Coyote & Crow RPG Core Rulebook
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Coyote and Crow is a tabletop role playing game set in an alternate future of the Americas where colonization never occurred. Instead, advanced civilizations arose over hundreds of years after a massive climate disaster changed the history of the planet. You'll play as adventurers starting out in the city of Cahokia, a bustling, diverse metropolis along the Mississippi River. It's a world of science and spirituality where the future of technology and legends of the past will collide.
The game is created and led by a team of Native Americans representing more than a dozen tribes and we've built a game that both Natives and non-Natives will thrill to explore and build upon.
More than 700 years ago, a bright purple streak shot across the night sky. Over the coming weeks, the Earth fell into a deep winter, the seas raged and ash rained from the sky. The event became known as the Awis. As resources dwindled, winter became longer and summer shorter, people struggled to survive. Wars erupted, people starved, some fleeing their ancestral homes before creeping ice sheets.
But people survived. Tribes adapted. And in the wake, people began to notice a strange purple mark appearing on people, plants and animals alike. It became known as the Adahnehdi, the Gift, and many took it as a sign that the Great Spirit had not given up on them.
Eventually, the weather began to ease, the Earth began to heal, and new nations arose. New sciences and technologies, born out of necessity, led to a discovery about the Adahnehdi. It wasn't just a mark, it was a path to abilities and powers, beyond normal human limits.
Now, 700 years after the world was brought to the brink, a new chapter has begun. Your characters enter a world that is healing but is no less dangerous. The ice sheets are retreating and the seas are calming, but what lay out beyond your borders? The treaties and alliances that made so much sense during the long winters are now eroding and old grudges between nations are not so easily forgotten. New technologies arise almost every day and the rate of change is frightening for some. And then there are the stories. Talk of spirits, monsters, beings of legend. For so many they were just tales to be told around the fire. But now there is talk that these legends may be far more literal than you may have previously believed. Has something awakened them?
Coyote and Crow is an original role playing system built around the exclusive use of D12 dice. Outside of the core rule book, all you'll need to play the game is some pencil and paper and some twelve-sided dice. While there is some complexity to the game, we are striving to present a system that will allow players to refer to the rule book during play as little as possible, keeping most or all of the critical information on your character sheet.
The basic rule system is centered around collecting a Dice Pool, usually around 5-7 D12s and rolling them to determine either Success or Failure and degree of effect. For example "8" might be the number your Character needs to attempt to do something and every 8 or higher they rolled would be a Success. The more 8's, the more successful they are.
While combat is a part of Coyote and Crow, the game is actually built around the idea of fighting being only one road to story resolution. The game encourages dialogue, building bridges and finding unique solutions to problems that are not always clearly defined by good and evil.
Your Characters have Stats like Strength and Spirit and Skills like Investigation and Charm that are modified by their Stats. In addition, when you create your Character, you choose a Path. That Path determines both certain Stat bonuses you receive as well as which Abilities you have access to. Abilities are powers beyond normal human capability, but not at a level where characters would be comparable to superheroes. There are 15 Paths in the core rule book available. In addition, you'll choose an Archetype (Whisperer, Healer, Scout, among others) that will give you Stat and Skill bonuses and a general idea of your character's profession, but will not force your Character too deeply down a specific progression.
Then you'll choose Gifts and Burdens. These allow you to give your Characters specific bonuses or drawbacks and will help you flesh them out in a way that is flavorful and realistic. It's important to note that the rulebook does not dictate whether something is a burden or a gift for a Player. For example, a Player might choose to give their Character a sister. That might be a Burden or a Gift (or both!) depending on how the Player wants their Character to see that relationship.
There are no experience points in Coyote and Crow. Instead, it is built on the Legends system. Your Character will have Short Term Goals, which will increase various numbers on your Character sheets or give them new Skills. But you and your group will also have Long Term Goals. When those are completed your legend will grow. You'll write a short story about your adventures, the kind that can be told around the fire for generations to come. These can change your Gifts and Burdens, give you access to new Abilities and more. As you complete more Long Term Goals, your Character's legend will precede them and your stories will spread.
ARCHETYPES
There are six Archetypes in the game, each acting as a starting point for Character development but not constricting their possibilities. Each Archetype has its own symbol. Here are a few of them.
PATHS
In addition to Archetypes, Players choose Paths for their Characters, which are permanent associations they make with an animal and help define what extra human Abilities they'll be able to choose from, among other effects. There are fifteen basic Paths in the core rulebook.
While this game was created by a Native-led team, this game is for everyone. We've taken great care to craft a game that Natives and non-Natives alike will be able to engage in and find themselves immersed in.
For Natives, we've crafted both story and game mechanics that will allow you to integrate your own tribal customs into your play. For those who aren't Native, you'll have a wealth of options to choose from as well as clear guidelines for understanding the differences between this world and our real one.
The game is designed to be your first role playing game or your latest. The core rule book will walk players through every step of how to play Coyote and Crow, but also how to play role playing games in general, including advice on safety and inclusion as well as suggestions on where to find tools outside of the rule book to make your game both easier and more enjoyable.
Everyone involved in Coyote and Crow is deeply passionate about our game and we felt that it was time for Indigenous folks to have a game that didn't see them as secondary, as adversaries, or intertwined with colonialism.
Coyote and Crow is not set in a dystopia. The world went through a dark chapter, but the people of these nations rose to the challenge. There's good food and water, education and meaningful work for almost everyone in Makasing.
But this world isn't a utopia either. It's place that's growing, where old alliances are strained and past slights are not always forgotten. New technology is putting pressure on old traditions. And with the climate becoming milder, there is a whole world of unknowns out there. On top of all of that, there are rumors that some of the old stories about monsters and spirits might just be a little more real than some originally believed. This is a game where science and the unexplained live side by side and sometimes clash.
The game is created and led by a team of Native Americans representing more than a dozen tribes and we've built a game that both Natives and non-Natives will thrill to explore and build upon.
More than 700 years ago, a bright purple streak shot across the night sky. Over the coming weeks, the Earth fell into a deep winter, the seas raged and ash rained from the sky. The event became known as the Awis. As resources dwindled, winter became longer and summer shorter, people struggled to survive. Wars erupted, people starved, some fleeing their ancestral homes before creeping ice sheets.
But people survived. Tribes adapted. And in the wake, people began to notice a strange purple mark appearing on people, plants and animals alike. It became known as the Adahnehdi, the Gift, and many took it as a sign that the Great Spirit had not given up on them.
Eventually, the weather began to ease, the Earth began to heal, and new nations arose. New sciences and technologies, born out of necessity, led to a discovery about the Adahnehdi. It wasn't just a mark, it was a path to abilities and powers, beyond normal human limits.
Now, 700 years after the world was brought to the brink, a new chapter has begun. Your characters enter a world that is healing but is no less dangerous. The ice sheets are retreating and the seas are calming, but what lay out beyond your borders? The treaties and alliances that made so much sense during the long winters are now eroding and old grudges between nations are not so easily forgotten. New technologies arise almost every day and the rate of change is frightening for some. And then there are the stories. Talk of spirits, monsters, beings of legend. For so many they were just tales to be told around the fire. But now there is talk that these legends may be far more literal than you may have previously believed. Has something awakened them?
Coyote and Crow is an original role playing system built around the exclusive use of D12 dice. Outside of the core rule book, all you'll need to play the game is some pencil and paper and some twelve-sided dice. While there is some complexity to the game, we are striving to present a system that will allow players to refer to the rule book during play as little as possible, keeping most or all of the critical information on your character sheet.
The basic rule system is centered around collecting a Dice Pool, usually around 5-7 D12s and rolling them to determine either Success or Failure and degree of effect. For example "8" might be the number your Character needs to attempt to do something and every 8 or higher they rolled would be a Success. The more 8's, the more successful they are.
While combat is a part of Coyote and Crow, the game is actually built around the idea of fighting being only one road to story resolution. The game encourages dialogue, building bridges and finding unique solutions to problems that are not always clearly defined by good and evil.
Your Characters have Stats like Strength and Spirit and Skills like Investigation and Charm that are modified by their Stats. In addition, when you create your Character, you choose a Path. That Path determines both certain Stat bonuses you receive as well as which Abilities you have access to. Abilities are powers beyond normal human capability, but not at a level where characters would be comparable to superheroes. There are 15 Paths in the core rule book available. In addition, you'll choose an Archetype (Whisperer, Healer, Scout, among others) that will give you Stat and Skill bonuses and a general idea of your character's profession, but will not force your Character too deeply down a specific progression.
Then you'll choose Gifts and Burdens. These allow you to give your Characters specific bonuses or drawbacks and will help you flesh them out in a way that is flavorful and realistic. It's important to note that the rulebook does not dictate whether something is a burden or a gift for a Player. For example, a Player might choose to give their Character a sister. That might be a Burden or a Gift (or both!) depending on how the Player wants their Character to see that relationship.
There are no experience points in Coyote and Crow. Instead, it is built on the Legends system. Your Character will have Short Term Goals, which will increase various numbers on your Character sheets or give them new Skills. But you and your group will also have Long Term Goals. When those are completed your legend will grow. You'll write a short story about your adventures, the kind that can be told around the fire for generations to come. These can change your Gifts and Burdens, give you access to new Abilities and more. As you complete more Long Term Goals, your Character's legend will precede them and your stories will spread.
ARCHETYPES
There are six Archetypes in the game, each acting as a starting point for Character development but not constricting their possibilities. Each Archetype has its own symbol. Here are a few of them.
PATHS
In addition to Archetypes, Players choose Paths for their Characters, which are permanent associations they make with an animal and help define what extra human Abilities they'll be able to choose from, among other effects. There are fifteen basic Paths in the core rulebook.
While this game was created by a Native-led team, this game is for everyone. We've taken great care to craft a game that Natives and non-Natives alike will be able to engage in and find themselves immersed in.
For Natives, we've crafted both story and game mechanics that will allow you to integrate your own tribal customs into your play. For those who aren't Native, you'll have a wealth of options to choose from as well as clear guidelines for understanding the differences between this world and our real one.
The game is designed to be your first role playing game or your latest. The core rule book will walk players through every step of how to play Coyote and Crow, but also how to play role playing games in general, including advice on safety and inclusion as well as suggestions on where to find tools outside of the rule book to make your game both easier and more enjoyable.
Everyone involved in Coyote and Crow is deeply passionate about our game and we felt that it was time for Indigenous folks to have a game that didn't see them as secondary, as adversaries, or intertwined with colonialism.
Coyote and Crow is not set in a dystopia. The world went through a dark chapter, but the people of these nations rose to the challenge. There's good food and water, education and meaningful work for almost everyone in Makasing.
But this world isn't a utopia either. It's place that's growing, where old alliances are strained and past slights are not always forgotten. New technology is putting pressure on old traditions. And with the climate becoming milder, there is a whole world of unknowns out there. On top of all of that, there are rumors that some of the old stories about monsters and spirits might just be a little more real than some originally believed. This is a game where science and the unexplained live side by side and sometimes clash.