TEXT: Corvid Court
  
  Corvid Court
  by
  Spencer Campbell
  Writing, layout, and design: Spencer Campbell
  Cover and interior art from Freepik. Artists: Ardana.artwork,
  secondsydicate, badsynx, mikalaimanyshau, tuleedin,
  DEYASA_346
  Special thanks to:
  Rowan, Rook and Decard for making an amazing
  system to base this game on.
  My incredibly supportive partner, Kate.
  Fnally, the Black Vale.You know who you are.
  This work is based on the Resistance Toolbox, product
  of Grant Howitt and Chris Taylor, and published by
  Rowan, Rook and Decard for our use under the
  Creative Commons Attribution 4.0 License (https://
  creativecommons.org/licenses/by/4.0/).
  gilarpgs.itch.io
  gilarpgs.com
  @gilarpgs
  
  Take Flight
  You are Birds, members of the Corvid Court. Many in the city of
  Nest would call you a cult, full of killers, liars, and thieves.That
  doesn’t stop them from paying your fee to get work done.The
  Court has blessed you with power, and it is up to you to take flight
  with it. Soar high, don’t crash.
  What isThis?
  Corvid Court is a tabletop roleplaying game about bad people
  doing bad things.There’s no way around it, you’re the baddies
  here. But the city of Nest is filled with lots of vile people, so “bad”
  is relative. Sometimes, bad people do good things. Sometimes.
  The players of this game, called Birds, are part of an organization
  known as the Corvid Court.The Court, for short, does dirty work
  for people who want to keep their hands clean.The Birds take on
  jobs, and the GM will play alongside them to see what happens
  along the way. Oh, and are you actually playing as birds? Probably
  not, but that’s up to you to decide.
  What Do I Need?
  You’ll need at least one player, up to four, and someone to be GM.
  This game uses six-sided dice (d6). Character sheets can be found
  in the back of this document, and online at gilarpgs.itch.io.
  Resistance-Born
  This game is made using the Resistance system made popular in
  the RPGs Spire and Heart, published by Rowan, Rook and
  Decard. If you’ve played one of those games before, a lot of how
  Corvid Court works will look familiar. However, there are some
  modifications, as this game runs on a slimmed-down and lighter
  version of the Resistance system. If you have never played a
  Resistance game, don’t worry, I’ll explain everything you need to
  know along the way!
  1
  The Core Mechanic
  During play, GM’s will describe scenes and situations, and the
  Birds will respond. Most of the time that prompts the GM to
  describe some more, and the Birds respond again.This is called
  roleplaying. But because Corvid Court is a game, we’re going to
  need to roll some dice.
  When a Bird describes taking a risky or consequential action, they
  have to roll.This means they only roll when there are stakes, and
  when failure is both meaningful and interesting. If there are no
  stakes, or failure wouldn’t really mean anything, then it’s not a
  roll, it’s roleplay.
  A roll is made of a pool of dice. A Bird always starts a roll with one
  d6.They add one more d6 if they have a Skill that is relevant to
  the attempted action. Finally, they add one more d6 if their
  Domain is in play.The Bird rolls their pool of dice, and takes the
  highest roll to determine their result:
  •
  1-3: Failure, with a consequence.
  •
  4-5: Success, but with a consequence.
  •
  6: Success, and no consequences.
  Consequences, Resistance, and Stress
  Consequences should be narrative complications that the Bird has
  to deal with. It shouldn’t be killing them outright (that’s what
  Fallout is for). Instead, their character is put in a tough position,
  making them try a new tactic, or the same approach with the risk
  of making things even worse.
  Consequences are tracked by stress, which is marked on a Bird’s
  resistance tracks. Each Bird has three resistances:
  •
  Claw: Durability, bodily harm, endurance.
  •
  Eye: Mental stability, keeping a level head, focusing attention.
  •
  Beak: Social status, remaining undetected, Court status.
  Anytime a Bird suffers a consequence, they mark one box of stress
  on the appropriate resistance track. If it isn’t obvious which one,
  the GM will tell decide.
  2
  
  Fallout
  All that stress takes a toll on anyone, even cutthroats like the
  Corvid Court.The more stress a Bird takes, the more likely the
  next consequence they suffer will have a lasting impact.
  If the highest die in a roll is less than or equal to the current stress
  for that resistance, the Bird suffers Fallout.This check is made
  after marking any stress from consequences of the roll.
  A Fallout is an even worse consequence. Usually Fallout are
  permanent changes to the character, or at the very least are going
  to require some real work to fix.That doesn’t necessarily mean
  dead, but something very bad happens.The severity should be
  based on the amount of stress the Bird had when the Fallout was
  triggered.
  The GM will tell the Bird what has happened, the Bird has to fix
  it. Some examples of Fallout are listed below. Feel free to work
  together as a table to come up with an appropriate consequence.
  •
  Claw: Bleeding out, lose a limb, break so many bones, die.
  •
  Eye: New phobia, hallucinations, mental breakdown, insanity.
  •
  Beak: Cover blown, betrayal, Court blacklists you, go broke.
  Removing Stress & Refresh
  Once Birds realize how bad Fallout can be, they are going to want
  to get rid of their stress.There are three ways to remove stress.
  First, they can just lay low for a while, recovering from whatever
  ails them and waiting for the storm to pass. If the players want to
  do this, that’s completely fine, but let them know there might be
  fictional consequences to their inaction. Maybe their window of
  opportunity to move on a target has shrunk, or while they were
  recovering their target shored up their defenses.The GM should
  decide how much stress is cleared when laying low, though the
  amount should depend on how long the Birds are staying cooped
  up.
  Second, each class has a Refresh action. Birds and the GM should
  work together to decide what would qualify as their refresh action.
  If a Bird completes their Refresh, they roll a d6 and remove that
  much stress from their character, from whichever resistance tracks
  they like. It is important for the GM to make refresh opportunities
  for the Birds.Without them, the stress will overwhelm them
  quickly and they’ll break before they finish their first job.
  Finally, all stress is removed at the end of the session, regardless of
  the outcome. Birds always take on their next job fresh and ready
  to fly.
  4
  3
  
  Skills
  Skills are labels for a set of related talents and actions.When a
  Bird makes a roll, they get an extra die if they have a Skill that is
  relevant to the task at hand.There are four Skills Birds have:
  •
  Caw - Commanding, deceiving, persuading.
  •
  Murder - Killing, harming, lashing out.
  •
  Spy - Studying, perceiving, understanding.
  •
  Swoop - Sneaking, dodging, tumbling.
  Domains
  While Skills represent a set of related talents, Domains represent
  expertise or knowledge in a broad discipline.When a Bird makes a
  roll, they get an extra die if they have a Domain that is relevant to
  the task at hand. Domains are added to the roll if they are directly
  related to the action (powering up an ancient engine is Tech) but
  also if the action is indirectly related to the task (attacking the mad
  sorcerer is Occult).There are four Domains Birds can have
  expertise in:
  •
  Coin - The flow of coin and trade.
  •
  Crime - Criminal organizations and networks.
  •
  Occult - The arcane arts of Nest.
  •
  Tech - Working with old and new tech.
  5
  Creating a Bird
  Ready to take to the skies and work for the Corvid Court? Of
  course you are! Let’s make a Bird.
  ChooseYour Class
  There are four different types of Birds, called classes, that you can
  play as. Familiarize yourself with each of the classes and then
  choose the one that fits the play-style you are going for.You’ll find
  a description and character sheet for each class on the pages that
  follow, as well as a blank sheet to create your own.
  Choose an Ability and Equipment
  After selecting your class, choose one
  of the abilities listed on their character
  sheet. Don’t worry, you’ll be able to
  unlock the others the more you play
  (assuming your Bird lasts that long).
  The last thing to do is to describe three
  pieces of equipment that you keep on
  you.This isn’t an exhaustive list of
  everything you carry, but instead three
  of the most important things you own.
  These don’t serve a purpose
  mechanically, but they may provide
  opportunities during roleplay that you
  may be able to take advantage of.Work
  together with the entire table when
  coming up with your equipment; you’re
  in this together after all.
  That’s it, you’re ready to get to work for
  the Corvid Court!
  6
  
  Crows
  Crows are made to kill, literally.They
  have the Murder Skill for a reason.
  Crows can enhance their strength and
  speed to unnatural heights, and terrify
  those around them that witness their
  fury. Perhaps most horrifying of all,
  Crows can summon a flock of their
  namesake to them, picking apart and
  devouring their unlucky target. Crows
  are all about shows of force, and so they
  refresh by destroying symbols of those
  who would oppose the Court.
  Ravens
  Ravens are the opposite of Crows.They
  prefer to keep a distance and watch, to
  see the best possible solution to any
  problem before them. Ravens understand
  technology better than most, and are
  able to use it in ways others can’t. For
  example, no door can hold a Raven, but
  they can also use any door to hold off the
  rest of the world. Secrets are their trade,
  and gathering them up to support the
  Court’s efforts helps relieve a Raven’s
  stress.
  Jay
  Jays love to be heard.That might be
  because they hear voices in their head all
  the time, and maybe they’re just carrying
  on the conversation for everyone else to
  hear. Either way, when a Jay speaks,
  people listen.They can use their
  persuasive voices to control others, drive
  them mad, maybe even kill. Jays are even
  known to mimic the sights and sounds of
  others, such is their mastery of
  persuasion.While the Corvid Court
  prefers to stay largely hidden, a Jay finds
  great relief in spreading the reputation of
  the organization to all that would hear it.
  Magpies
  Magpies are covetous people. But that’s
  because they know there is power in
  possessions. Collectors of all varieties of
  trinkets, valuables, and really anything
  not nailed down, Magpies like to sneak
  in, take what they want, and be gone
  without a trace.They see links between
  possessions and their owners that others
  can’t, and they know how to pull those
  strings.Take a favor from a Magpie and
  you’ll be theirs; give a Magpie something
  and you won’t be able to lose them.
  While they prefer holding on to whatever
  they get their greedy wings on, Magpies
  refresh when finding items that the
  Court would find useful.
  7
  8
  
  The Conspiracy
  When Birds take flight on a job, it’s called a Conspiracy. A
  Conspiracy represents a single job that the Birds must accomplish
  for the Corvid Court. Given the light-weight nature of the game,
  it’s recommended that a Conspiracy take no more than one
  session to complete. Any more than that, and you start to run into
  some very stressed out Birds.
  Roll on the following tables for inspiration for the task, client,
  target, and complication for the Conspiracy.Work out some details
  as a table, ask each other questions, then play to find out what
  happens. Or make your own Conspiracy!
  Advancement
  After completing a Conspiracy, every Bird takes an advance
  regardless of how the job went.We learn from our mistakes and
  build on our successes, right?
  After doing so, all stress is cleared. However, any Fallout might
  still remain, if it requires the Bird to do something specific to get
  rid of it.
  Name:
  Look:
  SKILLS
  Caw
  Murder
  Observe
  Swoop
  DOMAINS
  Crime
  Coin
  Occult
  Tech
  ABILITIES
  Once per session you may engulf
  someone in crows, devouring
  them.
  Once per scene you may act with
  supernatural speed and strength.
  Doing so again that scene costs 1
  Claw stress.
  When you harm someone, any
  witnesses will flee in terror or be
  paralyzed by fear, your choice.
  Gain an Ability
  Gain an Ability
  Gain a Domain
  Gain a Skill
  +1 die when
  using Murder
  ADVANCES
  FALLOUT
  EQUIPMENT
  REFRESH
  RESISTANCES
  Claw
  Eye
  Beak
  Destroy a symbol of
  opposition from one of
  the Court’s foes.
  Crow
  d6
  Task
  1 Assassination
  2 Theft
  3 Seize territory
  4 Transportation
  5 Espionage
  6 Ritual
  d6
  Client/Target
  1 A rival Court
  2 Church of the Black Star
  3 The Tomb Wardens
  4 Nest Academy
  5 Cult of the Crimson Spire
  6 Blacklisted Birds
  d6
  Client/Target
  1 Rising crime boss
  2 The Sterling Nail Vault
  3 Local politician
  4 Revolutionary group
  5 Last will and testament
  6 The Corvid Court
  d6
  Complication
  1 Rival Court is on the job
  2 It’s a trap
  3 Your client is really bad
  4 The client is a friend
  5 It’s on a major holiday
  6 Have to cross rival turf
  9
  10
  
  Name:
  Look:
  SKILLS
  Caw
  Murder
  Observe
  Swoop
  DOMAINS
  Crime
  Coin
  Occult
  Tech
  ABILITIES
  You don’t check for Fallout until
  you have at least 3 stress in a
  track.
  All doors unlock with your
  touch. Doors may also be locked
  so only you may pass.
  When you take Claw stress, burst
  into a cloud of ravens and reform
  somewhere within eyesight.
  Gain an Ability
  Gain an Ability
  Gain a Domain
  Gain a Skill
  +1 die when
  using Observe
  ADVANCES
  FALLOUT
  EQUIPMENT
  REFRESH
  RESISTANCES
  Claw
  Eye
  Beak
  Discover a secret that will
  benefit the Corvid Court.
  Raven
  Name:
  Look:
  SKILLS
  Caw
  Murder
  Observe
  Swoop
  DOMAINS
  Crime
  Coin
  Occult
  Tech
  ABILITIES
  Those who can hear your Caw
  will follow one word commands
  from you.
  Once per session mask your face
  and voice to match someone who
  you have seen and heard.
  When you Caw with mad
  jabbering, choose an effect on
  those who can hear: madness,
  pain, paralysis.
  Gain an Ability
  Gain an Ability
  Gain a Domain
  Gain a Skill
  +1 die when
  using Caw
  ADVANCES
  FALLOUT
  EQUIPMENT
  REFRESH
  RESISTANCES
  Claw
  Eye
  Beak
  Spread fear of the Corvid
  Court to those who think
  themselves immune to it.
  Jay
  11
  12
  
  Name:
  Look:
  SKILLS
  Caw
  Murder
  Observe
  Swoop
  DOMAINS
  Crime
  Coin
  Occult
  Tech
  ABILITIES
  When someone takes a coin from
  you, they must obey a single
  word command you give them.
  When you acquire a trinket from
  someone, you can always track
  their location.
  Once per scene you may appear
  anywhere you can see. Describe
  how you got there.
  Gain an Ability
  Gain an Ability
  Gain a Domain
  Gain a Skill
  +1 die when
  using Swoop
  ADVANCES
  FALLOUT
  EQUIPMENT
  REFRESH
  RESISTANCES
  Claw
  Eye
  Beak
  Acquire someone’s
  cherished belonging to fill
  the Corvid Court’s
  coffers.
  Magpie
  Name:
  Look:
  SKILLS
  Caw
  Murder
  Observe
  Swoop
  DOMAINS
  Crime
  Coin
  Occult
  Tech
  ABILITIES
  ADVANCES
  FALLOUT
  EQUIPMENT
  REFRESH
  RESISTANCES
  Claw
  Eye
  Beak
  13
  14
  
  Playing & Expanding the Game
  At its heart, Corvid Court is designed to be a slimmer RPG using
  the Resistance system. Some of the best parts of playing a game
  like Spire is watching your characters become these incredibly
  weird and powerful people if they live long enough. Birds of the
  Corvid Court burn bright, and then burn out.
  This means that a “campaign” of Corvid Court has a lifespan of
  about 5 sessions. At least, that’s how many advances you can get.
  After that, it is up to you as a player and as a group to decide if
  you want to continue to see where the story goes.Your Birds are
  probably roughed up by the end of session 5, but they’ve also
  become decidedly more powerful than when they began.Will they
  use that power to keep the Court in power, take even more power,
  or tear it all down? That’s up to you to decide!
  Expanding Corvid Court
  You’ll notice that there is room on the character sheets to add
  some more Skills and Domains. I tried to keep it light to start, but
  if you are looking to expand your experience with the game, that’s
  where I would start.Whatever Skills and Domains you add will
  have a big impact on what the city of Nest is all about, and the
  tone of your campaign. Adding Domains like High and Low
  Society signal that you’re interested in class warfare, for example.
  Of course if you want to get more time with your Birds, you’ll
  want to think of some more abilities as well. Use the blank
  character sheet in this document to brainstorm your own class.
  What would a character based on a Kingfisher look like? Sure it’s
  not a Corvid, but maybe there is a new Court in town?
  Tinker with Corvid Court, hack it apart, build it back together the
  way that you want. I know I will be, so I look forward to seeing
  what you put together, and showing you what I’ve done as well.
  15
  Nest
  What the city of Nest looks like is going to depend on your table.
  In fact, you and I might have very different ideas about what time
  period this game takes place it, and that’s ok. Let me tell you what
  I think of when I think of Nest. Feel free to use as much or as little
  as you want, and of course make it your own!
  •
  Nest is a layered city, one level built on top of the next.
  Transportation is much more focused on vertical movement
  than horizontal.
  •
  Birds are usually brought into the Corvid Court, instead of
  actively seeking it out.The best candidates are those who have
  nothing to lose.
  •
  Occult practices are relatively common. It’s not unheard of for
  a family to keep a talisman in their home, or practice a low-
  impact ritual on a daily or weekly basis. Anyone with any real
  power usually keeps that wrapped up.
  •
  The currency of choice is called Seed, and it is made of coins
  in a variety of shapes, sizes, and values. But haggling is a
  common practice at all levels of Nest.
  •
  The Cult of the Crimson Spire
  worships a city that visits us in our
  collective dreams when a blood red
  moon hangs high. Sound familiar?
  •
  The Corvid Court isn’t the only one
  out there doing dirty work. Most
  Courts do not get along, but there are
  times when working together is
  essential for survival.
  •
  Are you birds, or just humans in a
  bird-themed cult? I’m not telling...
  16
  
  Birds of a Feather
  Kill Together
  
SOURCE: textdata/thevault/Corvid Court/Corvid Court RPG A5.pdf