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A FLIGHT OF RAVENS ADVENTURES IN THE WYRD WEST

Flight of Ravens is a dark fantasy wyrd western that takes place in the unsettled badlands of an
Alternate Earth, known as the Wyldlands or just the wylds. Aerth as the world called, is a world at the
Apex of an industrial revolution nearing the equivalent of WW 1 in terms of technology, it is a place of
fantasy races, dark magiks and six guns. Welcome to the Wyrd West, where a man is free. Free to live,
and free to die.

Setting Rules gain Brawny for the scene, increasing his


Load Limit to x8. He grits his teeth and
Flight of Ravens has its roots in the grim
and gritty westerns of the 70s where heroes dont begins the long walk.
always wear white, but it also still retains some of
the western's pulp roots, heroes are larger than
life, and in most cases will rise up to set things Example 2: Samuel has taken two wounds,
Right. The following are the main sources of but needs to sneak into the camp of the
inspiration for Flight of Ravens, The Man with No
Name Trilogy, the Game of thrones TV series, wasteland marauders to rescue his friend.
Dishonored, The Witcher series of games, and the He knows the penalties from the wounds
Dragon Age video game series.
will make it nearly impossible, so he
The Following are the setting Rules that apply to spends one Benny to get Nerves of Steel
the LAW setting. Some rules are original if taken and another to get Improved Nerves of
from the SW: DX they can be found on page 95 Steel. Focusing past the pain, Samuel
silently moves in.
Big Damn Heroes: A hero can spend a
Benny to gain the use of an Edge for one Example 3: With the orc marauders' dire
scene. They have to meet the Rank and hounds chasing him while he pulls a cart
any other Edge requirements but can with his friend in it, Samuel spends a
ignore Trait requirements. Multiple Benny to get Fleet-Footed. As he begins to
Bennies can be spent to gain multiple out-distance the creatures, his player asks
Edges, counting as requirements for other the GM if he can trade his Loyal
Edges gained. Hindrance for a different one.
Blood and Guts
Example 1: Samuel has to carry his buddy Critical Failures
across a wasteland, but between the weight Fanatics
of his friend and the water they need, he Gritty Damage
can barely move. He spends a Benny to Heroes never die
Jokers Wild make the sanity check at a -2.
Multiple languages
Swift Learner: Your insight and Starting Funds: Players begin with 500 $ Drakes.
intelligence grants you unique advantages.
You may convert two raises from a Trait Tolerance: Tolerance represents your bodies
test into a Benny. You may not go over ability to process alchemical elixirs. Your
your total Benny count. tolerance is equal to your vigor + your spirit.
Skill Specialization

New Derived Statistics & Mechanics

Backgrounds: Everyone started out as something


else, before they began a life of adventure. All
WC's begin play with 2 skills at a d6 this
represents what they did previously.

Reputation: Reputation affects how NPCs react


to a character. It starts at a value of zero
and can be modified via edges.

Sanity: Sanity is a person's innate shield against


things that should not be, it represents a person's
ability to deal with mental strain before having a
psychotic break. When Confronted with a horrific
creature or event anyone witnessing the event
must make a sanity check. This requires a spirit
roll, this roll may be affected by penalties or
bonus from edges or circumstances. If successful
you may continue normally, if you fail you
become shaken, on a snake eyes you gain a level
of fatigue. Some times you will be required to
make multiple sanity checks if you are shaken and
are exposed to another sanity check you must
Character Generation and they never seem to miss a chance to
There are several races available in Flight of talk about it. Dwarves suffer a -2 to
Ravens. charisma.
Low Light Vision: Dwarves ignore
Dwarves penalties for low light conditions.
A short, stout, and hardy race of people, The Slow: Dwarves have a slower walking
dwarves of Aerth inhabit the many Mountain pace in comparison to humans: They have
ranges of the north in massive underground towns a pace of 5
and cities called Hallows. An industrious and Tough: The dwarves of Aerth are a hardy
somewhat jingoistic society, they prize breed, they start with a d6 in vigor
craftsmanship, practicality, and honor (or at least
the perception of being honorable) above all else. Elves
The dwarven merchant houses control many of Elves are a race of pale and lithe
the banks in Aerth. humanoids with long pointed ears, and possessing
Dwarves tend to stay in their Hollows, and a strange alien beauty to them. There are two
some tend to suffer a mild form of agoraphobia eleven sub-cultures the Syl'vahn which have
outside their mountain homes. retreated into the wilds to protect them selves
caste society: Dwarves are a caste driven from the influence of the outside world, there they
society and place a great deal of try to hold on to their dying culture. Then there is
importance of maintaining the honor of the Ur'Bahn, they have embraced the new and
ones house and caste. This is a sub culture fascinating world the industrial revolution has
of dwarves who are casteless by either brought.
choice, or by circumstance they are Lithe: Elves begin play with a d6 in
considered the dregs of dwarven society. Agility
Select one of the following castes you gain Occult Aptitude: Both types of elves are
a d6 in the appropriate skill naturally adept at using ritualistic magic
Merchant: Kn: Financial they gain a d6 in Kn: occult
Noble: Persuasion Alien Beauty: elves have a strange alien
Religious: Kn: Dwarven Ancestor beauty to them. They have a +2 charisma
worship Frail: Elves have a hollow skeletal system
Smith: Repair akin to a birds. The suffer a -1 to
Casteless: Streetwise toughness
Jingoistic: Dwarf pride runs deep and wide Syl'Vahn Traditionalist: If you are of the
Syl'Vahn cultural belief, you have a hard Durable: Orks undergo extensive endurance
time wrapping your head around training they gain a +1 to toughness
technology. You gain the All Thumbs Band of Brothers: The orcs are loyal to 3 things
hindrances them selves, clan, and those they fight with. They
Ur'Bahn Pioneer: The Ur'bahn have an gain the loyalty hindrance
unhealthy fascination with technology.
They gain the curious hindrance when New Skills
dealing with technology
Knowledge: Alchemy
Humans The Alchemy skill is used to make various
Humans are the most prevalent and most medicinal and utilitarian compounds and
adaptive race on Aerth and are responsible for potions that generate a variety of effects. To use
much of the industrial revolution. They run the the skill you must have access to access to an
full spectrum of skin tones, and personalities. alchemist lab either stationary or mobile, some
Use the Standard SWDX rules for Humans ingredients, and a recipe. You can also use the
skill to generate new recipes from scratch. You
Orc know a number of recipes equal you alchemy
The Orcs of the wylds have a proud nomadic die from memory, you do not need a hard copy of
warrior culture and often hire them selves out as that recipe to produce it.
professional soldiers. They are disciplined both in
terms of body and mind. Many have begun Knowledge: Occult
making a permanent home in the newly The Occult skill is used in understanding occult
established the City known as Siege. symbolism and performing ritual magic.
Disciplined: Orks are drilled at a young age in the
battle field arts choose one of the following the
gain a d6 in the skill
Combat Engineer: repair
Combat Medic: Healing
Commander: Kn: battle strategy
scout: stealth
Infantry: Shooting or Fighting
Shock Troop: Intimidate
Scout: stealth
Hindrances & Edges capable than the average folk. When you
Removed Edges take this edge you immediately start at Seasoned
All core Arcane Backgrounds except Super gaining 5 advancements. You can only
Powers from the SWDX, champion, Holy/Unholy Take this at character generation. You must pay
Warrior, Gadgeteer, Mr Fix the xp debt before you can advance.
it (Remove weird Science) Wizard
Combat
New Hindrances Finesse
Karmic Debt (Major) Requirements: Veteran, Agility d8, shooting d10
Karmas a Bitch and you know her on a first name or fighting d10
basis. You begin play with one less Your skill in combat is tough to match. If you hit
Benny. with a raise you may sacrifice the bonus
damage to gain a +2 to the AP value of the
Doppelganger (Minor or Major) weapon.
Someone looks a lot like you or you them.
Whenever you enter a new town there is a 10% Concentrated Fire
chance if minor and a 30% chance if major your Requirements: Heroic, Agility d10, shooting d10
double has been there causing a ruckus. When making attacks with a ranged weapon with
This can cause all sorts of trouble for the player a ROF higher than 1, you gain a +1 to
maybe a day in the slammer, or it could lead damage with each shot after the first impact
to a lynching. it is up to the GM. (More than one shot has to hit)

Infamous (minor or major) Better Criticals


You are known for some heinous or criminal act Requirements: Heroic, Agility d10, Shooting d10,
whether or not it is true or not. You start with fighting d10
-2 reputation if minor or -4 if major. When you get a critical you get a critical. When
you get a raise on the fighting or shooting die you
New Edges roll a d8 instead of a d6 for bonus damage

Background General
Veteran of the Wylds(Background) Alchemical Resistance
Requirements: Novice Wild Card Requirements: Vigor d8
You have survived the sprawl making you more Your body has adapted well to the use of elixirs
and mutagens and has made you more resistant to rolls. You also gain the ability to make your
their use. You gain a +2 to your tolerance score. elixirs into permanent mutagens.

Comprehension Automatica Expert (Professional)


Requirements: Novice, Smarts d8 Requirements: Seasoned, Kn: Occult, Kn:
You deductive reasoning is superb. You gain a +1 Mechanics D10,
to all common Knowledge rolls You're well versed in the working of the
constructs known as Automatica You gain a +2 to
Famous repair and damage VS automatica constructs.
Requirements: Novice, WC
You are famous for some act weather you did it or Demolition Expert (Professional)
not. You start with a +2 to your reputation. Requirements: Seasoned Knowledge (explosives)
D8 Smarts d8
Silent Running Your skill with explosives and things that go
Requirements: veteran, agility d8+, Stealth d10 boom is unparalleled. You receive a
You may move your full speed when trying to be +2 to setting explosives and explosive damage
stealthy.
Gunslinger (Professional)
Light Step Requirements: Seasoned Quick draw Shooting
Requirements: Veteran, Smarts d8, Notice d10, D10
Repair d8, lock pick d8 When using any pistol weapons you receive a +1
Tired of setting off enemy traps? You gain a +2 to to called shots
notice and disarm traps and +2 to agility
tests to avoid the consequences. Master Trader (professional)
Requirements: Veteran, Smarts d8, Persuasion d10
Professional or Intimidate D10
Alchemist (Professional) During price negotiations you gain a +2 bonus to
Requirements: Seasoned, Alchemy d8 social tests. Must maintain a neutral
A true alchemist only needs his mind and his reputation score.
hands to make items of terrible wonders. The
Alchemist ignores the lab requirement of making Rifleman (Professional)
alchemical creations. When using an alchemy lab Requirements: Seasoned Shooting d10, Fighting
mobile, or stationary you gain a +2 to alchemy D6
When using a rifle of some kind you gain a +1 to undead, or construct You cant have the ugly
called shots, you also may use rifles in Close hindrance.
Quarters.
Devil's Own (Weird)
Weird Requirements: WC, Legendary, Vigor d12
Cannibal (Weird and GM's Permission) Negative reputation
Requirements: Veteran The devil walks beside you in your adventures.
They say that the eating of human flesh is the key You may add a bonus equal to your negative
to immortality. You may consume human reputation score to your Soak rolls
flesh to help with your bodys healing process.
You must eat at least a pound of flesh; you Fortunate One (weird)
may make a natural healing roll at the end of the Requirements: Novice, luck, great luck, Wild
deed with a +2 bonus. This action takes 10 Card
min. Any npc's who sees this behavior will attack, Karma Smiles upon you. You start play with an
player characters who see this behavior additional Benny.
must make a spirit check failure means that they
are shaken, on a snake Iconic (Weird)
eyes they must make a spirit test or attack. Requirements: WC, Legendary, Spirit d12
*Addiction: Positive reputation Score
After finishing the deed make a spirit check with a God walks beside you in your adventures. You
-4 penalty, if you fail you have become may add a bonus equal to your positive
Addicted. You gain the major habit as a hindrance. reputation score your natural healing rolls
In addition you lose reputation every time you use
the cannibal ability. I have my Hate to keep me Warm (Weird)
Requirements: Veteran, Spirit d8, WC Must have
Deathly Beauty (Weird) a negative reputation score.
Requirements: Attractive, spirit d8 You are filled with so much hate and bile, that the
Youre bringing Sexy Back. Your attractiveness is elements have a hard time bothering you. You
very disarming to the opposite sex. You may gain a bonus equal to your negative
spend a Benny to gain a bonus to damage equal to reputation score to resist the effects of heat, cold,
your charisma bonus against any target of the and starvation.
opposite sex. This ability does not work against
any creature classified as an animal, non-sentient Pale rider (weird)
Requirements: Veteran, riding D10, WC, (Must increase an npc's attitude towards you receive a
own your mount) +2 bonus.
And low death rode upon a pale white horse.
When seated in your vehicle you gain a +2 to
intimidate rolls.

True Believer (Weird)


Requirements: Belong to a belief system, Spirit
D8
Your belief keeps you going in the face of
adversity. You gain a +2 to spirit rolls to resist fear
and sanity

Social
Youre Breathing my Air boy. (Social)
Requirements: Seasoned, Intimidate d8, WC,
*Must maintain a positive or negative Karma
Score. Whether good or bad you have an air of
menace around you. You gain a bonus to
intimidate
rolls equal to your reputation score.

Paladin, Paladin where do your roam (Social).


Requirements: WC, Veteran, Survival d8
Streetwise d8, Positive reputation.
Your good deeds are not punished. You gain a +2
bonus to streetwise and survival rolls to
find shelter and food

Magnificent Bastard (Social)


Requirements: Seasoned Spirit d8 Persuasion d10
Your wit is like a well honed blade. When trying
to
Arms and Equipment more damage at close range. For each additional range
increment the damage decreases. Ex. First range 3d6,
FoR is a cinematic dark fantasy adventure
second range, 2d6, 3rd range 1d6. Double Barrels and
setting as such puts realism on the bench.
Triple Barrels can fire at multiple opponents in a single
Weapons and armor are fairly generic but turn as if they had an Auto fire weapon. Normal Shot has
cinematic. Ammo is simplified into small, a +2 to shooting, Slugs do 2d10 regardless of rang
medium, large, and special. increment.

Pistols Double Barrel

Burst Pistol Cost: 150 RoF 1, Auto Range: 12/24/48 Ammo: M

Cost: 400$ ROF: 1 Range: 12/24/48 Ammo: Sm Weight: 11lbs Shots: 2 Damage: 1-3d6

Weight: 4lbs Shots: 18 Damage: 2d6 Notes: see shotgun

Notes: AP 1, one action to reload, can only fire 3rb


Lever action Shotguns

Wrist Bolter Cost: 400 RoF: 1 range: 12/24/48 Ammo: M

Cost: 100$ ROF: 1 Range: 5/10/20 Ammo: Sm Weight: 9lbs Shots: 5 Damage: 1-3d6

Weight: 2lbs Shots: 4 Damage: 2d4+1 Notes: see shotguns

Notes: SA, 1 action to reload, able to use specialized


ammo. DBT Silent -2 to notice Sawed Off DB/TB
Cost: 200 Rof: 1, Range: 5/10/20 Ammo: M

Semi-Automatic Pistol Weight: 6lbs Shots DB 2 TB 3 Damage: 1-3d6

Cost: 250$ ROF: 1 range: 12/24/48 Ammo: Sm Notes: see shotguns

weight: 3lbs Shots: 12 Damage: 2d6


Notes: AP 1, one action to reload, DBT Triple Barrel
Cost: 350 Rof: 1 Range: 12/24/48 Ammo: M

Revolver Weight: 10lbs Shots: 3 Damage 1-3d6

Cost: 200$ ROF: 1 Range: 12/24/48 Ammo: M Notes: see shotguns

Weight: 4lbs Shots: 6 Damage: 2d6+1


Notes: Revolver, 2 actions to reload Rifles

Bolter Rifle
Hand Cannon Cost: 250 Rof: 1 Range: 15/30/60 Ammo: M
Cost: 450 ROF: 1 Range: 10/20/40 Ammo: L Weight: 7lb Shots: 12 Damage: 2d6+1
Weight: 5lbs shots. 5 Damage: 2d8 Notes: AP 1, SA, 1 action too reload DBT, Silent -2 to
Notes: AP 2, revolver, 2 actions to reload Notice

Shotgun Burst Rifle

Shotguns fire a spread of metal shot and so do Cost: 400 Rof: 1 Range: 12/24/48 Ammo: M
Weight: 9lbs Shots: 24 Damage: 2d6+1 Arc Charge
Notes: 1 action reload, can only fire in 3rb Cost: 350 Weight: 2lbs Delay: 2 Damage:2d6
Notes: SBT, -2 to agility rolls to get out of the blast
Carbine radius. If any of the targets are wearing metal armor they
Cost: 400 Rof: 1 Range: 24/48/96 Ammo: L take +2 damage
Weight: 8lb Shots: 20 Damage: 2d8
Notes: AP 2, SA, 1 action too reload DBT Explosive Charge
Cost: 150 Weight: 1lbs Range: 5/10/20 Delay: 2
Repeater Damage: 3d6
Cost: 350 Rof: 1 Range: 24/48/96 Ammo: L Notes: SBT, -2 to agility rolls to get out of the blast
Weight: 8lb Shots: 10 Damage: 2d8 radius
Notes: 1 AP, 3 actions to reload, lever action
Incindiary Charge
Marksman Rifle Cost: 200 Weight: 1 lbs Range: 5/10/20 Delay: 2 damage
Cost: 600 Rof: 1 Range: 30/60/120 Ammo: L 2d8
Weight: 12lb Shots: 8 Damage: 2d8+1 Notes: SBT, -2 to agility rolls to get out of the blast
Notes: AP 2, Bolt Action, 2 actions to reload, Includes a radius if unsucessful check to see if you have caught fire.
scope
Smoke charge
Machine Guns Cost: 100 Weight: 1lbs Range: 5/10/20 Delay 2 Damage:

Machine Gun None

Cost: 650 Rof: 3 Range: 20/40/80 Ammo: L Notes: A Choke charge releases a strong gas iritant in a

Weight: 15lb Shots: 45 Drum Damage: 2d8 MBT, Targets must make a vigor roll at -2 or become

Notes AP 2, Can only fire on Full Auto blinded and shaken as they are racked by coughing fits.
The Cloud lingers for 2 rounds. Anyone wearing a gas

RPG mask is immune to the effects.

Shoulder Cannon
Uniques
Cost: 5000* Rof: 1 Range: 25/50/100 Ammo: Sp
Weight: 25lbs Shots: 1 Damage: 4d6 MBT Arc Rifle

Notes: Snap Fire, 4 Actions to reload Cost: 1200 Rof: 1 Range: 10/20/40 Ammo: Sp
Weight: 18 lbs Shots: 5 Damage: 2d8

Grenades Notes: AP 4, 4 Actions to reload

Grenades are thrown explosive charges that


Assassin Rifle
affect an area. They have a delay until they detonate. A
Cost: 800 Rof: 1 Range: 30/60/120 Ammo: L
delay of 2 for instance is 2 rounds before detonation.
Weight: 10lb Shots: 12 Damage: 2d8
Explosions bypass armor
Notes: AP 2, SA, 1 action too reload DBT, silenced -2 to
notice rolls to detect shot

Crank Gun
Cost: 1100 Rof: 2 Range: 20/40/80 Ammo: L
Weight: 25lb Shots: 80 box Damage: 2d8+1
Notes AP 2, 3 actions to reload

Flack Cannon
Cost: 500 RoF: 1 Range: 10/20/40 Ammo: L
Weight: 13lbs Shots: 1 Damage: 1-3d8
Notes: Snap Back, see shotgun, Hot Shot: Items struck by
the flack cannon have a chance to catch fire. 2 actions to
reload

Armor

Leather Jacket
Cost 100, AV: +1, Weight: 2lbs
Notes: Covers ATL
Armored Leather Great Coat
Cost: 200 AV: +1/+2 Weight: 4lbs
Notes: Covers ATL, Can be worn over plate

Plate
Cost: 350 AV: +3 Weight: 12lbs
Notes: Covers ATL, -2 to soak versus electrical damage,
Plate Corselet, arms, and leggings can be bought
separately for 1/3rd the price of a full plate

Re-Enforced Rubberized Armor


Cost: 300
AV: +2(Normal damage)/+4 (Electrical)
Weight: 8lbs
Notes: covers ATL, -2 to vigor checks to resist fatigue
due to non-breathability of the material.
Mysteries of the Arcane
Magic is a serious matter in the world of Mutagens: the are similar to an elixir but the
Flight of Ravens, it is difficult to channel directly effects are permanent. This boost comes with a
and done via Ritualistic means, or via Alchemy. price as mutagens can have severe side effects.
Some rare individuals can channel magic via the You can safely have a number of mutagens equal
force of their will alone. Others have managed to to your vigor plus your spirit. You are only
merge the arcane with mechanical principles to able to have your vigor in elixirs active in your
produce terrible wonders. system.

Alchemy To manufacture either one you need a functioning


alchemy lab. Ingredients, a valid recipe, and
The Alchemy skill is used to make various
money
medicinal and utilitarian compounds and
Recipes can be bought, found, traded, or invented
potions that generate a variety of effects. To use
the skill you must have access to access to an
Making an Elixir, Poisons, or mutagens
alchemist lab either stationary or mobile, some
Determine its purpose: Help, Hinder/harm/
ingredients, and a recipe. You can also use the
or Augmentations
skill to generate new recipes from scratch. A
Determine Cost: Helpful 150,
character with the Alchemy skill knows 1 recipe
Hinder/Harm, 200, Augmentation 1500
from memory per die type, this does not restrict
Determine penalty: helpful: -1,
him from learning new ones or developing his
Hinder/Harmful -2, Augmentation -4
own. Only an Alchemist (Someone who has taken
Make an Alchemy roll on a success you
the professional edge) can safely produce
have made the item in question, this takes
Mutagens.
an hour or more normally, for every raise
you decrease time spent and over all cost
There are 3 types of alchemical products elixirs,
by 25%
Poisons, and mutagens
selling an Alchemical product: Base cost
of production + 50%
Elixirs: are typically potions, pills, or injections
that provide a temporary effect to a trait, attribute
Arcane Talent (Arcane background)
or provide a unique ability with mild side effects
The Arcane Talent is a modified version of
Poisons: cause a harmful effect, and my be the Super Powers background from the SWDX.
applied to certain types of weapons. These individuals are known by various names,
not all of them good. Now one knows how or why
these people can manipulate raw magical power
with no ill effects, but they are appearing with
more frequency.
Arcane Talent (Arcane background)
*Reworked Superpowers: Only requirement is
that upon taking this edge you must choose an
arcane trapping such as sound, fire, or lightning.
This can not be changed you can gain new
trappings by using an advance.

Occultism
The Occult Skill allows to identify occult
symbolism and cast ritualistic magic. A ritual is
any of the spells listed in the SWDX these can be
cast by a single individual via scrolls, or as a
group in what is know as a working.

To determine the difficulty of the ritual its based


on what level the spell is.
Novice: -1
Seasoned: -2
Veteran: -3
Heroic: -4
Legendary: -5

For every knowledgeable Participant in the ritual


the penalty is decreased by 1.

Blood Magic: One of the more profane aspects of


magic. For every would you or a designated
sacrifice willing or otherwise, takes your gain a
+2 bonus to the ritual.

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