Your browser does not support modern web standards, and our site may not appear as it is intended.

We’re marching ever forward, folks. Let’s jump right into all of the news.

First, based on the overwhelmingly supportive comments from our last update, we’re taking our foot off of the gas a bit and adjusting our timelines. While we still technically might get physical books to people by December, that’s looking less likely every day. Our biggest slow down at this point is art. Currently, we have about two thirds of our art either complete or in progress and about one third to go. We’ve currently got art from 18 different artists and likely at least three more coming on board. If you’re an experienced artist, and you’d like to contribute, it’s not too late if you can work on a clock. See our job listing for more (

Our writing is about 96% done and we’ll hopefully be wrapping the last of it in the next week or so. Our editor has already started tuning up our finished chapters. Play testing is under way and we’re going to be working on final tweaks in the development process over the next month.

We also have a special treat for you. While this isn’t 100% locked in yet, this should give you a really clear sample of how our layouts are going to look. And oh my, do I love them. I hope you do as well.

Sample Layout

These pages come from the chapter, “Waya’s Lesson”, which is a short story at the start of the book that helps sets the tone for the game and is a soft introduction to this really big world.

All in all, everything we need for the PDF and physical book are not that far off of our original timeline. However, assuming we wrap everything and have files ready for the printer by September, we’re still looking at least 13 weeks for the printing process, plus shipping time to our warehouse. Then, allowing for time for backers to get their individual books shipped out, we’re looking at the end of the year already. This puts us in a situation where what will likely happen will be a late 2021 delivery for digital rewards, early 2022 (January or February) for the physical book and a month or two after that for a retail release of the game.

The mobile app development and website are coming along and we’re going to be able to release those alongside all of our digital rewards, as planned, in November.

We have some pre-news to share. This information is subject to change and isn’t official yet, but I want to keep everyone as up to date as I can.

  • We’re currently working on TWO tabletop games that are set in the Coyote & Crow universe. I’ll have more to say about those as they become more “official”.
  • We have an opportunity for an Ojibwe game designer. This would be a co-design role for a tabletop game that C&C LLC would publish but is NOT set in the Coyote & Crow universe. Please see this post for more:
  • We’re developing our next Kickstarter for Coyote & Crow which will have a TON of cool stuff to add to your Coyote & Crow TTRPG experience.
  • We’re also taking applications for a Native writer with publishing experience to write a novel set in the world of Coyote & Crow. For more, go here:

So, that’s where everything is at as far as production and timelines.

Now, let’s talk about the game! In this update, I’d like to transition from Paths, which we discussed last time, over to Abilities. Abilities in Coyote & Crow are the true leap from science fiction to fantasy for your characters, allowing them to do things that normal human beings can’t do. All humans who undergo the Adahnehdi choose a Path, but only 20% of people gain an Ability. In the case of Player Characters, all of them fall into that 20% and get an Ability. But that means that one in five people walking down the street has an Ability as well.

These Abilities can be very potent, but none of them are so powerful, rare, or encompassing that they turn the person who possesses them into a god or a superhero. And as utilitarian and cool as they can be, they can also be sources of social concern and societal friction.

Abilities are tied to Stats. Each Stat has three related Abilities. There are nine Stats, so in the core book there are 27 Abilities. The ones listed in this core book are only the most common ones found in Cahokia. There are plenty of other Abilities that will be discussed in future. Every Player Character gets one Ability to start and can gain further Abilities as part of Character progression. Players can choose from any of the Abilities that are tied to the Stat related to their Path. So for example, if you’ve chosen the Path of the Snake, which is tied to Spirit and Endurance. The Player can choose any of the Abilities that are tied to Spirit and Endurance.

Abilities have costs to activate as well, so that that can’t be used endlessly.  Additionally, some take a full action, while others take a secondary action to use, leaving the Character free to do something else.  Some require a Dice Check, others are simply on or off. Almost all Abilities though have some sort of cost paid by either Mind or Soul, which are limited point pools that have other uses as well. Spending these to activate your Abilities means that your Character needs to be smart about when they use them or they may end up exhausted at an inopportune time!

So what are some examples of these Abilities? I’m so glad you asked. Each Ability ties thematically and mechanically into the Stat it is connected to. There is also a mix of defensive, offensive and utilitarian flavored Abilities.

Eagle’s Insight, linked to Intelligence, allows players to substitute their Intelligence for any other Stat during a Skill check. It displays itself as a sudden and sharp intuitive understanding of a situation, allowing the Character to adapt quickly. During Encounters, Characters can use this Ability to suss out the weaknesses and vulnerabilities of foes.

Chameleon’s Shine allows Characters to become semi-invisible to natural eye sight, only able to be seen by others in their peripheral vision or with technological assists. This is an example of a power that costs a point of Soul to activate and an additional one every hour the Character keeps it active.

Ancestor’s Storm gives the Ability for a Character to give points of Mind and Soul to their allies during an Encounter at a lesser cost to themselves. The Character trills, shouts, chants, sings, or prays, empowering their friends, lifting their spirits and renewing their focus.

These are just shortened descriptions to give you a little bit of flavor and feel. Again, there are 27 of these Abilities in the core book and they cover a wide range of effects and concepts.

To recap a bit, this means that you pick your Archetype, which is more of a general job or role description than a ‘character class’, a Path, which determines your Stat bonus and animal connection, and your Abilities, based on your Path which give you a superhuman power. These all give you a decent idea (along with Skills) of what your Character can do. But it doesn’t really tell you who they are, which I think is far more important.

In our next update, I’m going to discuss Gifts and Burdens, which is one of my favorite aspects of Characters in Coyote & Crow and is a big part of crafting out who your character is and what drives them.

And I’ll leave you with a great piece of art from Kameron White!

Art From Kameron White

Coyote And Crow News ||