather than do damage to them. To attempt a trip,
Rather than attacking, you may only be interested in make an agility check resisted by the target’s agility
defending yourself. To do this, you will need to score. If successful, the target is rendered prone.
assume a defensive stance. While in a defensive Performing a trip is a standard action. If the target of
stance you will gain a +2 bonus to their guard score this maneuver is larger than the tripping character or
until the beginning of their next turn. Assuming a has more than 2 legs the resistance for this check gets
defensive stance is a standard action. a +4 bonus.
Disarm Rush
It may be useful just to get an opponent’s weapon If you move at least 4 yards toward an enemy to
away from them. To perform a disarm make a become adjacent, you may choose to rush the enemy.
fighting check resisted by the target’s agility score. Doing so will grant you a +2 bonus to your attack roll
If successful their weapon will fly from their hand and your damage roll, but you will lose any bonus to
and land 1d6 yards away in a random direction. your guard score from agility until the beginning of
Performing a disarm is a standard action. If the target your next round.
is holding their weapon in two hands, the resistance
for this check gets a +4 bonus.
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A character in the dominate position in a grapple has * Drag: The character may move, taking their
a number of options. opponent with them as an extended action.
All actions taken within a grapple are made my * Take Down: As an extended action the character
making an athletics check (difficulty 10 + opponent’s forces themselves and their opponent to the ground.
might score or agility score) Both participants enter a prone position.
If both participants are prone, the character in the * Throw: As an extended action the character may
dominant position gets a +2 bonus on all checks throw their opponent. The grapple ends and the
made from within the grapple. participant in the bottom position is rendered prone
and takes 1d6 points of damage.
If both participants are prone, the character in the
bottom position suffers a -2 penalty on all checks Grapple (Bottom Position)
made from within the grapple. A character in the bottom position in a grapple has a
few options available to them.
Size is very important while grappling. The larger
creature in a grapple will gain a +4 bonus to their * Attack: As an extended action, the character may
athletics check to perform maneuvers and to their try to attack their opponent doing damage. Only
resistance against maneuvers of their opponent. small weapons may be used to attack while within a
grapple. Otherwise the combatants simply attack with
their unarmed attacks.
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Poison Stun
A character may, over the course of an adventure, A stunned character is unable to move or take actions
become poisoned. Each poison has different effects, on their next turn and their they lose any bonus to
Poison will damage the character each round and their guard score from agility.
some will even impair the characters in other ways.
After they take this damage, they may make a
stamina check in order to recover from the poison.
Unless your character can breathe underwater they
The difficulty of the stamina check to recover from run the risk of drowning. Once a character begins
poison is determined by the amount of damage the drowning they will suffer 1d6 points of damage at the
poison does. beginning of each turn. A drowning character also
becomes fearful. A drowning character will continue
Damage Difficulty to take damage until they are removed from the water
1d4 8 or until they can pass a swimming check to get their
1d6 10 heads out of water enough to breathe.
1d8 12
1d10 14
1d12 16
Characters tend to fall off of things a lot, and this
Poison damage is not reduced by armor. causes damage. The amount of damage taken from a
fall depends on the distance of the fall. Landing on a
Sickness soft surface can reduce the damage by one category.
The world is full of horrible plagues, fevers, and
afflictions. A character that suffers falling damage is rendered
prone.
While a character is sickened they suffer a -2 penalty
on all check for the duration of the sickness. Some Falling damage is not reduced by armor.
sicknesses may also impose additional conditions.
Short fall (6-12 ft.)
A sickened character gets impaired rest. 1d6 damage, ignores armor.
When a sickened character rests they suffer damage Long fall (12-30 ft.)
depending on the exact nature of the disease they are 3d6 damage, ignores armor.
infected with.
Deadly fall (30ft. +)
After they take this damage, they may make a 5d6+5 damage, ignores armor.
stamina check in order to recover from the sickness.
Consuming 1 medicine will provide a +2 bonus to
this check.
When a character is knocked prone (or chooses to go
Alternatively, a character can consume an herbal prone) they may only move 1 yard at a time. Their
remedy specific to the sickness to recover they lose any bonus to their guard score from agility.
automatically. They suffer a -2 penalty on any attack check. They
gain a +2 bonus on stealth checks. Getting up from
For more information on sickness and diseases refer prone in an extended action.
to the appendix.
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Chapter 4
Skill Descriptions
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.
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Once a character has obtained a score of 8 for their Dodge and Weave (Fast Action) [Trained Only]
training in a particular skill, they are considered a You may make an acrobatics check in order to move
master of that skill. through squares controlled by one or more enemies.
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Use to grapple, lift, or swim. Use to influence others with kindness and
friendliness.
Grapple (Varies)
You may make an athletics check to perform a Charm (Standard Action)
grappling maneuver against any creature you are Unless another person is actively hostile towards you,
currently in a grapple with. you may attempt to charm them with a charisma
check. This will improve the target’s disposition
The difficulty of this check is 10 plus the target’s
towards you. Maybe even enough to request some
might score or agility score (their choice)
small favor or service.
Lift (Extended Action)
You may make an athletics check to lift a heavy Bargain (Standard Action) [Trained Only]
object. The amount of weight you can lift is You may use charisma to haggle for the price of
determined by your might score. Assume a person goods. With a successful charisma check you may
with a might score of 0 can lift 200lbs. For each choose to alter the price of goods by 25% in either
point above or below 0, adjust the maximum weight direction.
by 50lbs.
Deception (Standard Action) [Trained Only]
Swim (Standard Action) [Trained Only] One of the advantages of being charismatic is that
You may make an athletics check to move through people will often believe you, even when what you
water, either above or below the surface. While in say isn’t always entirely true. You may use charisma
water you may move a number of yards equal to your to tell a lie. The lie should be at least somewhat
movement score. believable, but people have been known to fall for
crazy things. It is amazing what can be accomplished
The difficulty for this check is normally 12, however
with little more than the right words and winning
conditions of the water may modify the check.
smile. Failing an attempt at deception will likely
worsen a target’s disposition towards you.
A character that fails a swim check does not drowned
so long as they are trained in athletics, they are just
The difficulty for this check is normally 10 + the
unable to move from their current location this turn.
target’s willpower score. A target with a negative
If the character is suffering from any penalties
attitude toward you may impose a -2 penalty to the
however (Such as from rough water conditions or
check.
exhaustion) when the character fails a swim check
however, they will begin to drown. Flirt (Standard Action) [Trained Only]
You may use charisma to make a romantic or sexual
Push Throuh (Fast Action) [Trained Only] advance at another person.
You may make an athletics check in order to move
through squares controlled by one or more enemies. The difficulty for this check is normally 10 + the
target’s willpower score. A target with a negative
attitude toward you may impose a -2 penalty to the
Use to harness magical energy to cast spells with. check.
Harness Mana (Passive) [Trained Only] Taunt (Standard Action) [Trained Only]
There are very few times when a character will need Being charismatic doesn’t always mean being nice.
to make a Channeling check. Clever wordplay combined with a well-placed insult
might very well get under someone’s skin. Taunting
However, a character with any training in channeling another character successfully will worsen their
will gain a pool of mana equal to their channeling disposition towards you, but it can be useful. Anyone
proficiency times 4 that can be used to cast spells. who witness a successful taunt, who already had a
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negative disposition towards the target will improve weapon, or Light Armor.
their disposition towards you, while those with a
positive disposition toward the target will have their For more information on crafting, see appendix 1.
disposition toward you worsen.
Trade Work [Trained Only]
A taunted character will suffer a -2 penalty on any You may use your skills as a smith to earn a living.
action they take next turn. For a week at work making small common items,
make a craftsmanship check. If you have a workshop
For better or worse a taunted character will focus on you earn an amount of silver equal to your
you next turn if at all possible. This can sometimes craftsmanship check x5.
be useful in combat situations.
If you have a working forge, multiply the results of
The difficulty for this check is normally 10 + the the check by ten.
target’s willpower score.
If you have neither, you can still earn an amount of
silver equal to the skill check by doing odd jobs and
such.
Use to craft items.
The amount of silver that can be made from trade
You may use craftsmanship to craft items, typically
work is dependent in large part on the size of the
made out of metal. In order to craft an item you will
community you are in however. In a small
need tools and a work space, which may cost money
community you will simply not be able to make as
initially, but crafted items can be sold for a profit.
much regardless of skill. Modify your total earnings
In order to craft you will need access to a work shop on the chart below.
and the raw materials to craft with.
Hamlet Earnings /10
Craft Basic Items [Trained Only] Village Earnings /5
You may use craftsmanship to create basic items Small Town Earnings /2
such as pots pans or other tools. In addition to these Large Town Earnings x1
items you may craft weapons from the Axes and Small City Earnings x1.5
Bludgeon, Throwing Weapons, or Small class of Large City Earnings x2
Great City Earnings x3
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.
Use to interact with noble or polite society. Use to make fight with melee weapons.
But that is just me. Do what is best for your game and
your group in the end.
-James
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An untrained rider (a person with 0 training in Use to influence others through fear
horsemanship) must make an untrained horsemanship
Frighten (Standard Action)
check as a standard action to move at the speed of
Just as charisma can influence others through kind
their mount. The normal difficulty for this check is
words and a pleasant smile, so to can fear and the
10 but the GM may adjust it based on the horse’s
threat of harm get results from others. The difficulty
temperament. Normally such adjustments shouldn’t
for this check is normally 10 + the target’s willpower
be more than +/- 2.
score.
Basic Horsemanship (Passive) [Trained Only]
While a successful charisma check makes others like
While mounted on horseback a trained rider may
you more while getting them to do what you want,
move at the same speed as their mount as a fast
intimidate actually worsens their disposition toward
action, essentially using their horse’s movement
you each time you use it. Still, it is sometimes faster
speed as their own. With the horsemanship skill
to demand than to ask.
however, they may guide the hose with their knees
and thus move at their mount’s speed as a free action.
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Endure Elements (Passive) [Trained Only] The amount of silver that can be made from trade
When sleeping outdoors, you are able to get complete work is dependent in large part on the size of the
rest. As your proficiency in nature increase, you are community you are in however. In a small
able to get complete rest in increasingly harsh community you will simply not be able to make as
conditions that would normally allow only impaired much regardless of skill. Modify your total earnings
rest. on the chart below.
Proficiency 1, No Precipitation, Neutral Temperature
Hamlet Earnings /10
Proficiency 4, Light Precipitation, Cold
Proficiency 6, Heavy Precipitation, Very Cold Village Earnings /5
Small Town Earnings /2
Natural Medicine (Special Action) [Trained Only] Large Town Earnings x1
You may use nature to seek out curative herbs, roots, Small City Earnings x1.5
and salves. On a successful check you find a viable Large City Earnings x2
substitute for your choice of 1 of the following items: Great City Earnings x3
anti-venom, bandage, medicine. Seeking such an item
takes 1 hour.
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Once hidden, you can remain hidden until another The difficulty for this check is normally 10, but
creature or character begins their turn with a clear difficult locks may modify this.
line of sight to you, at which point they notice you.
Disable Traps (Extended Action) [Trained Only]
You may make a thievery check to disable a trap
Since other creatures or characters will not see you
provided that you have access to the trap or its
until the beginning of their turn, it is possible for you
trigger. The difficulty of this check is determined by
to hide, then move to a target and attack them while
the trap in question. Failure on this check will
they are unaware of your presence.
normally trigger the trap.
Attacking an unaware target grants you a +2 bonus to
your attack roll, the target does not get a bonus to
their guard score from agility against this attack, but
the target may still spend determination to increase
their guard against the attack.
The best way to defend yourself against the stealth attack from a hidden opponent is
to use the “Set” combat option. This is a standard action that will allow you to
interrupt an enemies turn to attack them as soon as they come in range of you.
In game terms this represents your character focusing on their surroundings and
staying hyper alert against incoming attacks.
If a hidden character moves to become adjacent to you while you have an attack set,
you may make an immediate perception check to notice them before they make their
attack. If this check is successful, they are no longer hidden and will thus not gain
the benefits of attacking an unaware target.
Once you are aware of the would be attacker, you can attack them as normal using
the standard rules for a set attack (See page 35 for more information about the rules
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Chapter 5
Favors
Hammer met metal.
Sparks. Heat.
“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.
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Favors are very specialized abilities or expansions of General Favors are the most common of all the
common skills that allow characters to do unique favors. Even non adventures will often possess one
things. or more of these abilities. General favors typically
do not have restrictive requirements and many have
Each character begins play with 2 favors at character no requirements at all.
creation.
Animal Kinship
Additional skills can be acquired through character Requirement: Nature Training 2
advancement by spending 5 experience points.
You have a unique way with animals that allows you
Many favors have prerequisites that must be met to communicate with them in ways that are beyond
before they can be acquired. These are written in most men.
italics under the name of the favor and followed by
the description. You may, as a standard action, use nature as if it were
charisma against animals.
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Contact Endurance
You have a social contact. This person is probably You are uncommonly durable, willing to withstand
on friendly terms with you, or is for some reason pain and injury.
compelled to supply you with information when
requested. Increase your maximum hit points by +4.
A contact is not obligated to supply your with You may spend determination to recover hit points as
material aid beyond information and will not put a standard action (instead of an extended action)
themselves in damage on your behalf.
Linguist (Common)
You and the game master should work together to You are proficient in a common language.
determine who this contact is, why they are willing to
supply you with information, and what the exact You gain fluency in a new common language.
scope of their knowledge is.
This favor may be taken multiple times, learn a new
Conviction language each time.
You have a strong belief in yourself and the things Your Game Master will have more information about
you fight for, allowing you to push yourself far past the common languages available in his or her setting.
the limits of other less devoted people.
Lucky
Increase your maximum determination points by +2.
You are blessed with a strange sort of good luck that
Dagger Mastery seems to get you out of trouble more often than not.
Requirement: Fighting Training 2
When making an attribute check to resist effects, if
Daggers are an incredibly versatile weapon. You you roll a 0 on one or both dice, you may reroll one
have learned to use them to stunning effect. die and keep the second result even if it is also a 0.
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*Submission: This maneuver can only be used if you You may create alchemic explosives.
begin your turn with your opponent in a submission
hold. As an extended action you inflict 1d6 points of Garments
damage and your opponent must make either a might Requirement: Lore Training 2,
or willpower check (difficulty 10 + the damage they Mysticism Training 6
took) or be rendered unconscious.
You may create alchemic garments.
Instruments
Requirement: Lore Training 2,
Mysticism Training 6
Potions
Requirement: Lore Training 2, Nature Training 2
Rings
Requirement: Lore Training 2,
Mysticism Training 4
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You may create alchemic sigils. You have trained your animal to be particularly
vicious when it attacks.
Stones
Requirement: Lore Training 2, As an extended action your animal companion may
Mysticism Training 4 make an attack gaining a +2 bonus to its attack check
and increasing the die type used for damage by 1 step
You may create alchemic stones. (1d6 becomes 1d8, 1d8 becomes 1d10, etc.)
You gain a faithful animal companion. For more When you and your animal companion are both
information on animal companions see Appendix II. adjacent to the same enemy you each gain a +2 bonus
The animal companion moves and acts on your turn to your fight check to attack that enemy. If either
in the initiative order. your or your animal companion land a successful
attack, increase the damage done by your weapon by
As a fast action, you may command your animal 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, etc.).
companion. Your animal companion follows the
same action turn sequence as any other character or Animal Training (Guardian)
creature as in it can may one standard action and one Requirement: Nature Training 4,
fast action, two fast actions, or an extended action. In Animal Companion
essence, you are spending your fast action to have
your animal companion take a turn. You and your animal companion have learned to
protect each other in combat.
You may use your animal companion’s determination
to grant them bonus to skill check, to grant bonuses While you and your animal companion are adjacent
to guard, and to heal them the same as you could use to one another, you each gain a +2 bonus to your
your own determination for yourself. guard scores.
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You have trained your animal companion to hide and Your animal companion is particularly tough.
attack from stealth.
Your animal companion gains an armor rating of +2.
This is in addition to any natural armor they may
As a fast action you may command your animal
already have.
companion to use stealth.
Small animal companions increase their hit points by
When your animal companion attacks while hidden
+5.
the attack does max damage.
Medium animal companions increase their hit points
Your animal increases their training in stealth by +2. by +10.
You have trained your animal companion to be The Arcana favors represent your training and
particularly swift. understanding of magic as well as the manipulation
of raw mana. These favors can grant you access to
Your animal companion gains +2 to its movement
spells and other magical abilities.
and guard score.
Arcane Initiate
Your animal increases their training in acrobatics by
Requirement: Mysticism Training 2
+2.
You are a student of the arcane. You have begun a
Animal Training (Run Down) study of magic and the arcane arts.
Requirement: Nature Training 4,
Animal Companion Select 3 invocations. You may cast these as a fast
action.
You have trained your animal companion run after
Select 1 school of magic. You have access to that
and bring down prey.
school of magic and may learn spells from that
If your animal companion uses the rush action school by taking the Arcana (New Spell) favor.
(moving at least 4 yards to become adjacent to its
Blood Mana
target) in addition to the normal benefits of
performing a rush (+2 to attack and +2 to damage), Requirement: Channeling Training 2
increases its damage die by 1 step (1d6 becomes 1d8, You have sacrificed your physical health to increase
1d8 becomes 1d10, etc.). your ability to channel mana.
If the attack is successful, the target must make a Decrease your maximum hit points by 4.
might check (difficulty 10) or be pushed back, those
that are pushed must make an agility check (difficulty Increase your maximum mana by 8.
10) or be rendered prone.
You may, as a fast action, spend a point of
determination to recover 4 mana.
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So long as you have any amount of remaining mana You may learn one spell from any school of magic,
you may make a channeling check as an attack roll. even if you do not have access to that school through
The attack does 1d6 points of damage at a range of 5 the arcane initiate or arcane school experimentation
yards. On a critical hit the attack does 2d6 damage. favors.
Mana Flair, Greater Any spell from a school you do not have access to, is
Requirement: Channeling Training 4, Mana Flair more difficult to cast.
Your mana flair now does 1d8 points of damage + Increase the casting difficulty of the spell by +2.
your willpower attribute. On a critical hit it does 2d8
points of damage + your willpower attribute. Increase the mana cost of the spell by +2.
New Spell You may take this favor multiple times, learning a
new spell each time.
Requirement: Mysticism Training 2,
Arcana (Initiate) New School
You have devoted more time to your study of the Requirement: Mysticism Training 4,
arcane arts, learning more spells from your chosen Arcana (Initiate), Arcana (New Spell, Elective)
field of study.
You have begun study of a new school of magic.
You may learn one spell from a school of magic that
Before you can gain access to a school you must
you have access to or you may learn a new
know at least one spell from it through the Arcana
invocation
(New Spell, Elective) favor.
You may take this favor multiple times, learning a
You gain access to a new school of magic.
new spell each time.
You may learn one spell from your new school.
*If this is the very first time taking this favor you
learn 2 spells.
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Specialization
Requirement: Mysticism Training 4,
Arcana (Initiate), See Description
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Armor proficiency represents your characters comfort While the world is full of minstrels and performers,
wearing medium and heavy armor. none have the ability to stir the hearts and mind as the
bards. These singers of song and tellers of tales are
Light and Medium Armor Proficiency said to combine music with a subtle form of magic
Requirement: Fighting Training 2 that stirs the hearts of others.
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By singing a rousing song of battle you can inspire You are able to inspire singular greatness as an
your allies to defend themselves. extended action make a perform check (difficulty 15)
targeting a single friendly character within 5 yards of
As an extended action make a perform check you. The target must be able to see and hear you.
(difficulty 15) to grant every ally within 2 yards of
you a +2 bonus to their guard score and +2 bonus to The target gains the following abilities:
any reaction check to resist effects such as spells for +4 bonus on all attack rolls they make.
the next 5 rounds.
The target will do maximum damage on successful
Mystic Melody attacks.
Requirement: Perform Training 4,
Bard Song (Virtuoso) These effects last for 5 rounds.
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You have the ability to deliver devastating powerful You can rain down a hail of arrows at your foes.
attacks with a bow.
You may, as an extended action may two attacks.
As an extended action you may make an attack with a For these attacks, reduce the range of your weapon
bow and if successful increase the die type used for by 50%.
damage by 1 step (1d6 becomes 1d8, 1d8 becomes
1d10 etc.) This favor has no effect on attacks made with a
crossbow.
Increase the number of damage dice rolled on a
critical by 1 (ie. 2d8 becomes 3d8)
For this attack, reduce the range of your weapon by The axes and bludgeons combat style represents your
50%. increased ability to wield such weapons in combat.
For this attack, reduce the range of your weapon by Stunning Blow
50%. Requirement: Fighting Training 4,
Hammering Blow
This favor has no effect on attacks made with a
crossbow.
When using an axe or bludgeon, on a critical hit, your
opponent must make a stamina check (difficulty 10 +
your might score) or be stunned.
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When using a broadsword as an extended action, you When using a broadsword you may choose to reduce
may make an attack with a +2 bonus to your attack the dice size of the damage die by 1 step (i.e. 1d6
roll or a +2 bonus to your damage roll if the attack is becomes 1d4, 1d8 becomes 1d6, etc.) in order to
successful. ignore any Armor Rating offered by the armor of
your opponent greater than 2 as if your weapon had
Bloody Path the bashing trait. On a critical hit your weapon will
Requirement: Fighting Training 4, Precision Strike do twice what it does on a normal attack (1d6
becomes 2d6).
When using a broadsword while holding your
weapon in both hands, on a critical hit increase the Using this favor requires the use of both hands.
damage done by the weapon by 1 step (i.e. 1d6
Master Strike
becomes 1d8, 1d8 becomes 1d10, etc.).
Requirement: Fighting Training 6, Precision Strike
Flourish
When using a broadsword as an extended action, you
Requirement: Fighting Training 4, Precision Strike,
may make an attack with a -2 penalty. If this attack is
Follow Through
successful it is considered a critical hit.
When using a broadsword when making as second
attack, following a critical hit via the follow through
favor, you gain a +2 bonus to your attack and damage The fencing combat style represents your ability to
roll. use such weapons in combat. Note, Benefits from the
fencing favors can only be used if the character is
Follow Through
wearing light armor or no armor at all. The largest
Requirement: Fighting Training 4, Precision Strike
shield that a fencing character can use is a buckler.
When using a broadsword after landing a critical hit Good Stance
you may make a free melee attack against the same
Requirement: Fighting Training 2
target as your original attack or a different target in
range. When using a fencing weapon, after making a
successful attack, you may assume a defensive stance
as a free action.
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When using a fencing weapon while in a defensive When using a pole arm when in a set position, you
stance or when using determination to increase your are also in a defensive stance.
guard score, increase your guard score by an
additional +2 (+4 total). When attacking from a set position, you gain a +2
bonus on your attack.
Expertise
Requirement: Fighting Training 4, Good Stance Increase Reach
Requirement: Fighting Training 4, Control Space
When using a fencing weapon after making a
successful critical hit, you may make a free trip or When using a pole arm as an extended action, you
disarm attempt against the target with a +2 may attack foes up to two yards away. You may not
advantage. If you disarm an enemy and you have a attack a foe if there is another enemy between
free hand, you may take control of the enemy’s yourself and the target.
weapon.
Repost
Shields are a remarkably useful tool to have that are
Requirement: Fighting Training 4, Good Stance tragically overlooked by amateur adventurers and
would be warriors. You are skilled at using these
When using a fencing weapon after being missed by
useful tools.
a melee attack, make a free attack with +2 bonus.
Shield Up
Master Fencer
Requirement: Fighting Training 2
Requirement: Fighting Training 6, Good Stance
When using a shield you may assume a defensive
When using a fencing weapon as an extended action,
stance as a fast action.
you may attack as if your weapon has reach even if it
doesn’t. You gain a +2 bonus to your attack check While in a defensive stance or when using
and if the attack is successful, increase the damage determination to increase your guard score, increase
dice by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, your guard score by an additional +2.
etc.).
Protector
Requirement: Fighting Training 4,
The pole arms combat style represents your ability to Shields (Shield Up)
use such weapons in combat.
As an standard action you may provide an adjacent
Control Space ally with a +2 bonus to their guard score so long as
Requirement: Fighting Training 2 they remain adjacent to you. If the subject of your
protection is hit with a ranged or melee attack while
When using a pole arm, once per turn, if you are under your protection, once per turn you may
attacked and missed by a melee attack from an enemy immediately switch places with that ally and take the
that is adjacent to you, you may make an immediate damage they would have taken from the attack.
push against that enemy with a +2 bonus.
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Shield Bash
Requirement: Fighting Training 4,
The sickle sword combat style represents your ability
Shields (Shield Up)
to use such weapons in combat.
When using a shield if you make a melee attack and
Blade Turning
miss, you may make an attack with your shield
against the same foe. Shields have the following Requirement: Fighting Training 2
attack stats.
When using a sickle sword if you are attacked and
Small Shield, Accuracy -2, Damage 1d4 missed by a melee attack, you may make a free
Light Shield, Damage 1d6 disarm check against the target that attacked you.
Middle Shield, Damage 1d8
Deep Cuts
Heavy Shield, Damage 1d10
Requirement: Fighting Training 4, Blade Turning
Counter Attack
When using a sickle sword when you roll a critical
Requirement: Fighting Training 6,
hit your weapon does the maximum damage possible.
Shields (Shield Up)
There is no need to even roll for damage.
When using a shield after being missed by a melee
Whirling Blades
attack, you may make a free attack against the foe
Requirement: Fighting Training 4, Blade Turning
that attacked you using a melee weapon. You gain a
+2 bonus to your attack check and do an additional
When using a sickle sword, as an extended action,
+2 damage.
you may make a single attack against each adjacent
enemy. You cannot use this ability in close quarters
or if you have allies that are also adjacent to you
(unless you don’t mind hitting them too).
Twin Blades
Requirement: Fighting Training 4
Web of Steel
Requirement: Fighting Training 6, Twin Blades
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If you are attacked and missed by a melee attack, you You may craft broad swords. If you have a
may make a free attack against the foe that attacked craftsmanship training score of 6, you are capable of
you. creating mastercraft versions of this item.
Fencing
The craftsmanship favors represent your ability to use Requirement: Craftsmanship Training 4,
crafting materials to create weapons and armor. A Fighting Training 2, Craft (Broad Swords)
forge is required to create any item requiring iron or
You may craft fencing class weapons. If you have a
steel.
craftsmanship training score of 6, you are capable of
Armor, Medium and Heavy creating mastercraft versions of this item.
Requirement: Craftsmanship Training 4, Lances
Fighting Training 2
Requirement: Craftsmanship Training 2,
You may craft medium and heavy armor. If you Horsemanship Training 2
have a craftsmanship training score of 6, you are
You may craft lance class weapons. If you have a
capable of creating mastercraft versions of this item.
craftsmanship training score of 6, you are capable of
Crossbows creating mastercraft versions of this item.
Requirement: Craftsmanship Training 4,
Pole Arms
Archery Training 2, Craft (bows)
Requirements: Craftsmanship Training 2,
You may craft crossbows. If you have a Fighting Training 2
craftsmanship training score of 6, you are capable of
You have learned to craft pole arms.
creating mastercraft versions of this item.
Bows You may craft Pole Arm class weapons. If you have a
craftsmanship training score of 6, you are capable of
Requirement: Archery Training 2,
creating mastercraft versions of this item.
Craftsmanship Training 2
Sickle Swords
You may craft bows. If you have a craftsmanship
training score of 6, you are capable of creating Requirement: Craftsmanship Training 2, Fighting
Training 2
mastercraft versions of this item.
Bows, Composite You may craft sickle swords class weapons. If you
have a craftsmanship training score of 6, you are
Requirement: Archery Training 2,
capable of creating mastercraft versions of this item.
Craftsmanship Training 4, Craft (bows)
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Healing Expert
Requirement: Healing Training 4, Healer
The education favors represent your academic
knowledge in a variety of topics. You gain the following uses of the Healing Skill
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You have learned the difficult ability of using a bow To uses this ritual you must be able to physically
from horseback. touch the intended recipient of the healing. You then
spend one of your determination points to heal the
You may make ranged attacks from horseback. recipient as if they had spent a point of determination
to heal themselves. You may use this rite even if the
Reduce the range of your weapon by half when
recipient is unable to spend determination to recover
attacking from horseback.
hit points themselves due to sickness, injury, or some
You may not gain the benefits of any other archery other condition.
favor while on horseback.
To use this rite you must make a lore check
(Difficulty 12). Using this rite is an extended action.
The prayer favors represent your ability to call upon Rite of Greater Healing
faith and devotion in a higher power to enact a
Requirement: Lore Training 6,
number of miraculous abilities.
Rite of Blessing, Rite of Healing
Rite of Blessing
You have improved your ability to heal using divine
Requirement: Lore Training 2
power.
This religious rite empowers those who received it.
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Agile Defense You are comfortable in the dark. You know who to
Requirement: Stealth 2 hide yourself quickly and move through darkness
with ease.
You have learned to defend yourself by quickly
dodging blows. You may hide as a fast action.
While wearing light or no armor and using a shield You may move at your full movement score while
no larger than a buckler if any at all, you gain a +2 hidden.
bonus to guard.
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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.
“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.
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*Thrown weapons can be used as melee weapons using the fighting skill or used as ranged weapons using the archery skill.
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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.
As a result; bows are a fantastic weapon for those who want to invest the time and energy into them, while
71in the extra features. -James
crossbows are a good, sturdy, reliable weapon but lacking
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* Against a weapon with the bashing trait, the Armor Rating of this
72 armor is reduced to 2.
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Some weapons inflict additional damage due to the Small: Small weapons may be used in a grapple.
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
not gain a bonus to damage from their might score. Two Handed: The weapon can only be effectively used in
both hands. If it is used in two hands as it was intended
Disarm: The weapon grants a bonus when attempting to add a +1 bonus to damage in addition to any other
disarm. modifiers the weapon may get. If the weapon is used in 1
hand it imposes a -2 penalty on attack checks. Using a two
Double Shot: A double crossbow can be fired twice before handed weapon in the off-hand imposes another -2 penalty
needing to be reloaded. (-4 total)
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The result of shoddy or rushed craftsman ship or of These weapons have names, histories, and in some
equipment left to the ravaged of time. Rusty and cases lore that places them at important events and
subpar weapons may serve those who cannot afford wielded by great rulers and heroes. These weapons
standard quality gear or those who are forced to may be family heirlooms passed down from one
scavenge for equipment. generation to the next; they may be a symbol of
nobility or office.
Purchasing a Subpar Weapon
Subpar weapons are remarkably common and can Purchasing a Mastercraft Item
normally be purchased second hand from just about Because it requires a very special set of skills beyond
any town or village rather easily. those of a common smith to create a mastercraft item,
even finding such a weapon to purchase could be
Market Value: Half of the standard price. difficult. Typically only larger cities with specialized
master craftsmen will have these items for sale.
Rusty or Subpar Weapons A mastercraft item has one of the following changes
Accuracy -2 to its stats determined by the craftsman and the time
This weapon cannot be inscribed with of creations.
alchemical sigils.
Mastercraft Weapons
Should the character ever roll double 0’s Accuracy +1
while attacking with a subpar weapon the Damage +1
weapon will simply break. Range +25% (Ranged Weapons Only)
This weapon can be inscribed with two
Rusty or Subpar Armor alchemical sigils.
Increase penalty to guard and initiative by 2
Mastercraft Armor
This armor cannot be inscribed with
Armor Rating +1
alchemical sigils. Reduce penalty to guard and initiative by 1
Should the wearer of the armor suffer a This armor can be inscribed with two
single blow that inflicts damage equal to or alchemical sigils.
greater than four times the items Armor
Rating, the armor is destroyed. Mastercraft Shields
Guard +1
This shield can be inscribed with two
Rusty or Subpar Shields alchemical sigils.
Guard -2
These enhancements are not magical or alchemical
This shield cannot be inscribed with but rather just properties of the fine craftsmanship of
alchemical sigils. the piece. As such the nature of the augmentation is
fairly obvious to anyone who examines the weapon
or piece and has any degree of familiarity with the
more standard versions. No special skill or magic is
needed to determine that the weapon or armor is a
mastercraft or the nature of the enhancement.
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Apron 1 SE Backpack 1 SE
Belt 1 SE Bedroll 2 SE
Boots 5 SE Blanket 1 SE
Cape 5 SE Bottle (Glass) 5 CP
Cloak 1 SE Broom 1 CP
Dress 10 SE Candle 1 CP
Gloves 2 CP Chain (5ft) 2 SE
Gown 8 CP Clay Bowl 1 CP
Hat 5 CP Clay Jug 4 CP
Jacket 1 SE Clay Cup 1 CP
Long Coat 5 SE Climbing Hook 1 SE
Robe 5 CP Dice Set 2 CP
Shirt 5 CP Game Board 1 SE
Shoes 1SE Goblet (Iron) 5 SE
Skirt 5 CP Flask 5 CP
Trousers 1 SE Flute 10 SE
Vest 3 CP Harp 20 SE
Hammer 4 CP
Horn 5 SE
Ink 5 CP
Bracelet (silver) 50 SE Iron Bar (1ft) 1 SE
Bracelet (Gold) 500 SE Iron Pan 1 SE
Earrings (Gold) 250 SE Iron Pot 1 SE
Earrings (Silver) 25 SE Jar (Glass) 5 CP
Necklace (Bronze) 10 SE Knife 3 CP
Necklace (Gold) 1000 SE Lantern 2 SE
Necklace (Silver) 100 SE Lock 4 SE
Ring (Bronze) 5 SE Lute 10 SE
Ring (Gold) 5,500 SE Notebook 5 CP
Ring (Steel) 50 SE Oil Lamp 4 SE
Ox Plow 50 SE
Pick Axe 1 SE
Amethyst 15 SE Playing Card 2 CP
Cortez 15 SE Quill 3 CP
Diamond 500 SE Razor 3 CP
Emerald 150 SE Rope (12ft) 1 SE
Garnet 50 SE Shovel 8 CP
Jade 150 SE Smoking Pipe 1 SE
Moonstone 25 SE Tent 10 SE
Obsidian 50 SE Torch 5 CP
Pearl, Fresh Water 15 SE Twine 1 CP
Pearl, Saltwater 150 SE Wineskin 3 CP
Ruby 150 SE Saddle 20 SE
Sapphire 50 SE Saddle Bags 10 SE
Turquoise 25 SE Violin 40 SE
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Extracts
Bat Heart 10 SE
Crafting Materials
Bear Heart 10 SE
Beeswax x5 1 CP
Cockatrice Heart 30 SE
Cloth 5 CP
Griffon Heart 30 SE
Iron 2 SE
Manticore Heart 30 SE
Leather 1 SE
Spider Heart 15 SE
Parchment 1 CP
Wolf Heart 5 SE
Steel 3 SE
Wood 1 SE
Metal Essence
Brass Essence 5 SP
Common Herbs
Copper Essence 2 SP
Blood Root 3 SE
Bronze Essence 5 SP
Bride's Bane 3 SE
Gold Essence 20 SP
Corpse Seed 1 SE
Iron Essence 5 SP
Crypt Bloom 1 SE
Silver Essence 10 SP
Dog Weed 1 SE
Steel Essence 10 SP
Gold Root 1 SE
Maiden's Tear 2 SE
Gem Dust
Silver Petal 1 SE
Amethyst Dust 20 SP
Diamond Dust 100 SP
Rare Herbs
Emerald Dust 50 SP
Dragon Leaf 7 SE
Garnet Dust 20 SP
Fox Fire 9 SE
Moonstone Dust 20 SP
Horse Root 7 SE
Sapphire Dust 35 SP
Raven Leaf 5 SE
White Moss 5 SE
Widow Song 7 SE
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How a character chooses to dress themselves says a Characters will often depend on rooms at inns and
lot about them. For the most part the clothing listed taverns for their lodging. Spending a night in a poor
is representative of simple durable versions of the quality inn will provide a character with only
garments. They aren’t going to impress anyone, but impaired rest unless they can improve their rest
in common society, the character isn’t going to be through some other means. The only real advantage
embarrassed either. to sleeping in such conditions is the slight levels of
privacy and safety that they may provide.
For a quality version of the clothing, double the listed
price. Such garments would be considered Characters staying in low quality inns may be
appropriate among the middle class of merchants and exposed to illnesses like Widow’s Fever, Blight
lower nobility. Worm, or Weeping Rot.
For fine versions of the clothing, multiply the listed A character than can afford to sleep in a fine quality
price by 5. Such fine garments would be required to inn on the other hand will benefit from enhanced rest.
interact with the upper classes and the aristocracy.
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Tools and workshops are important to characters that Buying property depends on many things. First and
wish to work with their hands and make things. This foremost, is if the concept of owning land is even
category also includes items that are required to use possible in a given place. It may very well be that the
certain skills or are consumed after their use. king or ruler is assumed to own all the land in a given
region and anyone living or working on said land is
Alchemical Laboratories merely a resident with no rights. Perhaps only those
A portable alchemical laboratory is mostly just a of noble blood can own land, or those native to the
backpack or case containing glass vials, purified area. Another barrier to landownership is that of
water, acids, and other chemicals that are needed in responsibility. Buying a thousand acres of land in the
the mixing of alchemical substances in addition to the wilderness might be within the reach of the very
ingredients required to make an alchemical item and wealthy, but if that land is home to a family of
is itself considered a large item for the sake of manticores, it falls to the landowner to deal with
encumbrance, requiring 2 item slots. A portable them or suffer fines or perhaps even prosecution.
laboratory can be used to create potions and stones,
Assuming that property ownership is an option (as is
but none of the more complex alchemical items can
the case in most cities), availability is the next hurdle.
be produced from such rudimentary conditions, for
A single family may own the same plot of land or
that, a full laboratory is required.
business of generations. The likelihood of finding a
willing seller may be very small, and persuading an
Anti-venom
unwilling seller might increase the price of property
Anti-venom causes a character to recover from the
quite a bit.
poisoned condition. Anti-Venom is consumed during
its use. Finally is the subject of the land itself. Inside a city,
land price is based largely on the class of the district
Bandages
it is in. When purchasing any property, the cost of
A bandage is required to use the healing skill to =
the land it is on must also be factored in. Thus a
treat damage or to treat injury and is consumed
tavern found high end district will cost much more
during its use.
than the same tavern found in the slums.
Medicine
Medicine provides a +2 bonus to stamina checks to Bars of raw material, strange herbs, the life blood of
recover from sickness. The medicine is consumed monsters, purified metals transformed into a liquid
during its use. state, and powdered gems all fall under the category
of crafting materials.
These items are required to make items using the
craftsmanship skill. Each item requires a specific list
Books are rare and valuable items. Books tend to
of crafting materials which will be consumed during
relate to a specific subject and are required to use the
the creation of a new item.
lore skill to perform research.
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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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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
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.
“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.
Nicholas loaded his crossbow and prepared to depart. He took one last look at the skeleton and the pair left.
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Silk Words
Invocations are minor magical effects that require
The caster infuses their words with subtle magic that
very little training in magic to perform.
allows them to hold increased sway over others.
Invocations do not cost mana, but cannot be casted if
Unlike most invocations, silk words costs a single
the caster is exhausted (has no remaining
point of mana. The caster gains a +2 bonus on any
determination points).
charisma, etiquette, or intimidate check they make
during the same turn the this invocation is casted.
Invocations are casted as a fast action.
Wind Walk
Invocations are not associated with any school of
The caster is able to levitate themselves off the
magic
ground. The caster may move horizontally or
vertically a number of yards equal to their
To cast an invocation, the caster must make a
proficiency in mysticism.
mysticism check, difficulty 8.
Witch Light
The caster creates a pale floating light. The light is
strong enough to light a 3x3 area centered on the
Arcane Shield caster. The light will last until it is dismissed by the
The caster surrounds their bodies with a thin layer of caster or until the caster becomes exhausted or dies.
magical protection. Until the beginning of their next
round the caster has an Armor Rating of 2. If the Whisper
caster is hit by an attack or takes any damage while The caster is able to send a message to another
arcane shield is in effect, the shield fades, making person that the caster can see. The caster need not
this invocation only effective against one attack at speak the message aloud, only think it. The target,
most. and only the target, will hear the message as a
disembodied whisper. The message may contain a
Ignite number of words equal to the caster’s mysticism
The caster lights a small fire on a flammable material proficiency or less.
such as lighting a candle, torch, or campfire adjacent
to the caster. The flame is very small and not very Wizard’s Blade
hot. This ability has no combat application, but given The caster uses highly focused telekinetic energy to
the right conditions the flame may grow. strike a target within 3 yards. Unlike most
invocations that require a mysticism check against a
Invisible Call difficulty of 10, in this case the mysticism check acts
The caster has some minor telekinetic abilities. They as an attack roll made against the target’s guard. If
may bring a small light object (up to 1lb) to their successful, this spell does 1d4 points of damage to
hand from up to three yards away. the target.
Invisible Push
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.
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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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Range: 5 yards
Area: NA
Requirement: Elemental Ward, Protection from Reaction: NA
Cold Duration: 5 Rounds
Casting time: Extended Action
Mana Cost: 16 The caster gains Elemental Resistance 4 against cold,
Target: NA fire, and electric damage.
Range: 5 yards
Area: 3x3
Reaction: NA
Duration: 5 Rounds Casting time: Fast Action
Mana Cost: 2
All creatures within the affected area gain Elemental Target: NA
Resistance 8 against cold damage. Range: NA
Area: 1x1
Reaction: NA
Duration: 5 Round
Requirement: Elemental Ward, Protection from Fire Damage: NA
Casting time: Extended Action
Mana Cost: 16 The caster causes a magical glowing symbol to
Target: NA appear at their feet forming a magical circle of sorts.
Range: 5 yards So long as the caster stands on this circle, the mana
Area: 3x3 cost for spells casted from the school of Abjuration is
Reaction: NA reduced by 4 to a minimum of 1. If the caster leaves
Duration: 5 Rounds the circle before the spell’s duration expires, the spell
ends and the glyph vanishes.
All creatures within the affected area gain Elemental
Resistance of 8 against fire damage.
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The target gains Elemental Resistance 12 against acid Requirement: Elemental Ward, Protection from Fire
damage. Casting time: Extended Action
Mana Cost: 12
Target: 1 living creature
Range: 5 yards
Requirement: Elemental Ward Area: NA
Casting time: Extended Action Reaction: NA
Mana Cost: 8 Duration: 5 Rounds
Target: 1 living creature
Range: 5 yards The target gains Elemental Resistance 12 against fire
Area: NA damage.
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Area: 3x3
Reaction: NA
Duration: 1 day
Requirement: Elemental Ward
Casting time: Extended Action For the duration of this spell the affected area and
Mana Cost: 8 everyone in it cannot be the target of divination spells
Target: 1 living creature nor can a diviner enter the area though the use of a
Range: 5 yards projection spell.
Area: NA
Reaction: NA
Duration: 5 Rounds
Casting time: Extended Action
The target gains Elemental Resistance 8 against Mana Cost: 8
electric damage. Target: 1 petrified creature
Range: 5 yards
Area: NA
Reaction: NA
Requirement: Elemental Ward, Protection from Duration: Instant
Lightning Damage: NA
Casting time: Extended Action
Mana Cost: 12 This causes 1 creature that has been turned to stone to
Target: 1 living creature return to flesh and recover 1d6 hit points.
Range: 5 yards
Area: NA
Reaction: NA
Duration: 5 Rounds Requirement: Arcane Armor
Casting time: Extended Action
The target gains Elemental Resistance 8 against Mana Cost: 12
Target: NA
electric damage.
Range: 10 yards
Area: 10 yards
Reaction: NA
Duration: 1 day
Requirement: Healing Touch
Casting time: Standard Action The caster creates a shimmering, glowing wall of
Mana Cost: 4 pure magical energy. The wall is about 10 feet tall
Target: 1 living creature and fills an area of equal to 10 yards arranged in any
Range: 1 yard shape the caster wishes so long as it is a continuous
structure. No part of the wall can be more than 10
Area: NA
yards from the caster.
Reaction: NA
Duration: Instant Sections of the wall can be destroyed if it is attacked
and takes 10 points of damage in any one location.
The target recovers from poison or sickness. However, the wall has an armor score of 8 and
protection of 10 from cold, fire, and electric damage.
If any one part of the wall is destroyed, the entire
wall will be dispelled.
Casting time: Standard Action
The wall for last about a day if the wall if left alone.
Mana Cost: 4
Target: Caster
Range: NA
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Mana
Spells Cost
Analyze Creature 4
Analyze Object 4
Detect Magic 4
Illusionist's Bane 8
Unshroud 8
Favorable Fortune 8
Cursed Fortune 12
Foretell Weather 2
Gift of Tongues 4
Glyph of Divination 2
Hand of Fate 4
Heighten Senses 4
Mind Gaze 4
Mind Gaze, Greater 12
Voices 4
Signal 4
Compass 4
Far Seeing 8
All Seeing Gaze 12 Requirement: Compass, Far Seeing
Protection from Phantoms 8 Casting time: Extended Action
Protection from Phantoms, Greater 12 Mana Cost: 12
Time Gaze 16 Target: Caster
Time Gaze, Greater 20 Range: NA
Time Slip 8 Area: NA
Temporal Relocation 12 Reaction: NA
Time Push 12 Duration: Instant
Time Shadow 12
Omen Gazing 4 The caster can witness the events of a distant location
Oracle 12 as they unfold. The caster sees the events as if they
Projection 8 are standing at the location. At this level the caster
Well of Knowledge 4 may target the spell on a specific person that they
have made physical contact with within the last 24
hours, observing them wherever they are at the
Divination is the magic of information and prophesy.
current moment as if they are standing next to them.
Students of divination, called diviners, have access to
a wealth of knowledge and lore as well as means to The casting of this spell is normally accomplished by
acquire more. A skilled diviner can delve into the the caster looking into a mirror or looking glass but
minds of others and time itself to unlock secrets that any reflective surface will do, even a reflective pool
would otherwise be lost. of water.
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Target: 1 Creature
Range: NA
Area: NA Requirement: Favorable Fortune
Reaction: Willpower to Negate Casting time: Extended Action
Duration: Instant Mana Cost: 12
Target: 1 Living Creature
The caster becomes immediately aware of one of the Range: 5 Yards
creature’s abilities and state. For instance the caster Area: NA
may wish to know the creature’s max and current hit Reaction: Willpower to Negate
points, max and current determination, guard score, Duration: 5 Rounds
and the creature’s attacks, or attributes.
The caster continues to increase their control of fate
The creature becomes aware that the spell casters is with this spell. For the first check the target makes
casting a spell on them, but won’t be completely sure during the duration of the spell, the target rolls 3d10
what the spell is doing. The target may make a and keeps the two lowest dice.
willpower check to resist this spell and prevent the
caster from learning anything. The target may make a Willpower check to negate
this spell.
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Reaction: NA
Duration: Instant
Casting time: Standard Action
The caster can witness the events of a distant location Mana Cost: 4
as they unfold. The caster sees the events as if they Target: Caster
are standing at the location. The spell is limited in Range: NA
Area: NA
the sense that the caster can only witness a location
Reaction: NA
that they have physically been to within the last 24 Duration: 5 Round
hours and the caster can only see what is happening, Damage: NA
other senses such as hearing, touch, or smell do not
register. For the duration of this spell the caster can
understand, speak, and even write any language.
The casting of this spell is normally accomplished by
the caster looking into a mirror or looking glass but
any reflective surface will do, even a reflective pool
of water. Casting time: Fast Action
Mana Cost: 2
Target: NA
Requirement: NA Range: NA
Casting time: Extended Action Area: 1x1
Mana Cost: 8 Reaction: NA
Duration: 5 Round
Target: 1 Living Creature
Damage: NA
Range: 5 Yards
Area: NA The caster causes a magical glowing symbol to
Reaction: Willpower to Negate appear at their feet forming a magical circle of sorts.
Duration: 5 Rounds So long as the caster stands on this circle, the mana
cost for spells casted from the school of Divination is
The caster blurs the lines between foretelling the reduced by 4 to a minimum of 1. If the caster leaves
future and altering it. For the first check the target the circle before the spell’s duration expires, the spell
makes during the duration of the spell, the target rolls ends and the glyph vanishes.
3d10 and keeps the two highest dice.
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The target gains Elemental Resistance 8 against This spell allows the caster to realign their spatial
phantom damage. position with a different point in time. The caster
relocates themselves to a place they have been within
the last 24 hours. The caster may take up to two
other creatures with them when they cast this spell,
Casting time: Extended Action but they must be somehow making physical skin to
Mana Cost: 12 skin contact with their passengers, normally, they
Target: 1 living creature will simply hold hands.
Range: 5 yards
Area: NA
Reaction: NA
Duration: 5 Rounds Mana Cost: 16
Casting time: Extended Action
The target gains Elemental Resistance 12 against Target: Caster
phantom damage. Range: NA
Area: NA
Reaction: NA
Duration: Special
Requirement: Mind Gaze, Voices
Casting time: Standard Action The caster gains the ability to become aware of
Mana Cost: 4 events that took place in their current location during
Target: 1 Person the last 24 hours. The caster can focus on a specific
Range: NA event or simply watch the events of the previous day
Area: NA unfold.
Reaction: NA
Duration: Instant In order to cast this spell the caster needs to perform
some sort of ritual that normally involves throwing
This spell allows the caster to send a telepathic bones or teeth, however casters may also use a deck
message to another person regardless of distance. of tarot cards instead. Casting this spell is a special
This spell functions about the same as the voices action which takes about an hour.
spell, however, the target is not able to communicate
with the caster, only receive the message. The caster
is able to send a number of words equal to their
mysticism proficiency. Requirements: Time Gaze
Casting time: Extended Action
This spell can only be casted on a target that the Mana Cost: 20
caster has physically touched within the last 24 hours. Target: Caster
Range: NA
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Area: NA
Reaction: Willpower to Negate
Duration: 5 rounds
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The caster causes a single bladed weapon to dissolve Anyone within the affected area finds movement
into ash and smoke. Once the spell is casted there is difficult. A character within the affected area is only
a 1 in 10 chance that the weapon will endure the spell able to move 1 yard per turn. Any creature that
and be unaffected if it is made from a mundane metal begins their turn in the affected area must make a
such as iron or steel. might check (difficulty 10) or be pulled to the ground
and rendered prone. A creature that begins their turn
If the weapon is inscribed with an alchemic sigil the prone in the affected area must make a might check
odds that it will survive the spell increases to 1 in 4. (difficulty 12) before they can get up.
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By way of this spell the caster can assume the form them, so they will need to account for that when
and appearance of another person who is within 3 assuming a transmuted form.
yards of the caster at the time the spell is casted. The
consent of the person who’s form is to be assumed, or Use the stats from Appendix ii, animal companions to
even their knowledge is not required for this spell to determine the stats the caster uses in this form. The
be casted, they must simply be near enough for the caster keeps their own mind score..
caster to assume their form.
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Mana
Spells Cost
Earth Spike 8
Acid Ball 8
Acid Ball, Greater 12
Pit 12
Wall of Earth 12
Fire Blast 4
Fire Blast, Greater 8
Fire Serpent 16
Inferno 16
Flame Armor 8
Heat Metal 4
Wall of Flame 12
Frost Blast 8 Requirements: Earth Spike
Frost Blast, Greater 12 Casting time: Extended Action
Frost Armor 12 Mana Cost: 8
Frost Bite 12 Target: 1 Creature
Wall of Ice 16 Range: 10 Yards
Winter's Rage 12 Area: NA
Gust of Wind 4 Reaction: Agility to Negate
Command the Winds 12 Duration: Instant
Shredding Wind 8
Glyph of Evocation 2 The caster creates a floating ball of acid that hurtles
Lightning Blast 8 toward the target. The target takes 1d4 points of
Ball Lightning 12 damage. If the target takes any amount of damage
Lightning Blast, Greater 12 from this spell (not negated by armor) the target takes
Lightning Wave 16 an additional 1d10 points of acid damage.
Storm Calling 20*
Lightning Armor 8
Mist 4
Acidic Mist 12 Requirements: Earth Spike, Acid Ball
Choking Mist 8 Casting time: Extended Action
Poison Mist 12 Mana Cost: 12
Target: 1-2 Creature
The classic war wizard calling lightning from the sky Range: 10 Yards
and burning their foes with magical fire, evokers use Area: NA
their magic to manipulate the elements themselves. Reaction: Agility to Negate
Normally this manipulation takes the form of Duration: Instant
powerful magical attacks. Some evokers prefer to go
by specialized names related to the elements they The caster creates two floating balls of acid that
specialize in such as pyromancer, cryomancer, or hurtles toward the targets. The caster may choose to
electromancer. What this schools lack in target up to two targets with this spell, or may choose
sophistication, it more than makes up for in raw to target the same creature twice. The target(s) takes
offensive power. 1d6 points of damage. If the target takes any amount
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of damage from this spell (not negated by armor) the Casting time: Extended Action
target takes an additional 1d10 points of acid damage. Mana Cost: 8
Target: NA
Range: 10 yards
Area: 5x5
Requirements: Mist Reaction: NA
Casting time: Extended Action Duration: 5 rounds
Mana Cost: 12
Target: NA
The caster may now raise a cloud of choking mist.
Range: 10 yards
Area: 5x5 Anyone who begins their turn in the cloud must make
Reaction: NA a reflexive stamina check or will suffer -2 penalty on
Duration: 5 rounds all actions. At the beginning of each turn they may
make a stamina check to end this effect, otherwise it
The caster creates cloud of acidic mist. Anyone who continues.
begins their turn in the cloud or moves through it
takes 1d4 points of damage. If the creature takes any
amount of damage from this spell (not negated by
armor) they take an additional 1d6 points of acid Requirement: Gust of Wind
damage. Casting time: Extended Action
Mana Cost: 12
Target: Caster
Range: NA
Area: NA
Requirement: Lightning Blast
Reaction: NA
Casting time: Extended Action
Duration: 5 Round
Mana Cost: 12 Damage: NA
Target: Caster
Range: NA For the duration the caster can command the air
Area: NA around them with such accuracy that they can
Reaction: Agility to Negate effectively fly at their normal speed. The caster can
Duration: 5 Round even hover in the air as a free action.
Damage: 1d6 electric
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Area: NA
Reaction: NA
Casting time: Standard Action Duration: 5 Round
Mana Cost: 4 Damage: NA
Target: 1 creature or object
The caster creates a large snake like monster
Range: 5 yards
composed entirely out of fire. The serpent is a
Area: NA monster of large size.
Duration: Instant
Reaction: Agility to negate The caster may use a fire serpent as if it were an
Damage: 1d8 Fire animal companion. By using a fast action on their
turn, the caster can command the fire serpent to act.
Of all the elemental forces, fire is the simplest to A fire serpent gets to make a single fast action and
control with magic. A blast of heat and flame bursts standard action, two fast actions, or an extended
from the casters hand to strike a target within 5 yard. action. The fire serpent has an attack score equal to
This spell does 1d8 points of fire damage. the caster’s mysticism proficiency and does 1d6
points of fire damage on a successful attack and 2d6
The target may react by making an agility check to fire damage on a critical hit. On a critical hit, the
negate the damage. target suffers from burning. The fire serpent uses the
caster’s mind score for each of its abilities scores
which will affect other stats such as the fire serpent’s
movement score, initiative, guard, and bonus
Requirements: Fire Blast damage. When attacking the fire serpent uses the
Casting time: Extended Action caster’s training in mysticism as its training in
Mana Cost: 8 fighting, meaning that the fire serpent’s attack score
Target: 1 creature will be equal to the caster’s mysticism proficiency. A
Range: 5 yards fire serpent has hit points equal to 16 + (the caster’s
Area: NA mind score x 4)
Reaction: Agility for half damage
Duration: Instant A fire serpent cannot be stunned, dazed, petrified,
Damage: 2d8 Fire + Burning confused, poisoned, sickened, or poisoned. Fire
serpents are immune to necrotic damage and fear.
A blast of heat and flame bursts from the casters hand They cannot be affected by illusions and are immune
to strike a target within 5 yards. This spell does 2d8 to phantom damage.
points of fire damage.
If the serpent is not destroyed due to loss of hit
The target may react by making an agility check to points, the serpent will fade at the end of the spells
reduce the damage to 1d8. duration.
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Requirement: Frost Blast The target may react by making a stamina check to
Casting time: Extended Action reduce the damage to 2d10.
Mana Cost: 12
Target: 1 Creature
Range: 3 Yards
Area: NA Casting time: Fast Action
Reaction: Stamina to Negate
Mana Cost: 2
Duration: 5 Round
Damage: 1d8 cold Target: NA
Range: NA
This spell surrounds the target with a persistent Area: 1x1
freezing wind and icy cold. At the beginning of the Reaction: NA
target’s turn they take 1d8 points of cold damage, the Duration: 5 Round
target is able to make a stamina check to negate this Damage: NA
damage but a success does not end the spell, it will
persist until the end of its duration. The caster causes a magical glowing symbol to
appear at their feet forming a magical circle of sorts.
So long as the caster stands on this circle, the mana
cost for spells casted from the school of Evocation is
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The spell can also be casted on metal armor which A stunned character is unable to move or take actions
will cause the wearer to take damage until they take on their next turn and their they lose any bonus to
the armor off. Medium armor takes a standard their guard score from agility.
action to remove, while removing heavy armor
requires an extended action. The armor will last for 5 rounds.
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Anyone who takes full damage from the spell is Requirements: Earth Spike
stunned. Mana Cost: 12
Target: 1 square yard
Range: 10 yards
A stunned character is unable to move or take actions Area: 1 yard
on their next turn and their they lose any bonus to Reaction: Agility to Negate
their guard score from agility. Duration: Instant
The caster may target up to three targets with this This spell opens a pit in the earth, normally under the
spell, or attack one target multiple times up to three feet of a creature. The creature standing in the area
times. Resolve each attack separately. of the spell suffers a short fall. A creature that
suffers a short fall takes 1d6 points of falling damage
and is rendered prone at the bottom of the pit.
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The wall will last for 5 rounds, although a strong Any creature in range may react by making a Stamina
wind may extinguish it before that time. check to reduce the damage to 1d10.
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Mana
Spell Cost
Fade 4
Invisibility 8
Glyph of Illusion 2
Image 4
After Image 8
Image, Greater 8
Image, Perfect 12
Blinding Flash 4
Dazzling Display 8
Shimmering Armor 8
Gossamer Chains 8
Illusionary Affliction 12
Illusionary Fall 4
Greater Illusionary Fall 12
Illusionary Mist 12
Illusionary Trap 8
Illusionary Voices 4
Illusionary Weapon 8
Illusionary Wall 12
Phantasm 12
Phantasm, Greater 16 Requirement: Image
Casting time: Extended Action
Phantom Strike 8
Mana Cost: 8
Phantom Strike, Greater 12
Target: 1 Creature
Wail 8 Range: 5 Yards
Wild Illusions 8 Area: NA
Mask 4 Reaction: Perception to Negate
Mask, Greater 8 Duration: 5 Round
Mask of Charisma 8 Damage: NA
Mask of Eloquence 8
This spell causes the target to leave a near perfect
Mask of Fear 8
after image of its movements. In addition to being
visually impressive, any attack that the creature
makes has an interesting effect. If the target makes a
successful melee attack, the victim of that attack
suffers damage from the attack twice, once from the
Illusion is the magical ability to create magical actual attack and once for the illusionary attack that
images and mirages and phantasms. To an follows.
illusionist, just about anything is possible. The
largest criticism levied against the school of illusion The victim of the attack may make a perception
is that none of their creations are real or have any check to avoid the damage from the after image and
substance. But, the illusionist is often quick to end the illusion.
counter that so long as it is believed, is it any less
real.
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Mana Cost: 4
Target: 1 living creature
Requirements: Image Range: 1 yard
Casting time: Standard Action Area: NA
Mana Cost: 4 Reaction: Willpower to Negate
Target: 1 living creature Duration: 5 rounds
Range: 10 yards
Area: NA The caster and all of their clothing and gear become
Reaction: Perception to Negate invisible to the naked eye. However they are very
Duration: Instant restricted in this spell and cannot move or speak
while so enspelled, lest the spell is broken.
The spell causes a blinding flash of light. The target
is blinded and disoriented. A blind creature suffers a If the caster takes damage the spell is also broken.
-2 penalty to all actions while blind. At the The spell lasts for 5 rounds. The caster may also
beginning of each round they may make a stamina make others invisible if they are adjacent to them,
check to recover their sight, otherwise the effect this can be resisted with a reflexive Willpower check,
persists. if the target so wishes.
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So long as the caster stands on this circle, the mana Casting time: Extended Action
cost for spells casted from the school of Illusion is Mana Cost: 12
reduced by 4 to a minimum of 1. If the caster leaves Target: 1 Creature
the circle before the spell’s duration expires, the spell Range: 10 Yards
ends and the glyph vanishes. Area: NA
Reaction: Perception to Negate
Duration: Instant
Damage: 3d6 Phantom
Requirements: Image
Casting time: Extended Action The caster causes the target to believe that they are
Mana Cost: 12 falling. The target suffers 3d6 points of falling
Target: 1 Creature damage and is rendered prone. Just as if they had
Range: 5 Yards suffered a medium fall.
Area: NA
Reaction: Perception to Negate The target may make a perception check to negate the
Duration: 5 rounds effects of this spell.
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As long as the target does not move from their The wall is about 10 feet tall and fills an area of equal
location they will be in no danger, but if they move in to 5 yards arranged in any shape the caster wishes so
any direction they will take 2d8 points of damage. long as it is a continuous structure.
The target may make a perception check each round Anyone adjacent to the wall must make a perception
as a standard action to negate the effects of this spell check (difficulty 12) or become confused.
and effectively end it.
A confused character makes a mind check (Difficulty
10) at the beginning of each round. If they fail that
check they are unable to take any action that round.
Requirements: Image If they succeed, they may act normally that round. In
Casting time: Standard Action either case the effect will persist to the next round. In
Mana Cost: 4 order to end the effect, the confused character must
Reaction: Perception to Negate make a mind check (difficulty 12) as an extended
Target: NA action to clear their head.
Range: 10 yards
Area: 1x1 A creature adjacent to the wall may use a standard
Duration: 5 rounds action to make a perception check against the wall to
realize the wall is an illusion. If this happens, the
The caster creates a disembodied sound of some sort. wall will vanish.
The sound can be of anything, but can only be as
loud as a shout or yell. A clever caster may work
with these limitations to create convicting auditory
illusions. (For instance, they might place the sound Requirement: Image
of faint bestial breathing at the mouth of a deep cave Casting time: Extended Action
so that anyone standing outside could be forgiven for Mana Cost: 8
Target: Caster
thinking that a large creature was sleeping deep
Range: NA
within the cave). The sound can be constant (such as Area: NA
the sound of running water) Sudden (Such as a Reaction: Perception to Negate
distant wolves howl). When combined with other Duration: 5 Round
illusions, this spell can create very believable Damage: See Description
scenarios.
The caster creates an illusionary melee weapon to
appear in their hands. The form of the weapon is
irrelevant for the sake of determining its damage.
Requirements: Image The weapon has a +2 to accuracy and does 1d10
Casting time: Extended Action points of phantom damage. Anyone struck with this
Mana Cost: 12 weapon may make a perception check to negate the
Target: 5 yards damage and end the spell.
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Range: 10 yards
As a standard action, anyone witnessing this effect Area: 5x5
may make a perception check to end the illusion. Reaction: Perception to Negate
Duration: 5 rounds
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Requirements: Mask
Casting time: Extended Action Requirement: Mask
Mana Cost: 8 Casting time: Extended Action
Reaction: NA Mana Cost: 8
Target: Caster Target: Caster
Range: NA Range: NA
Area: NA Area: NA
Reaction: Perception to Negate
Duration: 5 rounds
Duration: 5 Round
Damage: NA
As with Mask, only now the caster may mimic a
specific individual very closely, to the point that only The caster creates an illusion specifically crafted to
someone very familiar with the person being alter their features in such a way that it instils fear in
mimicked has a chance to notice the deception. those that behold it. For the duration of this spell,
when making an intimidate check the caster rolls 3d9
and keeps the two higher dice.
Requirement: Mask
Casting time: Extended Action
Mana Cost: 8 Requirements: Image
Target: Caster
Range: NA Casting time: Extended Action
Area: NA Mana Cost: 12
Reaction: Perception to Negate Target: NA
Duration: 5 Round Range: 10 yards
Damage: NA Area: NA
Reaction: NA
The caster creates an illusion specifically crafted to
Duration: 5 rounds
alter their features in such a way that it projects a
demeanor of friendliness and trustworthiness. For The caster creates a phantasm. A phantasm is an
the duration of this spell, when making an charisma illusionary creature that has some degree of
check the caster rolls 3d9 and keeps the two higher sentience. The caster may use a phantasm as if it
dice. were an animal companion. By using a fast action on
their turn, the caster can command the phantasm to
act. A phantasm gets to make a single fast action and
Requirement: Mask standard action, two fast actions, or an extended
Casting time: Extended Action action. The phantasm has an attack score equal to the
Mana Cost: 8 caster’s mysticism proficiency and does 1d8 points of
damage on a successful attack and 2d8 damage on a
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critical hit. The phantasm uses the caster’s mind *As a fast action the phantasm may make an attack
score for each of its abilities scores which will affect that does 1d8 points of damage or 2d8 on a critical
other stats such as the phantasm’s movement score, hit. The phantasm suffers a -2 penalty when using
initiative, guard, and bonus damage. When attacking this attack. This is in addition to its standard attack.
the phantasm uses the caster’s training in mysticism
as its training in fighting, meaning that the *As an extended action the phantasm may make an
phantasm’s attack score will be equal to the caster’s attack that does 1d12 points of damage or 2d12 on a
mysticism proficiency. critical hit. The phantasm gains a +2 bonus when
using this attack. This is in addition to its standard
A phantasm cannot be stunned, dazed, petrified, attack.
confused, poisoned, sickened, or poisoned.
Phantasms are immune to necrotic damage and fear. Greater Phantasms are more durable, there is only a 1
They cannot be affected by illusions and are immune in 10 chance that taking damage will cause the spell
to phantom damage. to end prematurely.
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Requirement: Image
Casting time: Extended Action
Mana Cost: 8
Target: NA
Range: 10 yards
Area: 3x3
Reaction: Perception to Negate
Duration: Instant
Damage: 1d6 Phantom
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Mana
Spell Cost
Bone Armor 8
Bone Sword 8
Undead Battery 0
Undead Bomb 12
Undead Martyr 12
Wall of Bones 12
Cloak of Darkness 4
Claws of Darkness 12
Fear Curse 4
Terror 12
Grasping Shadows 8
Shadow Armor 8
Shadow Stride 12
Wings of Shadow 12
Death Charm 4
Death Pact 4
Disrupt Undead 4
Ashes to Ashes 8
Festering Wound 4 Requirements: Disrupt Undead
Miasma 12 Casting time: Extended Action
Plague Shroud 8 Mana Cost: 8
Glyph of Necromancy 2 Target: 1 undead
Igneous Fatuous 8 Range: 5 yards
Raise Dead 12 Area: NA
Raise Dead, Greater 16 Reaction: Willpower to Negate
Raise Dead, Irevmoir 20 Duration: Instant
Syphon Life 12
Greater Syphon Life 16 As with Disrupt Undead, but now the spell instantly
Touch of Decay 4 destroys its target, leaving only a pile of ashes.
Necrotic Blast 8
Black Wave 12 Intelligent undead take 2d10 points of damage
instead, but may react by making a Willpower check
Necromancy is the magic of death. While there are to negate. This spell has no effect on incorporeal
those that argue necromancy is inherently evil, there undead.
are few necromancers that care about the opinions of
others. It takes a certain mindset to study this field of
magic and many questions of ethics and morality
Requirements: Necrotic Blast
have been discarded long ago. While there are most
Casting time: Extended Action
certainly noble and heroic necromancers, it is
Mana Cost: 12
undeniable that there is an inherently dark and
Target: 1-3 creatures
morbid motif that comes with this field of magic.
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Range: 5 yards The caster causes their hand from the wrist down to
Area: NA transform into a wicked curved blade made of bone.
Reaction: Agility to Negate The sword does 1d10 points of damage on a
Duration: Instant successful attack. To attack with the sword the caster
Damage: 4d8 Necrotic + Decay uses their fight skill, but gains a +2 bonus to the
check. The caster suffers 1d6 points of necrotic
The caster unleashes a blast of necrotic energy at a damage when they cast this spell.
target within 5 yards. The target takes 4d8 necrotic
damage. The target may make a reactive agility
check to dodge the attack.
Requirement: Cloak of Darkness
If the target takes damage they suffer from decay and Casting time: Extended Action
take 1d4 points of damage per turn for the duration of Mana Cost: 12
Target: Caster
the effect.
Range: NA
Area: NA
The caster may target up to three targets with this Reaction: NA
spell, resolve each attack separately. Duration: 5 rounds
Damage: NA
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Casting time: Standard Action The caster causes necrotic energy to course through
Mana Cost: 4 the target’s wounds and painfully worsens them. In
Target: 1 undead addition, the target becomes sickened with Widow’s
Range: 5 yards Fever. The target may make a willpower check to
Area: NA reduce this damage to 1d8. Any creature that takes
Reaction: Willpower to Negate full damage from this spell is also sickened..
Duration: Instant
A creature sickened with Widow’s Fever takes 1d4
The caster uses their control of necrotic energy to points of damage each day and suffers a -2 penalty on
disrupt the powers animating the undead. The caster all actions. Each day the sickened creature may
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The caster calls forth a sickening cloud of necrotic This spell works the same way as raise dead, only at
energy that surrounds the target. The target takes this power level the undead created will be either a
2d10 points of necrotic damage. The target may Ravinous Skeleton or a Gorganoth Zombie.
make a stamina check to reduce the damage to 1d10.
To cast this spell the caster must perform a complex
A creature that takes full damage from this spell is and macabre ritual. Casting this spell is a special
also sickened with Widow’s Fever. action which takes about an hour.
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Requirements: Bone Armor Targets of the blast may make an agility check to
Casting time: Extended Action reduce the damage from the blast to 1d8 necrotic.
Mana Cost: 0
Target: 1 Mindless Undead Creature
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The wall for last about a day if the wall is left alone.
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Appendix i
Crafting
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For example: A smith has a heavy lance that he or For any crafted item that requires a favor with a
she wants melted down. A heavy lance requires 5 required training of 2 as a prerequisite. The market
steel to craft so it will take 5 hours to melt down the price of the item is the cost of the raw materials times
lance. At the end of that time the smith will have 4 five.
steel to work with or save for other projects.
For any crafted item that requires a favor with a
required training of 4 as a prerequisite. The market
The only exception to this rule is gold. Gold can be price of the item is the cost of the raw materials times
melted down over and over again with no loss of ten.
material. This is one of the strange properties that
have lead alchemist to believe that gold has inherent Mastercarft items require that a craftsman has the
mystical properties. required craftsmanship favor as well as a
craftsmanship score of 6, thus its price is the cost of
raw materials times twenty.
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Appendix ii
Animal Companions
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Attributes Attributes
Agility -2 Agility 0
Might 2 Might 2
Mind -2 Mind 0
Perception 2 Perception 0
Stamina 3 Stamina 3
Willpower 4 Willpower 4
Combat Combat
Armor Rating 2 (Thick Hide) Armor Rating 2 (Thick Hide)
Claws Gore
Attack: +4 Damage 1d6+2, Attack: +4 Damage 1d6+2,
Critical 2d6+2 Critical 2d6+2
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Attributes Attributes
Agility 1 Agility 6
Might 1 Might -2
Mind 0 Mind 0
Perception 6 Perception 6
Stamina 0 Stamina -2
Willpower 2 Willpower 2
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Attributes Attributes
Agility 2 Agility 4
Might 4 Might 0
Mind -2 Mind -2
Perception 4 Perception 2
Stamina 3 Stamina 0
Willpower 0 Willpower 0
Skills Skills
Acrobatics +6 (Talent +4, Training +2)
Combat Fighting +2 (Talent +2, Training +0)
Armor Rating 2 (Thick Hide) Stealth +8 (Talent +4, Training +4)
Kick:
Attack: +4, Damage: 1d4+4 Combat
Critical 1d6+4 Armor None
Stomp: (Against Prone Targets) Claws:
Attack: +6, Damage: 1d6+6 Bashing Attack +2, Damage 1d6,
Charge: Critical 2d6
Attack: +4, Damage: 1d6+8 Bashing
This creature may make a charge attack if it has Special Abilities and Traits
moved at least half of its movement score to become Devotion
adjacent to its target. The target must make a might Animal Companions increase their hit points by +10.
check (Difficulty 14) or be pushed back, those that Small Size
are pushed must make an agility check (Difficulty Small creatures have hit points equal to 5 + stamina.
14) or be rendered prone.
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Attributes Attributes
Agility 2 Agility 1
Might 0 Might 2
Mind -2 Mind 0
Perception 6 Perception 4
Stamina 0 Stamina 1
Willpower 0 Willpower 2
Skills Skills
Stealth +4 (Talent +2, Training +2) Athletics +3 (Talent +2, Training +1)
Fighting +4 (Talent +2, Training +2)
Combat Intimidate +4 (Talent +2, Training +2)
Armor None
Gore: Combat
Attack +0, Damage 1d4 Armor None
Critical 1d6 Bite:
Attack +2, Damage 1d6+2
Special Abilities and Traits Critical 2d6+2
Devotion
Animal Companions increase their hit points by +10. Special Abilities and Traits
Devotion
Animal Companions increase their hit points by +10.
Small Size
Small creatures have hit points equal to 5 + stamina.
.
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Appendix iii
Traps
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In games that involve “dungeon crawling” traps can on their toes and then as you amp up the difficulty
be a great way to expose the player characters to you can have them face the death trap near the end.
danger from sources other than monsters and combat
as well as give them the opportunity to use skills that When placing traps, be aware that traps are
might otherwise be underused. indiscriminate. A trapped treasure chest sitting in a
hallway is one thing, but a trap on the door leading to
When done poorly, traps can cause game sessions to the only privy is quite another. If the traps are in an
grind to a halt as the players feel the need to carefully occupied location, it is unlikely that the traps will be
examine every single square foot of wall, corridor, in places where the people who live there are likely
and ceiling before they feel safe advancing. This can to trip them. Likewise, characters are unlikely to find
quickly become tedious and dull. traps in frequently used hallways. The trap would be
more of a threat to the trap maker or their allies then
At what point traps become a bore is up the group in they would ever be to a would be intruder. You don’t
question. Some players may enjoy the tense want to create a situation where the players watch a
exploration of some forgotten tomb as they carefully group of enemies casually walk through a door only
scan their surrounding for anything that could hide to have an axe blade drop when the players try to go
hidden danger, while other groups may quickly tire of through the same door moments later.
them all together. As in all things the GM is the final
say in just how much traps get used. But, “in
moderation” seems to be the right path to take, while
keeping in mind that what is moderation to one group Difficulty to Locate: Investigate 10
might be overkill to another. Difficulty to Disarm: Thievery or Lore 10
Difficulty to Avoid: Agility 10
At the very least, traps should appear where it makes
sense for them to. For instance, if the players are Damage: 1d8
storming the keep of a North Man warlord known for
his brute strength and ruthless brutality, then the At their most basic, traps should cause the players to
players should rightfully expect for there to be no pause and think about their next move in some cases.
traps in this keep unless the story up to that point has A trap can be discovered by making an investigate
established that the Warlord had a cunning trap check near either the trigger of the trap or the trap
maker as one of his or her minions. In this scenario itself. For instance a character might discover that a
the GM has already telegraphed to the players that hidden crossbow is set to fire down a hallway, but
there will or won’t be traps. On the other hand, if the will be unsure what exactly sets off the trap. By the
player are exploring a labyrinth surrounding the tomb same token, a character might discover a tripwire
of a legendary trap builder, then they should expect across a passageway, but would have no way of
the place to be filled with traps to the point that they knowing what exactly will happen once the trap is
are afraid of every step. A little forewarning can go a sprung. In the end, it doesn’t matter a great deal. A
long way, if you let the players know upfront that trap can be disarmed from either its trigger or at the
there will be traps (or established a situation where trap itself by making either a lore or a thievery check.
they could reasonably expect them) they are less Lastly, if a character does find themselves to be the
likely to call foul when they encounter a trap that target of a trap, they may make an agility check to
nearly takes one of their arms off. negate the damage or other consequences.
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Cost Difficulty
-1 6 +2 Fire
0 10 +6 Cold, Electric
+1 14 +8 Necrotic
+2 18
+3 22 These traps do their damage in the form of elemental
damage. When creating an elemental trap consider
the following: Anyone who takes 1d8 or more fire
damage will also suffer from burning. Cold damage
is avoided by making a stamina check rather than an
agility check, and lastly, anyone who takes electric
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Damage: None
Pit: Short Fall (1d6)
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Once this trap is triggered it will fire a hail of This trap is found in the locking mechanisms of a
crossbow bolts, damaging everyone in the area. door and is intended to punish anyone who tries to
pick the lock. It is difficult to notice this trap, but can
Difficulty to Locate: Investigate 6 be disarmed with relative ease.
Difficulty to Disarm: Thievery or Lore 10
Difficulty to Avoid: Agility 10 Difficulty to Locate: Investigate 16
Difficulty to Disarm: Thievery or Lore 6
Damage: 1d8 Difficulty to Avoid: Agility 10
Area: 3x3
Damage: 1d4
Poison: 1d4
Damage: 1d6
Pit: Short Fall (1d6)
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Appendix iv
Treasure
And
Alchemical Items
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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, 1 rusty melee weapon,
randomly stock the game with treasures the players 1d6 mundane items
might discover. Keep in mind these are just 2 2d10 CP, 1d10 SE, 1d4 mundane weapons,
suggestions and there is nothing at all keeping a game 1 trinket
master from ignoring any random table all together 3 2d10 CP, 1d10 SE, 1 GD, 1d4 mundane
and simply placing the items that he or she want the items, 1 rusty armor
players to find. 4 2d10 CP, 1d10 SE, 1d4 crafting items, 1
trinket
5 2d10 CP, 1d10 SE, 1d4 common herbs
6 2d10 CP, 1d10 SE, 1d4 GD, 1 rusty melee
weapon, 1d4 Crafting items, 1d4 rare herbs,
1 alchemic item
7 4d10 CP, 2d10 SE
Design Notes 8 1 rusty melee weapon, 1d6 mundane items,
Random Treasure 1d4 Crafting items, 1d4 common herbs, 1
alchemic item
Personally, as a game master, I have always loved
rolling up random treasures for my games. I think it
is almost as fun to see what items are going to be
An armory is used to store weapons and gear. To
in an adventure as it is for the players to find them.
stock an armory roll 1d8 on the table below.
That’s just me though and your tastes might differ.
1d8 Armory
I have tried to include a simple yet robust system of
1 1d4 melee weapons, 1 1 rusty armor
treasure generation that allows for a variety of
2 1d4 melee weapons, 1 rusty melee weapon,
treasure finds that players might discover, and
1d4 armor
hopefully you find them fair and easy to use.
3 1d4 bows, 1d4 armor
-James
4 2d4 melee weapons, 1d4 bows, 1d6
mundane items, 1 alchemic weapon
5 1d4 mundane items, 1d4 melee weapons,
1d4 rusty melee weapons 1d4 armor
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 Workshop
1 1d6 crafting items, 1 trinket
2 1d4 crafting items, 1d4 common herbs.
3 2d6 crating items
4 1d4 common herbs
5 1d10 CP, 2d10 SE, 1d6 crafting items,
6 1d6 crafting items, 1d4 mundane items.
7 3d6 crafting items, 1d4 mundane items, 1d4
common herbs
8 1d10 SE, 1d8 crafting items, 1d4 common
herbs, 1d4 trinkets
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A treasury is a store house for coins and other Surrounded by bones and the discarded remains of
valuables. To stock a treasury roll 1d8 on the table past victims, a lair can hold many strange items. To
below. stock a lair roll 1d8 on the table below.
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Mastercraft Shields
1d20 Bow 1d6 Mastercraft Effects
1 Composite Great Bow 1-6 +1 Guard
2-3 Composite Long Bow
4-5 Composite Short Bow
6 Double Crossbow
7 Great Bow
8 Hand Crossbow
9-10 Heavy Crossbow
11-12 Light Crossbow
13-17 Long Bow
18-20 Short Bow
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Gemstone Value
Quality
Gemstone Average Good Excellent
Amethyst 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
Quartz 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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Each specific alchemical item provides different Potions are onetime use items that are normally
advantages and abilities based on the type of item. found in glass vials or small jars. Potions come in a
Some are passive, while others requires specific stunning variety of colors, textures, and flavors.
actions from the user to activate. See the individual Normally a potion only takes affect once it is drank
item description for the exact rules pertaining to it. but there are a few exceptions, such as potions that
activate once they are exposed to air.
Also listed, is a list of crafting ingredients that are
required to create the item should the character have Agaro
the appropriate favors. The cost of the raw materials For the next 5 rounds, the drinker gains a +2 bonus
as well as the market value of the completed item is on all agility checks and skill checks derived from
also listed here. agility.
Detoxin
The drinker recovers from any active poison
condition and for the next 5 rounds, the drinker gains
a +2 bonus to resist and recover from poison.
Material Cost: 9 SE
Market Value 45 SE
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Crafting Ingredients: Bat Heart Extract, Dragon Leaf, Crafting Ingredients: Corpse Seed, Silver Petal,
Gold Root x2, Manticore Heart Extract, White Moss Widow Song
Material Cost: 54 SE
Material Cost: 9 SE
Market Value 270 SE
Market Value: 45 SE
Emberthan
Light Potion
This potion is very volatile and will catch fire if it is
Once this potion is mixed, it will begin to glow
exposed to air.
brightly enough for a bottle to act as a light source.
Bottles of emberthan can be thrown as a grenade The light can illuminate a 5x5 area. If the potion is
style weapon. It does 1d8 points of fire damage in a exposed to the air, the light fades.
3x3 area centered on its point of impact. Any
creature in the area of effect (unless they were hit Crafting Ingredients: Corpse Seed x2, Dragon Leaf
with the bottle) may make an agility check to negate
Material Cost: 9 SE
the damage. Anyone that takes damage is also set on
Market Value: 45 SE
fire.
Mythiri
Crafting Ingredients: Bat Heart Extract, Horse Root,
Silver Petal x2, Spider Heart Extract, White Moss This potion is much prized among spell casters.
When this potion is drank, the user will recover 4
Material Cost: 39 SE points of spent mana up to their maximum.
Market Value: 195 SE
Crafting Ingredients: Crypt Bloom, Gold Root,
Eriago Raven Leaf, Widow Song, Wolf Heart Extract x2
For the next 5 rounds, the drinker gains a +2 bonus
Material Cost: 24 SE
on all perception checks and skill checks derived
Market Value 120 SE
from perception.
Night Eyes
Crafting Ingredients: Bride’s Bane, Dog Weed,
Widow Song For the next 5 rounds, the drinker suffers no penalty
for actions due to darkness.
Material Cost: 11 SE
Market Value: 55 SE Crafting Ingredients: Blood Root, Dog Weed, Dragon
Leaf
Fenri
Material Cost: 11 SE
For the next 5 rounds, the drinker gains a +2 bonus
Market Value: 55 SE
on all might checks and skill checks derived from
might.
Material Cost: 9 SE
Market Value: 45 SE
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At the beginning of each turn they take 1d4 points of A poisoned character is unable to move or take
damage. After taking the damage they may make a actions. At the beginning of each turn they may
stamina check to end the condition, otherwise it will make a stamina check to end this condition,
continue into the next round. otherwise it will continue into the next round.
Crafting Ingredients: Bride’s Bane, Crypt Bloom, Crafting Ingredients: Bear Heart Extract, Crypt
Dragon Leaf, Manticore Heart Extract, Spider Heart Blood, Dog Weed, Dragon Leaf, Widow Song, Wolf
Extract, Widow Song Heart Extract
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may roll 1d10 to determine how many hours of use Candle of Projection
the candle as left. A person may light this candle and stare into its
flame to cast the spell Projection. Doing so takes 1
Candle of Far Seeing hour.
A person may light this candle and stare into its
flame to cast the spell Far Seeing. Doing so takes 1 Crafting Ingredients: Bat Heart Extract, Beeswax,
hour. Corpse Seed, Gold Root, Griffon Heart Extract
Material Cost: 43 SE
Market Value: 211 SE
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Ice Bomb
An ice bomb explodes in a 5x5 area centered on the
Explosives are an alchemic concoction that is very
bomb. Anyone in the affected area must make a
volatile. They will activate if they are exposed to
might check or be pushed 1 yard away from the
force, making them excellent thrown weapons.
explosion, anyone who is pushed must then make an
Fire Bomb agility check or be rendered prone.
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.
Crafting Ingredients: Copper Essence, Bronze
Everyone in the affected area takes 2d8 points of fire Essence, Raven Leaf, White Moss x2
damage. Anyone who succeeded on their initial
might check may make a agility check to reduce the Material Cost: 22 SE
damage by half. Market Value: 220 SE
Anyone who takes full damage from a fire bomb Smoke Bomb
suffered from burning and will take 1d6 points of A smoke bomb explodes in a 5x5 area centered on
damage at the beginning of their turn until the fire is the bomb. Anyone in the affected area must make a
put out. might check or be pushed 1 yard away from the
explosion, anyone who is pushed must then make an
Crafting Ingredients: Bronze Essence, Copper
agility check or be rendered prone.
Essence, Horse Root, Widow Song, White Moss
The affected area fills with smoke that can act as
Material Cost: 26 SE
concealment and effectively blinds anyone inside of
Market Value 260 SE
it.
Flash Bomb
The smoke will persist for 5 rounds, but a strong
A flash bomb explodes in a 5x5 area centered on the wind can dissipate it sooner.
bomb. Anyone in the affected area must make a
might check or be pushed 1 yard away from the Crafting Ingredients:
explosion, anyone who is pushed must then make an Brass Essence, Horse Root x2, Iron Essence, White
agility check or be rendered prone. Moss
Material Cost: 26 SE
Market Value 260 SE
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Storm Bomb
A storm bomb explodes in a 5x5 area centered on the
A stone is a single use alchemic device that
bomb. Anyone in the affected area must make a
resembles a small rock or stone. They come in a
might check or be pushed 1 yard away from the
variety of colors and textures. They can be activated
explosion, anyone who is pushed must then make an
by anyone with even a single rank in mysticism as a
agility check or be rendered prone.
fast action. Once used a stone becomes powerless.
Anyone in the affected area takes 2d6 points of
Angle Stone
electric damage. Anyone that passed their initial
might check may make a agility check to reduce the These stones are rather non-descript and have a dull
damage by half. Anyone that takes full damage is brown color. When active mindless undead cannot
stunned. come within 2 yards of the stone. Mindless undead
that are within the effected area when the stone is
A stunned character is unable to move or take actions activated is stunned. Once activated, the stone will
on their next turn and their they lose any bonus to remain active or 5 rounds.
their guard score from agility.
A stunned character is unable to move or take actions
Crafting Ingredients: Brass Essence, Raven Leaf x2, on their next turn and their they lose any bonus to
Steel Essence, Widow Song their guard score from agility.
A poisoned character takes 1d4 points of poison at Crafting Ingredients: Bat Heart Extract, Corpse
the beginning of each turn. After taking the damage Seed, Iron Essence, Maiden’s Tear, Widow Song,
they may make a stamina check to end this condition, White Moss
otherwise it will continue into the next round.
Material Cost: 30 SE
Crafting Ingredients: Copper Essence, Dragon Leaf, Market Value: 300 SE
Steel Essence, White Moss x2
Material Cost: 29 SE
Market Value 290 SE
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Material Cost: 34 SE
Market Value: 340 SE
Spirit Stone
These stones are bright yellow and appear almost to
glow. Once activated incorporeal undead cannot
come within 2 yards of the stone. Incorporeal undead
that are within the effected area when the stone is
activated lose any protection from their semi-
corporeal status and will take full damage from all
attacks. Once activated, the stone will remain active
or 5 rounds.
Crafting Ingredients: Bat Heart Extract, Brass
Essence, Corpse Seed, Dragon Leaf, Silver Petal ,
White Moss
Material Cost: 29 SE
Market Value: 290 SE
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Fire Ring
A fire ring grants its wearer Elemental Resistance 5
Alchemic rings are magical rings that have been
against fire damage.
created through alchemic processes and inscribed
with alchemic sigils and glyphs that grant the wearer Crafting Ingredients: Amethyst Dust, Bronze
special abilities. Rings are considered less powerful Essence, Iron Essence
than amulets, but are still sought after. A character
may wear two rings, one on each hand. Applying a Material Cost: 30 SE
third ring will negate the effects of all of them. Market Value: 300 SE
Guard Ring
Archery Ring
A ring grants the wearer a +1 bonus to their guard
The wearer of this ring does an additional +1 point of score.
damage with all bows weapons.
Crafting Ingredients: Copper Essence, Brass Essence,
Crafting Ingredients: Amethyst Dust, Copper Sapphire Dust
Essence, Gold Essence
Material Cost: 42 SE
Material Cost: 42 SE Market Value: 420 SE
Market Value: 420 SE
Healing Ring
Armor Ring Whenever the wearer of this ring recovers any
An armor ring grants the wearer a +1 bonus to their number of hit points for any reason, increase the
Armor Rating. number of hit points recovered by +2.
Crafting Ingredients: Bronze Essence x2, Sapphire
Crafting Ingredients: Copper Essence, Sapphire Dust,
Dust
Silver Essence
Material Cost: 45 SE
Material Cost: 47 SE Market Value: 450 SE
Market Value: 470 SE
Ignite Ring
Cold Ring The wearer of this ring can use the ignite invocation.
A cold ring grants its wearer Elemental Resistance 5 If the wearer of this ring already has the invocation,
against cold damage. they gain a +2 bonus on mysticism checks to use it.
Crafting Ingredients: Amethyst Dust, Iron Essence, Crafting Ingredients: Amethyst Dust, Bronze
Steel Essence Essence, Copper Essence
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Crafting Ingredients: Brass Essence, Moonstone Crafting Ingredients: Brass Essence, Bronze Essence,
Dust, Steel Essence Garnet Dust
Material Cost: 30 SE
Market Value: 300 SE
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The wearer of the ring may then cast the spell from Material Cost: 45 SE
the amulet just as if they were casting the spell Market Value: 450 SE
themselves complete with a mysticism check to cast
Whisper Ring
the spell. No mana is needed to cast the spell from
the amulet. The wearer of this ring can use the whisper
invocation. If the wearer of this ring already has the
Each time the ring is used, there is a 1 in 6 chance invocation, they gain a +2 bonus on mysticism
that the ring will fail. If this happens the ring checks to use it.
becomes fragile for 24 hours while the arcane
energies in the ring repair themselves. If the ring is Crafting Ingredients: Gold Essence x2, Garnet Dust
used during this time there is a 1 in 4 chance that the
Material Cost: 60 SE
ring will be completely burned out and it will become
Market Value: 600 SE
useless forever more.
Wind Walk Ring
Crafting Ingredients: Brass Essence, Diamond Dust,
Steel Essence The wearer of this ring can use the wind walk
invocation. If the wearer of this ring already has the
Material Cost: 115 SE invocation, they gain a +2 bonus on mysticism
Market Value: 1150 SE checks to use it.
Material Cost: 27 SE
Market Value: 270 SE
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Crafting Ingredients: Brass Essence, Copper Essence, The wearer transforms into a hawk. The wearer
Horse Root x2, Iron Essence, Sapphire Dust cannot speak or cast spells while they are in an
alternate form. Any clothing or possessions the
Material Cost: 61 SE wearer was wearing or holding will not transform
Market Value: 1220 SE with them, so they will need to account for that when
assuming an alternate form.
Fire Amulet
Grants the wearer Elemental Resistance 10 from fire Use the stats from appendix ii of the core rule book,
damage. If the wearer casts a spell that does fire “animal companions”, to determine the stats for the
damage, increase the damage by +2. wear’s hawk form. The wearer will keep their own
mind score.
Crafting Ingredients: Bronze Essence, Dragon Leaf,
Moonstone Dust, Silver Essence x2, White Moss Crafting Ingredients: Bronze Essence, Dragon Leaf,
Garnet Dust, Gold Essence, Steel Essence, White
Material Cost: 57 SE Moss
Market Value: 1140 SE
Material Cost: 67 SE
Market Value: 1340 SE
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The wearer transforms into a lynx. The wearer cannot The wearer transforms into a swam of flying insects.
speak or cast spells while they are in an alternate The wearer cannot speak or cast spells while they are
form. Any clothing or possessions the wearer was in an alternate form. Any clothing or possessions the
wearing or holding will not transform with them, so wearer was wearing or holding will not transform
they will need to account for that when assuming an with them, so they will need to account for that when
alternate form. assuming an alternate form.
Use the stats from appendix ii of the core rule book, When in this form the wearer can fly at a movement
“animal companions”, to determine the stats for the speed equal to their normal movement speed. The
wear’s lynx form. The wearer will keep their own wearer cannot attack in this form, but may swarm a
mind score. creature to impose a -2 penalty to any checks their
victim attempts. Harming the wearer while in this
Crafting Ingredients: Copper Essence, Dragon Leaf, form, is very difficult. However, area effect abilities
Horse Root, Moonstone Dust, Steel Essence x2 are just as effective as normal.
Material Cost: 64 SE
Market Value: 1280 SE
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Crafting Ingredients: Dragon Leaf, Brass Essence, Crafting Ingredients: Brass Essence, Copper Essence,
Bronze Essence, Garnet Dust, Iron Essence, Widow Gold Essence, Moonstone Dust, Raven Leaf, White
Song Moss
Material Cost: 57 SE
Material Cost: 49 SE
Market Value: 1140 SE
Market Value: 980 SE
Quickness Amulet
Life Saver Amulet
Grants the wearer a +2 bonus to their movement
If the wearer of this amulet is reduced to 0 hit points
score.
they will automatically succeed on their first check to
recover while fading. They will recover with full hit Crafting Ingredients: Bronze Essence, Copper
points and be uninjured. If this happens the amulet Essence, Fox Fire, Garnet Dust, Gold Essence, Raven
will lose its magical properties. Leaf
Material Cost: 68 SE
Manna Amulet
Market Value: 1360 SE
Increases the maximum number of mana points of the
wearer by +4. Reflex Amulet
Grants the wearer a +2 bonus to initiative.
Crafting Ingredients: Copper Essence, Fox Fire, Iron
Essence, Raven Leaf, Sapphire Dust, Steel Essence Crafting Ingredients: Brass Essence x2, Bronze
Essence, Dragon Leaf, Moonstone Dust, White Moss
Material Cost: 66 SE
Market Value: 1320 SE Material Cost: 47 SE
Market Value: 940 SE
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Material Cost: 40 SE
Market Value: 800 SE
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Material Cost: 54 SE
Market Value: 1080 SE
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Lute of Mist
Lute of Dirges The lute of mist can be played as an extended action
The player of the lute of dirges may use bard song with a successful perform check difficulty 12). The
favor Dirge of the Undying. If they already have that lute player creates a 5x5 fog bank centered on
favor they gain a +2 bonus on any perform check to themselves. The cloud obscures vision. The cloud
use it. will last for 5 rounds, although a strong wind may
dissipate it earlier.
Crafting Ingredients: Copper Essence, Corpse Seed
x2, Lute, Moonstone Dust Creatures inside the mist cloud are effectively blind,
however the lute player can see perfectly fine within
Material Cost: 34 SE the mist. Playing this lute requires a point of
Market Value: 680 SE determination.
Material Cost: 43 SE
Market Value: 860 SE
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Material Cost: 89 SE
Market Value: 1780 SE
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Belt of Perception
This belt is colored with intricate patterns and
Magical belts, boots, robes, and capes all fall in a
designs. The wearer of this belt gains a +2 bonus on
category of alchemical items known as garments.
perception check sand to any skill check derived
These items are crafted using alchemical ingredients
from perception.
and formula to imbue the item with certain
properties. The effects are permanent unless the item Crafting Ingredients: Fox Fire, Leather, Silver
is somehow disenchanted. Unless otherwise noted, a Essence, Wolf Heart Extract
character may only wear one type of garment at a
time. For instance, if a character were to put on two Material Cost: 25 SE
magical belts, the effects of both would be nullified. Market Value: 500 SE
Also, a character cannot wear a magical robe at the
same time as a magical cloak. Also worth noting, Belt of Stamina
magical boots must be worn as a pair. The belt is made of hard stiff leather that is tough and
unyielding. The wearer of this belt gains a +2 bonus
Belt of Agility to stamina checks and to any skill check derived from
This belt is made of fine leather. It is soft to the touch stamina.
and very flexible. The wearer of this belt gains a +2
bonus to agility checks and to any skill check derived Crafting Ingredients: Bear Heart Extract, Iron
from agility. Essence, Leather, Widow Song
Material Cost: 40 SE
Market Value: 800 SE
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Crafting Ingredients: Dog Weed, Bear Heart Extract, Crafting Ingredients: Leather x3, Bat Heart Extract,
Bronze Essence x2, Leather x3, Horse Root, Raven Brass Essence, Corpse Seed, Raven Leaf x2, Steel
Leaf Essence
Material Cost: 36 SE
Market Value: 720 SE
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Material Cost: 82 SE
Crafting Ingredients: Amethyst Dust, Bear Heart
Market Value: 1650 SE
Extract, Cloth x3, Moonstone Dust, Silver Essence,
Silver Petal, Wolf Heart Extract Cape of Invisibility
This cape grants the wearer the ability to turn
Material Cost: 67 SE
invisible as if they were under the effects of the
Market Value: 1350 SE
Invisibility spell. While invisible, the wearer may
move, speak, and even attack while invisible.
Cape of Cold Bane
Casting spells or taking damage will end the effect.
This cape grants the wearer elemental resistance 10
Turning invisible while wearing the cape is an
from cold damage. If the wearer casts a spell that
extended action and requires the wearer to spend 1
does cold damage, increase the damage by +2.
point of determination. The wearer can remain
Crafting Ingredients: Amethyst Dust, Bear Heart invisible for up to 5 rounds. Becoming visible again,
Extract x2, Cloth x3, Copper Essence, Gold Root, is a free action.
Moonstone Dust Crafting Ingredients: Cloth x3, Bear Heart Extract,
Diamond Dust, Sapphire Dust, Silver Petal, Wolf
Material Cost: 64 SE
Heart Extract
Market Value: 1290 SE
Material Cost: 157 SE
Cape of Death Bane Market Value: 3150 SE
This cape grants the wearer elemental resistance 10
from necrotic damage. If the wearer casts a spell that Cape of Levitation
does necrotic damage, increase the damage by +2. The wearer of this cape can use the Wind Walk
invocation. If the wearer of the cape already has this
Crafting Ingredients: Amethyst Dust, Cloth x3, Dog invocation, they gain a +4 bonus on mysticism
Weed, Gold Essence, Griffon Heart Extract, Sapphire checks to use it.
Dust Crafting Ingredients: Cloth x3, Corpse Seed, Emerald
Dust, Garnet Dust, Silver Essence, Spider Heart
Material Cost: 122 SE Extract, Wolf Heart Extract
Market Value: 2450 SE
Material Cost: 102 SE
Market Value: 2050 SE
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Cape of Wings
Cape of Storm Bane With a standard action, the wearer of this cape may
This cape grants the wearer elemental resistance 10 spend a point of determination to activate it. The
from electric damage. If the wearer casts a spell that effects of this cape last for 5 rounds.
does electric damage, increase the damage by +2.
Once activated the wearer will sprout a set of wings
Crafting Ingredients: Amethyst Dust, Bear Heart at their shoulders. The exact appearance of the wings
Extract x2, Cloth x3, Crypt Bloom, Emerald Dust, depends on the individual cape and is determined
Silver Essence when the cape is created. Shimmering wings of pure
magic, feathered birdlike wings, gossamer insect
Material Cost: 102 SE wings, or large bat-like wings are just a few of the
Market Value: 2050 SE possibilities.
Cape of Striding While the cape is active the wearer has the ability to
This cape grants the wearer the ability to teleport for fly at twice their normal movement speed.
short distances. As a fast action the wearer may
spend a point of determination to teleport up to three Crafting Ingredients: Bat Heart Extract, Bear Heart
yards in any direction. The wearer must be able to Extract, Brass Essence, Cloth x3, Corpse Seed,
see their destination before teleporting. Moonstone Dust, Sapphire Dust
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Robes of Whispers Increase the die type used to determine damage (1d6
The wearer of these robes can use the Whisper becomes 1d8, 1d8 becomes 1d10, etc.). The weapon
invocation. If the wearer of these robes already has does an additional +6 damage to any animal or beast.
this invocation, they gain a +4 bonus on mysticism
Crafting Ingredients: Copper Essence, Fox Fire,
checks to use it.
Horse Root, Sapphire Dust, Silver Essence, Wolf
Crafting Ingredients: Cloth, Copper Essence, Heart Extract
Emerald Dust, Garnet Dust, Griffon Heart Extract,
Material Cost: 68 SE
Maiden’s Tear, Wolf Heart Extract
Market Value: 1360 SE
Material Cost: 110 SE
Blinding Shield Sigil
Market Value: 2210 SE
Apply to a shield.
Material Cost: 72 SE
Market Value 1440 SE
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This shield grants the wielder a +2 bonus to guard. If this sigil is applied to armor; the wearer of this
armor gains Elemental Resistance 10 from cold
Crafting Ingredients: Bronze Essence, Horse Root,
damage.
Iron Essence, Sapphire Dust, White Moss, Wolf
Heart If this sigil is applied to a shield; the shield grants the
user Elemental Resistance 5 against Electric damage.
Material Cost 62 SE
Market Value: 1240 SE Crafting Ingredients: Bat Heart Extract, Dragon
Leaf, Fox Fire, Gold Essence, Sapphire Dust, Steel
Essence
Material Cost: 91 SE
Market Value 1820 SE
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Necrotic Sigil
Apply to a melee weapon or bow, medium or heavy
armor, or shield.
Material Cost: 56 SE
Market Value: 1120 SE
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Material Cost: 74 SE
Market Value: 1480 SE
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Appendix v
Weather
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Temperature Modifiers
Warm Region +2
Cold Region -2
Summer +1
Winter -1
Extremely High Elevation (Mountain Peaks) -3
Very High Elevation (Mountains) -2
High Elevation (Hills) -1
Low Elevation (Valley) +1
Night -1
Precipitation -1
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Appendix vi
Sickness and Disease
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Damage
The damage value listed is the damage that a
The world is full of virulent pathogens and sickened character suffers each day before they make
microorganisms that have plagued all animal live their stamina check to recover from the sickness.
since the very beginnings of life. If a character is
infected with a disease they are considered Stamina
“sickened”. A sickened character suffers a -2 penalty The listed stamina is the difficulty of the stamina
to all actions and will be unable to get complete rest check that an infected character must make in order
without intervention. When the character does rest, to recover from the illness. A skilled healer can
they will take damage from the sickness and then be administer medicine to a sick character which will
required to make a stamina check to try and fight off provide a +2 bonus to the stamina check to recover
the illness. If they fail this check, the sickness will from the sickness.
persist into the next day when the character will have
another chance to fight off the infection. Remedy
Treating a disease requires a number of herbs
Sickness depending on which disease the sickened character is
Each disease is listed with its common name as well suffering from. A character with the Skilled Healer
as its academic name. favor can create and herbal remedy from the specific
herbs listed which will cure a sick character of the
Type disease.
Diseases come in three types based on where the
pathogens lives. This will determine how the disease Notes
is spread. When a character is exposed to a disease Many diseases have unique conditions that make
the GM should roll a die in secret based on the them more dangerous or hard to fight. They are
diseases contagion score listed under its type. If a 1 listed here under notes.
is rolled on this die, the exposed character will
become sickened. Blindness: A disease the inflicts blindness on a
character will do so after the infected character fails
Airborne: Airborne pathogens are the most their first stamina check against the illness. The
contagious. Characters can be exposed to these character will remain blind until they recover from
diseases simply by walking through an area that is the disease.
infected or standing near an infected person.
Death Stroke: Death stroke is a particularly insidious
Bloodborne: Blood born pathogens typically require trait of some illnesses. The inflict an amount of
contact with infected blood. These diseases are damage to the infected character immediately as the
sometimes spread through the bites of infected character fights off the infection either by passing
animals, through eating injected meat, or through their stamina check or through the use of medical
sexual contact with an infected person. A bloodborne remedies.
disease that is highly contatious can also be spread by
insect bites. Highly Contagious: These diseases are more easily
spread as reflected in their contagion score.
Waterborne: A waterborne pathogen lives in water.
A character will be exposed to this sickness if they Persistent: A persistent illness is difficult to defeat. It
drink infected water or have intimate contact with an requires the infected character to fight it off twice
infected person. A waterborne disease that is highly either through passing their stamina checks or
contagious can also be spread by insect bites. through the use of medical remedies.
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Appendix vii
Rules Summary
and
Cheat Sheet
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Skill Mastery
A character with a training score of 8 in a skill rolls
3d10 when making skill checks and keeping the
highest 2 dice.
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Encumbrance
Regular Item: 1 Item Slot
Large Item: 2 Item Slots
Small Item: ½ Item Slot
Very Small Item: ¼ Item Slot
Coin: 1/100 Item Slot
Carried Armor: Equal to AR
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Burning Petrification
1d6 fire damage per turn. Acrobatics or lore A character unfortunate enough to become petrified,
(difficulty 10) to recover. finds themselves temporarily turned to stone. While
petrified a character cannot move or take any actions.
Confusion Petrification normally only lasts for a number of
A confused character makes a mind check (Difficulty rounds, at the end of which the character will return
10) at the beginning of each round. If they fail that to normal. While petrified a character or creature has
check they are unable to take any action that round. an Armor Rating of 10 and Elemental Resistance 10
If they succeed, they may act normally that round. In against cold, electric, fire, phantom, and necrotic
either case the effect will persist to the next round. In damage.
order to end the effect, the confused character must
make a mind check (difficulty 12) as an extended Being turned to stone is a painful experience and
action to clear their head. causes the creature to take 1d10 points of damage.
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Appendix viii
Character Record Sheet
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Thank you.
-James
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