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The Adventurer

You are a peaceful, diplomatic vagabond, making allies


from those you aid, perhaps toppling greater powers by
forging strong bonds with others.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, owl, ■ Extrovert
other:____________________
Details Clear your exhaustion track when
• he, she, they, shifting you share a moment of real warmth,
• formal, colorful, multicultural, simple friendship, or enjoyment with someone.
• medal of service, beaded jewelry,
carved flute, pouches with pretty stones
Demeanor ■ Peacemaker
• charming, diplomatic, agreeable, stern
Clear your exhaustion track when
you resolve a dangerous conflict
Background nonviolently.
Where do you call home?
„ ____________ clearing

Your Connections
„ the forest

Your Drives
„ a place far from here
Why are you a vagabond? Partner
„ I want to help the Woodland __________ and I fought alongside
„ I want to explore the Woodland choose two drives
each other to defend a clearing from a
„ I believe the current factions
should be overturned „ Ambition faction’s advances...but we failed. Why
did we defend the clearing? Why did we
„ I must keep a promise to a loved Advance when you increase your
fail? Who defeated us?
one reputation with any faction.
„ I want freedom from society’s When you fill in this connection, you each
constraints „ Clean Paws mark 2-prestige with the faction you helped,
Advance when you accomplish an and mark 2-notoriety with the faction you
Whom have you left behind? illicit, criminal goal while maintaining a
harmed. During play, if you are spotted
„ my mentor together, then any prestige or notoriety gains
believable veneer of innocence. with those factions are doubled for the two
„ my family
„ my loved one „ Principles of you.
„ my student Advance when you express or embody
„ my greatest ally your moral principles at great cost to Friend
Which faction have you served yourself or your allies. I traveled with ____________ for a time
„ Justice
the most? (mark two prestige for right after I became a vagabond. They
appropriate group) helped keep me safe and showed me the
Advance when you achieve justice Woodland. What keepsake did I gift them?
With which faction have you for someone wronged by a powerful,
When you help them, you can mark
earned a special enmity? wealthy, or high-status individual.
2-exhaustion to give a +2, instead of
(mark one notoriety for 1-exhaustion for a +1.
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [+2]
„ Sterling Reputation
Whenever you mark any amount of prestige with a faction, mark one

Cunning [+1] additional prestige. When you mark any amount of notoriety with a
faction, you can instead clear an equivalent amount of marked prestige.

„ Subduing Strikes
Finesse [0] When you aim to subdue an enemy quickly and nonlethally, you can
engage in melee with Cunning instead of Might. You cannot choose to
inflict serious harm if you do.

Luck [0] „ Talon on the Pulse


When you gather information about the goings-on in a clearing, roll with
Cunning. On a 10+, ask 3. On a 7-9, ask 2.

Might [-1]
• Who holds power in this clearing?
• Who is the local dissident?
• What are the denizens afraid of?
• What do the denizens hope for?
add +1 to a stat of your choice, to a max of +2
• What opportunities exist for enterprising vagabonds?
On a miss, your questions tip off someone dangerous.
injury „ Orator
exhaustion When you give a speech to interested denizens of a clearing, say what you
are motivating them to do and roll with Charm. On a hit, they will move to
depletion do it as they see fit. On a 10+, choose 2. On a 7-9, choose 1.
• They don’t try to take your intent too far

Roguish Feats
• They don’t disband at the first sign of real resistance
• They don’t demand you stand at their head and lead
start with marked feats On a miss, they twist your message in unpredictable ways.
„ Acrobatics „ Pickpocket „ Well-Read
„ Blindside „ Sneak Take +1 Cunning (max +3).
 „
Counterfeit „ Pick Lock
„ Disable Device  „
Sleight of Hand „ Fast Friends
„ Hide When you try to befriend an NPC you’ve just met by matching their
personality, body language, and desires, mark exhaustion and roll with
Weapon Skills Cunning. On a hit, they’ll look upon you favorably—ask them any one non-
compromising question and they’ll answer truthfully, or request a simple
choose one bolded weapon skill to start favor and they’ll do it for you. On a 10+, they really like you—they’ll share a
„ Cleave „ Parry valuable secret or grant you a serious favor instead. On a miss, you read them
„ Confuse Senses „ Quick Shot totally wrong, and their displeasure costs you.
„ Disarm „ Storm a Group
„ Harry „ Trick Shot
„ Improvise „ Vicious Strike

Equipment starting value: 9 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Arbiter
You are a powerful, obstinate vagabond, serving as somewhere between a
mercenary and a protector, perhaps taking sides too easily in the greater
conflict between the factions.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, badger, ■ Defender
other:_____________________
Details Clear your exhaustion track when you
• he, she, they, shifting put yourself in harm’s way to defend
• large, scarred, well-groomed, old someone against injustice or dire threat.
• faded military insignia, eyepatch,
repaired clothes, tarnished locket
Demeanor ■ Punisher
• intimidating, honest, brusque, open
Clear your exhaustion track when you
tell a powerful or dangerous villain to
Background their face that you will punish them.
Where do you call home?
„ ____________ clearing

Your Connections
„ the forest

Your Drives
„ a place far from here
Why are you a vagabond? Protector
„ I’m being hunted by a powerful I once protected ____________ from a
official choose two drives
mortal blow during a fight, and I would
„ I wish to make up for a past
transgression „ Justice do it again. Why?
When they are in reach, mark exhaustion to
„ I want to fight injustice Advance when you achieve justice
take a blow meant for them. If you do, take
„ I must clear my tarnished name for someone wronged by a powerful, +1 ongoing to weapon moves for the rest of
„ I have been exiled from most wealthy, or high-status individual. the scene.
clearings
„ Principles
Whom have you left behind?
„ my peer and friend
Advance when you express or embody Partner
your moral principles at great cost to ______________ and I together helped
„ my family yourself or your allies. a faction take control of a clearing, and
„ my loved one
„ my ward „ Loyalty share responsibility for it.
When you fill in this connection, you each
„ my commander You’re loyal to someone; name them.
mark 2-prestige with the faction you helped,
Which faction have you served Advance when you obey their order at a and mark 2-notoriety with the faction you
the most? (mark two prestige for great cost to yourself. harmed. During play, if you are spotted
appropriate group)
„ Protection together, then any prestige or notoriety gains
with those factions are doubled for the two
With which faction have you Name your ward. Advance when you of you.
earned a special enmity? protect them from significant danger, or
(mark one notoriety for when time passes and your ward is safe.
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [+1]
„ Brute
Take +1 Might (max +3).

Cunning [0] „ Carry a Big Stick


When you use words to pause an argument or violent conflict between
others, roll with Charm. On a hit, they choose: mark 2 exhaustion and

Finesse [0] keep going, or stop for now. On a 10+, take +1 ongoing to dealing with
them peacefully. On a miss, NPCs turn their anger to you, and PCs take +1
ongoing against you for the scene.

Luck [-1] „ Crash and Smash


When you smash your way through scenery to reach someone or
something, roll with Might. On a hit, you reach your target. On a 10+,

Might [+2]
choose 1. On a 7–9, choose 2.
• You hurt yourself: mark 1 injury
• You break an important part of your surroundings
• You damage or leave behind a piece of gear (GM’s choice)
add +1 to a stat of your choice, to a max of +2
On a miss, you smash through, but you leave yourself totally vulnerable on
the other side.
injury „ Hardy
exhaustion Take 1 additional injury box. Whenever time passes or you journey to a new
clearing, you can clear 2 injury boxes automatically.
depletion
„ Strong Draw
When you target someone with a bow, mark wear on the bow to roll
Roguish Feats with Might. On a hit, mark exhaustion to inflict 1 additional injury. Mark
choose one feat to start exhaustion again to make your shot ignore the enemy’s armor—they
cannot mark wear to absorb the injury.
„ Acrobatics „ Pickpocket
„ Blindside „ Sneak „ Guardian
„ Counterfeit „ Pick Lock When you defend someone or something from an immediate NPC or
„ Disable Device „ Sleight of Hand environmental threat, roll with Might. On a hit, you keep them safe and
„ Hide choose one. On a 7–9, it costs: expose yourself to danger or escalate the
situation.
Weapon Skills • Draw the attention of the threat; they focus on you now.
• Put the threat in a vulnerable spot; take +1 forward to counterstrike.
choose one bolded weapon skill to start • Push the threat back; you and your protectee have a chance to maneuver
„ Cleave „ Parry or flee.
„ Confuse Senses „ Quick Shot On a miss, you take the full brunt of the blow intended for your protectee,
„ Disarm „ Storm a Group and the threat has you where it wants you.
„ Harry „ Trick Shot
„ Improvise „ Vicious Strike

Equipment starting value: 10 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Harrier
You are a quick, enterprising vagabond, racing easily from building to
building and clearing to clearing without anything stopping you, perhaps
finding yourself in places others would rather keep secret or hidden.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, squirrel, ■ Dutiful
other:____________________
Details Clear your exhaustion track when you
• he, she, they, shifting take on a dangerous or difficult task on
• roguish, kitted out, vibrant, scarred behalf of another.
• half-started maps, sewn bandana,
ball and cup, wide-brimmed hat
Demeanor ■ Competitive
• excited, energetic, passionate, flighty
Clear your exhaustion track when you
take dramatically unnecessary risks to
Background show off.
Where do you call home?
„ ____________ clearing

Your Connections
„ the forest

Your Drives
„ a place far from here
Why are you a vagabond? Professional
„ I want to fight for Woodland _____________ and I tried to blaze
freedom choose two drives
a new trail between two clearings;
„ I am chasing a loved one
„ I am on the run for my crimes „ Crime without the support of the major
factions, it never fully came to fruition.
„ I feel a deep wanderlust Advance when you illicitly score a
„ I am on the run from a If you share information with them after
significant prize or pull off an illegal
commitment at home reading a tense situation, you both benefit
caper against impressive odds. from the +1 for acting on the answers. If you
Whom have you left behind? „ Discovery help them while they attempt a roguish
feat, you gain choices on the help move as if
„ my teacher Advance when you encounter a new
„ my family you had marked 2-exhaustion when you mark
wonder or ruin in the forests. 1-exhaustion.
„ my loved one
„ my idol „ Infamy
„ my best friend Advance when you decrease your Friend
Which faction have you served reputation with any faction. _____________ and I forged a bond while
„ Wanderlust
the most? (mark two prestige for investigating a ruin deep in the woods.
appropriate group) What strange minor trinkets do each of
Advance when you finish a journey to a you carry from that expedition?
With which faction have you clearing.
When you help them, you can mark
earned a special enmity? 2-exhaustion to give a +2, instead of
(mark one notoriety for 1-exhaustion for a +1.
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [0]
„ Cross Country
Take one extra box of exhaustion. When your exhaustion track is full and

Cunning [-1] you must mark exhaustion, you may choose to mark an equivalent amount
of injury instead of being removed from the situation or going unconscious.

„ Fleet of Foot and Hand


Finesse [+2] Take +1 Finesse (max +3).

„ Don’t Shoot the Messenger


Take the Counterfeit roguish feat (it does not count against your limit.) When
Luck [+1] you pretend to be an innocuous messenger carrying a missive of import to
trick someone, roll with Luck instead of Cunning.

„ Parkour
Might [0] When you dash your way through a chaotic scene or fight, roll with
Finesse. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold 1-for-1 to
dash to something within sight and reach without being stopped, or to
add +1 to a stat of your choice, to a max of +2 dash away from something nearby without being stopped. You can dash
away from an enemy even at the moment they attack. On a miss, your
injury surroundings trip you up, and you’re caught in place while danger closes in.

exhaustion „ Traveler Extraordinaire


When you travel along the paths to another clearing, you can always
depletion give +1 to the roll or clear 2-exhaustion, your choice. When you travel
through the forest to another clearing, you can always give +1 to the roll or
clear 2-depletion, your choice. In both cases, before you arrive at the next
Roguish Feats clearing, you can ask the GM any two questions about the next clearing,
start with marked feats based on what you remember from your last time through.
„ Acrobatics
 „ Pickpocket „ Smuggler’s Path
„ Blindside  „
Sneak You’ve got a good sense for finding secret paths and doors. When you spend
„ Counterfeit „ Pick Lock time looking for a secret way in or out of a place that might have one, mark
„ Disable Device „ Sleight of Hand exhaustion and roll with Luck. On a hit, you find a hidden path—the GM will
„ Hide detail it and to where it leads. On a 10+, there’s something along or inside the
path of value to you—the GM will tell you what. On a miss, you find a secret
Weapon Skills path...and someone else is using it right this second. They probably won’t be
happy you found their secret.
choose one bolded weapon skill to start
„ Cleave „ Parry
„ Confuse Senses „ Quick Shot
„ Disarm „ Storm a Group
„ Harry „ Trick Shot
„ Improvise „ Vicious Strike

Equipment starting value: 9 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Ranger
You are a capable, stealthy vagabond, centered on the forests that fill the
Woodland between the clearings, more interested in the wilds than in the
company of other Woodland denizens or their society.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, wolf, ■ Loner
other:____________________
Details Clear your exhaustion track when you
• he, she, they, shifting enter a dangerous situation alone,
• unkempt, scarred, natural, practical without backup or assistance.
• forest charm, leafy cloak, smoking
pipe, stolen ring
Demeanor ■ Cynic
• terse, mistrusting, polite, kind
Clear your exhaustion track when you
openly and directly ask dangerous
Background questions about an accepted “truth”.
Where do you call home?
„ ____________ clearing

Your Connections
„ the forest

Your Drives
„ a place far from here
Why are you a vagabond? Watcher
„ I dislike the hypocrisy of society I was tricked, conned, or deceived by
„ I am mistrusted by other denizens choose two drives
___________ once. Why do I choose to
„ I want to wander the Woodland
„ I need to find and save a loved one „ Discovery continue working with them?
When you figure them out, you always hold
„ I seek escape from the wars Advance when you encounter a new
1, even on a miss. When you plead with them
wonder or ruin in the forests.
Whom have you left behind? to go along with you, you can let them clear
„ my commander „ Freedom 2-exhaustion instead of 1.
„ my family Advance when you free a group of
„ my best friend
„ my student
denizens from oppression. Protector
„ no one—I lost those who mattered „ Revenge I did something that would have gotten
me the enmity of a Woodland faction—
to me (mark one notoriety with Name your foe. Advance when you
the faction responsible)
if ___________ hadn’t covered for me.
cause significant harm to them or their
What did I do? Why and how did they
Which faction have you served interests.
protect me? Regardless, I feel indebted
the most? (mark two prestige for „ Protection to them.
appropriate group) Name your ward. Advance when you When they are in reach, mark exhaustion to
protect them from significant danger, or take a blow meant for them. If you do, take
With which faction have you +1 ongoing to weapon moves for the rest of
earned a special enmity? when time passes and your ward is safe.
the scene.
(mark one notoriety for
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [-1]
„ Silent Paws
You are adept at slipping into and out of dangerous situations without

Cunning [+1] anyone noticing. When you attempt a roguish feat to sneak or hide, you
can mark 2 exhaustion to shift a miss to a 7-9.

„ Slip Away
Finesse [+1] When you take advantage of an opening to escape from a dangerous
situation, roll with Finesse. On a hit, you get away. On a 10+, choose 1. On a
7-9, choose 2:

Luck
• You suffer injury or exhaustion (GM’s choice) during your escape
[0] • You end up in another dangerous situation
• You leave something important behind
On a miss, you escape, but it costs you—mark injury or exhaustion, GM’s

Might [+1]
choice—and you leave ample evidence behind for your foes to track and
follow you.

add +1 to a stat of your choice, to a max of +2


„ Poisons and Antidotes
You have expertise in the poisons and antidotes of the Woodland. When
you brew a poison, mark depletion and say what effect you want it to
injury have: sleep, weakness, inebriation, or death. Any poison you make requires
ingestion or injection; you can use the poison on your weapon or put it in
exhaustion your target’s food or drink. When you study a poison or its effects to make
depletion an antidote, the GM will tell you what special ingredient you’ll need. Get
the ingredient and mark 1 depletion to brew the antidote.

„ Forager
Roguish Feats When you travel or pass into a forest, before making any travel move, you
start with marked feats can clear your choice of:
„ Acrobatics „ Pickpocket • Up to 3-depletion
„ Blindside „
 Sneak • Up to 2-exhaustion
„ Counterfeit „ Pick Lock • Up to 2-injury
„ Disable Device „ Sleight of Hand „ Threatening Visage

„ Hide When you persuade an NPC with open threats or naked steel, roll with
Might instead of Charm.
Weapon Skills „ Dirty Fighter
choose one bolded weapon skill to start Take two of the following weapon skills: Trick Shot, Confuse Senses,
„ Cleave „ Parry Improvise Weapon, Disarm, Vicious Strike. None of the skills you take with
„ Confuse Senses „ Quick Shot this move count against your maximum for advancement.
„ Disarm „ Storm a Group
„ Harry „ Trick Shot
„ Improvise „ Vicious Strike

Equipment starting value: 9 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Ronin You are a skilled, willful vagabond, formerly a servant of a lord in a different land,
now masterless. You came to the Woodland to live as a free vagabond.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, raccoon dog, ■ Survivor
other:____________________
Details Clear your exhaustion track when you
• he, she, they, shifting try to flee or cover allies’ flight from a
• militaristic, outlandish, simple, colorful dangerous or overwhelming situation.
• lord’s token, mark of esteem,
stringed instrument, board game
Demeanor ■ Pilgrim
• gruff, polite, direct, dangerous
Clear your exhaustion track when
you find an expert in a skill you don’t
Background possess.
Where do you now call home?
„ ____________ clearing

Your Connections
„ the forest

Your Drives
„ a place far from here
Why are you a vagabond? Partner
„ I want to build a masterless life __________ and I worked together
„ I seek a cause to redeem myself choose two drives
on my first real task of significance in
„ I aim to bring a hunted foe to
justice „ Principles the Woodland, deposing a dangerous
authority figure of a faction. Who did
„ I am hunted by old foes Advance when you express or embody
we depose? Why?
„ I need freedom to fulfill my your moral principles at great cost to
master’s last wish When you fill in this connection, you each
yourself or your allies.
mark 2-prestige with the faction you helped,
What happened to your last „ Revenge and mark 2-notoriety with the faction you
master? Name your foe. Advance when you
harmed. During play, if you are spotted
„ assassination together, then any prestige or notoriety gains
cause significant harm to them or their with those factions are doubled for the two
„ unjust imprisonment interests.
„ disappearance of you.
„ justified overthrow „ Thrills
„ betrayal Advance when you escape from certain Watcher
Which faction have you served death or incarceration. I see in ____________ many reminders of
„ Wanderlust
the most? (mark two prestige for my old master. I am drawn to them, even
appropriate group) as I watch them carefully. What is it that
Advance when you finish a journey to a reminds me of my old master? How do
With which faction have you clearing. they feel about my watchful eyes?
earned a special enmity? When you figure them out, you always hold
(mark one notoriety for 1, even on a miss. When you plead with them
appropriate group) to go along with you, you can let them clear
2-exhaustion instead of 1.

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [+0]
„ Always Armed
Take the weapon skill Improvise a Weapon (it does not count against your

Cunning [+1] limit). When you deal harm with an improvised weapon, deal +1 harm.

„ Knowing a Lord’s Will


When you figure out a denizen of status, authority, or power, roll with

Finesse [0] Might instead of Charm. When you trick a denizen of status, authority, or
power by playing subordinate, roll with Might instead of Cunning.

„ Well-Mannered
Luck [-1] When you enter a social environment dependent on manners and
etiquette, roll with Cunning. On a 10+, hold 3. On a 7-9, hold 2. Lose all
hold when you leave or when social rules fall apart. Spend hold 1-for-1 to:

Might [+2]
• Cover up a social faux pas on behalf of yourself or an ally; clear 1 exhaustion.
• Call out someone else’s social faux pas; inflict 1-morale harm on them.
• Charm someone; take +1 ongoing to speak to them while you have hold.
• Demonstrate your value; mark prestige with a powerful denizen’s faction.
add +1 to a stat of your choice, to a max of +2
On a miss, the rules of etiquette here are far different from what you
expected; mark exhaustion as you commit a gravely impolite error.
injury „ Fealty
exhaustion When you commit yourself to the cause of someone you deem worthy,
swear an oath to them stating what task you will complete on their behalf.
depletion Mark exhaustion to reroll a move made in pursuit of that task. You cannot
commit yourself to another cause until you accomplish the first, or break

Roguish Feats
your oath. If you break your oath, fill your exhaustion track and mark 4
notoriety with the faction whose trust you betrayed. If you fulfill your oath,
start with marked feat mark 4 prestige with the faction whose trust you kept.
„ Acrobatics „ Pickpocket „ The Rules of War
 „
Blindside „ Sneak When you call upon a reasonable foe to uphold a rule of war, roll with
„ Counterfeit „ Pick Lock Might. On a hit, they feel obliged; choose one below they must follow. On a
„ Disable Device „ Sleight of Hand 7-9, they choose one that you must follow; disobey, and the obligation ends.
„ Hide • Show mercy to surrendering foes and prisoners
• Refrain from underhanded tactics in a fight
Weapon Skills • Face each other without aid, back-up, or assistance
• Keep the violence away from the unarmed or innocent
choose one bolded weapon skill to start
• Fight to surrender or subdual, without retreat
„ Cleave „ Parry On a miss, they feel no obligation to your ideas of war; prepare for a brutal
„ Confuse Senses „ Quick Shot lesson in the rules they adhere to.
„ Disarm „ Storm a Group
„ Harry „ Trick Shot „ Always Watching
„ Improvise „ Vicious Strike Take +1 Cunning (max +3).

Equipment starting value: 11 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Scoundrel
You are a lucky, dangerous vagabond, acting more as destroyer
and troublemaker than anything else, perhaps creating chaos and
destruction for its own sake.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, cat, ■ Arsonist
other:____________________
Details Clear your exhaustion track when you
• he, she, they, shifting use needlessly destructive or damaging
• suspicious, impoverished, flea-bitten, methods to solve a problem.
scarred
• full face mask, mousesteel spark lighter,
overly large coat, sulphurous pouches
■ Combative
Demeanor
• shifty, slimy, straightforward, naive Clear your exhaustion track when you
try to start a fight against overwhelming
opposition.
Background
Where do you call home?
„ ____________ clearing Your Connections
„ the forest
Your Drives
„ a place far from here
Friend
Why are you a vagabond? _______________ and I once met and
choose two drives
„ I am on the run for a destructive pulled off a mad, impossible stunt
crime
„ I seek vengeance for my suffering
„ Chaos together. What did we do? Why?
When you help them, you can mark
„ I wish to defeat a faction Advance when you topple a tyrannical or
2-exhaustion to give a +2, instead of
„ I am mistrusted by other denizens dangerously overbearing figure or order.
1-exhaustion for a +1.
„ I want to be free from society’s
bonds
„ Thrills
Advance when you escape from certain Partner
Whom have you left behind? death or incarceration. _______________ and I destroyed
„ Crime
„ my teacher a faction’s resource, on behalf of an
„ my family opposing faction. Why?
„ my loved one Advance when you illicitly score a
significant prize or pull off an illegal When you fill in this connection, you each
„ my only defender mark 2-prestige with the faction you helped,
„ my best friend caper against impressive odds.
and mark 2-notoriety with the faction you
Which faction have you served „ Infamy harmed. During play, if you are spotted
together, then any prestige or notoriety gains
the most? (mark two prestige for Advance when you decrease your
with those factions are doubled for the two
appropriate group) reputation with any faction. of you.
With which faction have you
earned a special enmity?
(mark one notoriety for
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [+1]
„ Arsonist
When you wreck something with flagrantly dangerous means (explosives,

Cunning [-1] uncontrolled flame, etc.), roll with Luck instead of Might.

„ Create to Destroy
When you use available materials to rig up a dangerous device, roll with

Finesse [0] Finesse. On a hit, you cobble together something that will do what you
want, one time. On a 10+, choose one. On a 7-9, choose two. The device is:
• more dangerous than intended

Luck
• larger or more unwieldy than intended
[+2] • more temperamental and fragile than intended
On a miss, you need some vital component to finish it; the GM will tell you
what.

Might [0] „ It’s a Distraction!


You gain the roguish feat Blindside (it does not count against your limit).
When you attempt a roguish feat to blindside someone while they are
add +1 to a stat of your choice, to a max of +2
distracted by environmental dangers (a raging fire, an oncoming flood, etc.),
roll with Luck instead of Cunning.
injury „ Daredevil
exhaustion You’re at your luckiest when you go into danger without hesitation. When
you dive into a dangerous situation without forethought or planning,
depletion treat yourself as having “Luck Armor,” with 1 box of wear (remember, armor
is only “destroyed” when you would mark another box of wear, and all its

Roguish Feats
boxes are full). The “Luck Armor” automatically goes away once the danger
has passed, and the next time you would have “Luck Armor,” you gain it as
start with marked feats if it was brand new with clear boxes.
 „ Acrobatics
„ Pickpocket „ Danger Mask
„ Blindside  „ Sneak
You have a mask or outfit you wear when you go about your most
„ Counterfeit „ Pick Lock destructive work—more of a calling card, an identifier of “the real you,”
„ Disable Device „ Sleight of Hand than a disguise. Treat it as a piece of equipment with two boxes of wear.

„ Hide While you have your mask on, any notoriety you gain is doubled, any
prestige you gain is halved, and take +1 to trust fate and all Scoundrel
Weapon Skills playbook moves. If your mask is ever taken from you, mark exhaustion. If
your mask is ever destroyed, mark 4-exhaustion. If your mask is destroyed,
choose one bolded weapon skill to start
you can make a new mask when time passes.
„ Cleave „ Parry
„ Confuse Senses „ Quick Shot „ Better Lucky than Good
„ Disarm „ Storm a Group When you use a weapon move (basic or skilled), mark exhaustion to roll
„ Harry „ Trick Shot with Luck instead of the listed stat.
„ Improvise „ Vicious Strike

Equipment starting value: 8 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Thief You are a cunning, criminal vagabond, capable of stealing even the most well-guarded
treasures, perhaps committed to crime and theft for its own sake.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, racoon, ■ Kleptomaniac
other:____________________
Details Clear your exhaustion track when you
• he, she, they, shifting try to selfishly steal something valuable
• worn, fidgety, inconspicuous, or important.
flamboyant
• black cape, large bag, old broken
weapon, stolen scarf
■ Rebellious
Demeanor
• fast-talking, quiet, angry, friendly Clear your exhaustion track when you
grievously insult, defy, or anger figures
of authority.
Background
Where do you call home?
„ ____________ clearing Your Connections
„ the forest
Your Drives
„ a place far from here
Professional
Why are you a vagabond? I stole something important, something
choose two drives
„ I have no better way to get food, needed or craved, for ______________.
water, shelter, and money
„ I am on the run from “associates”
„ Freedom I proved my worth to them.
If you share information with them after
„ I am mistrusted by other denizens Advance when you free a group of
reading a tense situation, you both benefit
„ I am pursuing a treasure denizens from oppression. from the +1 for acting on the answers. If you
„ I am being hunted by a powerful
official
„ Greed help them while they attempt a roguish
feat, you gain choices on the help move as if
Advance when you secure a serious you had marked 2-exhaustion when you mark
Whom have you left behind? payday or treasure. 1-exhaustion.
„ Ambition
„ my partner-in-crime
„ my family
„ my loved one Advance when you increase your Friend
„ my protector reputation with any faction. ______________ sprang to get me out
„ Thrills
„ my benefactor of holding, whether they bailed me out
or rescued me. I owe them.
Which faction have you served Advance when you escape from certain
When you help them, you can mark
the most? (mark two prestige for death or incarceration.
2-exhaustion to give a +2, instead of
appropriate group) 1-exhaustion for a +1.
With which faction have you
earned a special enmity?
(mark one notoriety for
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [0]
„ Breaking and Entering
When you attempt roguish feats to get into or out of a place you’ve

Cunning [0] previously been, you can mark exhaustion to make the move as if you had
rolled a 10+, instead of rolling.

„ Disappear Into the Dark


Finesse [+2] When you slip into shadows while unnoticed, mark exhaustion and hold 1.
As long as you remain quiet, move slowly, and hold 1 for this move, you will
remain hidden. If you inadvertently reveal yourself, lose your hold. Spend

Luck
your hold to reveal yourself from a darkened place, suddenly and without
[+1] warning. If you attack someone immediately after spending the hold, take
+3 on the roll.

„ Rope-a-Dope
Might [-1] When you evade and dodge your enemy so as to tire them out, roll
with Finesse. On a hit, you can mark exhaustion to make them mark
2-exhaustion. On a 10+, you can mark exhaustion to make them mark
add +1 to a stat of your choice, to a max of +2
3-exhaustion. On a miss, they catch you in the middle of a dodge—you’re at
their mercy.
injury „ Small Hands
exhaustion When you grapple with an enemy larger than you, roll with Finesse instead
of Might. On a miss, they overpower you—you’re at their mercy.
depletion
„ Master Thief
Take +1 Finesse (max +3).
Roguish Feats „ Nose for Gold
choose four feats to start
When you figure someone out, you can always ask (even on a miss):
„ Acrobatics „ Pickpocket • what is the most valuable thing they are carrying?
„ Blindside „ Sneak When you read a tense situation, you can always ask (even on a miss):
„ Counterfeit „ Pick Lock • what is the most valuable thing here?
„ Disable Device „ Sleight of Hand
„ Hide

Weapon Skills
choose one bolded weapon skill to start
„ Cleave „ Parry
„ Confuse Senses „ Quick Shot
„ Disarm „ Storm a Group
„ Harry „ Trick Shot
„ Improvise „ Vicious Strike

Equipment starting value: 6 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Tinker You are an adept, clever vagabond, interested in mechanisms and craftsmanship,
perhaps possessed of ideas that separate you from those around you.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, beaver, ■ Perfectionist
other:____________________
Details Clear your exhaustion track when you
• he, she, they, shifting replace someone else’s existing tool or
• scattered, organized, grubby, singed resource with something truly great.
• eccentric tool belt, beautiful whetstone,
former patron’s insignia, massive packs
Demeanor ■ Radical
• hopeful, cheerful, inquisitive, cynical
Clear your exhaustion track when you
espouse dangerous ideas to the wrong
Background audience.
Where do you call home?
„ ____________ clearing

Your Connections
„ the forest

Your Drives
„ a place far from here
Why are you a vagabond? Professional
„ I refuse to keep my ideas to myself ____________ and I have been working
„ I need to rebuild my workshop choose two drives
together well for a while. We read each
anew in a safe place
„ I crave adventure „ Greed other’s moves easily.
If you share information with them after
„ I need to find and save my family Advance when you secure a serious
reading a tense situation, you both benefit
„ I need to keep my most dangerous payday or treasure. from the +1 for acting on the answers. If you
design safe
„ Ambition help them while they attempt a roguish
feat, you gain choices on the help move as if
Whom have you left behind? Advance when you increase your you had marked 2-exhaustion when you mark
„ my mentor reputation with any faction.
„ my family 1-exhaustion.
„ my best friend „ Revenge
„ my loved one Name your foe. Advance when you Family
„ my leader cause significant harm to them or their _____________ and I had each other’s
Which faction have you served interests. back when we were run out of a clearing
„ Protection
the most? (mark two prestige for because our natures got out of hand.
appropriate group) Name your ward. Advance when you
When you help them fulfill their nature, you
both clear your exhaustion track.
With which faction have you protect them from significant danger, or
earned a special enmity? when time passes and your ward is safe.
(mark one notoriety for
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves
Charm [-1] you get toolbox & repair, then choose one more
 „ Toolbox

Cunning [+2]
You have a kit of tools and supplies with which you work on long-term
projects. Choose two features:
assorted scrap wood, assorted gears and springs, esoteric hand tools, manuals,
assorted medicines, portable alchemy kit, sewing kit, cookware, minor explosives
Finesse [+1] Choose one drawback:
heavy (counts as 2 Load instead of 1), bulky & obvious, stolen, fragile
When you open up your toolkit and dedicate yourself to making a
Luck [0] thing or to getting to the bottom of something, decide what and tell the
GM. The GM will give you between 1 to 4 conditions you must fulfill to
accomplish your goal, including time taken, materials needed, help needed,

Might [0]
facilities/tools needed, or the limits on the project. When you accomplish
the conditions, you accomplish the goal.

add +1 to a stat of your choice, to a max of +2


 „ Repair

When you repair destroyed personal equipment with your toolbox, the
GM will set one condition as per the toolbox move. Fulfill it, and clear all
injury wear for that equipment. When you repair damaged personal equipment
with your toolkit, you do it as long as you spend depletion or value, 1 for 1,
exhaustion for each box of wear you clear.
depletion „ Big Pockets
Take two extra boxes of depletion.

Roguish Feats „ Jury Rig


start with marked feats When you create a makeshift device on the fly, roll with Cunning. On a
hit, you create a device that works once, then breaks. On a 10+, choose one:
„ Acrobatics „ Pickpocket • It works exceptionally well
„ Blindside „ Sneak • You get an additional use out of it
 „
Counterfeit  „
Pick Lock On a miss, the device works, but it has an unintended side effect that the
 „
Disable Device „ Sleight of Hand GM will reveal when you use it.
„ Hide
„ Nimble Mind
Weapon Skills When you attempt roguish feats involving mechanisms or locks, mark
depletion to roll with Cunning instead of Finesse.
choose one bolded weapon skill to start
„ Cleave „ Parry
„ Dismantle
When you dismantle a broken or disabled piece of equipment or
„ Confuse Senses „ Quick Shot
machinery, clear 2-depletion.
„ Disarm „ Storm a Group
„ Harry „ Trick Shot
„ Improvise „ Vicious Strike

Equipment starting value: 8 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
The Vagrant
You are a charming, survivor vagabond, using words to get out of
dangerous situations, perhaps even setting possible predators upon each
other to keep them away from yourself.

Name:
_________________________________ Choose Your Nature

Species
• fox, mouse, rabbit, bird, opossum, ■ Glutton
other:____________________
Details Clear your exhaustion track when you
• he, she, they, shifting overindulge on vices like drink, food,
• mangy, wild, patchwork, inconspicuous and gambling.
• stolen military insignia, tattered cloak,
luck charm, gambling paraphernalia
Demeanor ■ Hustler
• excited, low key, thoughtful, angry
Clear your exhaustion track when you
try to spring a con on a powerful or
Background dangerous mark.
Where do you call home?
„ ____________ clearing

Your Connections
„ the forest

Your Drives
„ a place far from here
Why are you a vagabond? Family
„ I am being hunted by a powerful After _______________ and I pulled off
vagabond choose two drives
an impressive heist and stole something
„ I can’t settle down with the
denizen I truly love „ Chaos very valuable from a powerful faction,
my bad choices landed me in dire
„ I seek to depose corrupt and Advance when you topple a tyrannical or
straits. But they bailed me out, and
dangerous leaders dangerously overbearing figure or order.
we’ve been close ever since.
„ I feel deep wanderlust
„ I am on the run for my lies „ Thrills When you help them fulfill their nature, you
Advance when you escape from certain both clear your exhaustion track.
Whom have you left behind? death or incarceration.
Watcher
„ my partner in crime
„ my family „ Clean Paws
„ my loved one Advance when you accomplish an ______________ saw through one of my
„ my boss illicit, criminal goal while maintaining a cons, and turned it back on me. How?
„ my best friend believable veneer of innocence. Why did we forgive each other?
When you figure them out, you always hold
Which faction have you served
the most? (mark two prestige for
„ Wanderlust 1, even on a miss. When you plead with them
Advance when you finish a journey to a to go along with you, you can let them clear
appropriate group) 2-exhaustion instead of 1.
clearing.
With which faction have you
earned a special enmity?
(mark one notoriety for
appropriate group)

your reputation
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
_________________ -3 -2 -1 +0 +1 +2 +3
notoriety prestige
Your Moves choose three
Charm [+2]
„ Instigator
When you trick an NPC into fighting another NPC, you can remove one

Cunning [+1] option from the 7-9 list—they cannot choose that option instead of doing
what you want.

„ Pleasant Facade
Finesse [-1] When you suck up to or otherwise butter up an unsuspecting NPC, roll
with Charm. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold 1 for 1
to deflect their suspicion or aggression away from you onto someone or

Luck
something else. On a miss, your attempts at flattery are suspicious—they’re
[0] going to keep their eye on you.

„ Desperate Smile

Might [0]
When you trust fate to see you through by begging, pleading, or abasing
yourself, roll with Charm instead of Luck.

„ Charm Offensive
add +1 to a stat of your choice, to a max of +2 When you play upon an enemy’s insecurities, concerns, or fears to distract
them with words during a fight, roll with Cunning. On a hit, you create
injury an opening for yourself—make any available weapon move against them at
+1, or strike quickly and deal injury to them. On a 7-9, you also tick them
exhaustion off; they aren’t listening to you anymore, no matter what you do, until the
situation drastically changes. On a miss, you infuriate them—they come at
depletion you, hard, and you’re not prepared.

„ Let’s Play
Roguish Feats When you play a game of skill and wit to loosen another’s tongue, roll
start with marked feats with Charm. On a hit, they let slip something useful or valuable. On a 7-9,
you have to lose the game to get them there; mark one depletion. On a
„ Acrobatics „ Pickpocket miss, they’re better than you ever thought; either mark one depletion and
„ Blindside „ Sneak cut your losses, or mark three depletion and they’ll start talking.
„ Counterfeit  „
Pick Lock
„ Disable Device  „
Sleight of Hand „ Pocket Sand
„ Hide Take the weapon skill Confuse Senses (it does not count against your limit).
When you throw something to confuse an opponent’s senses at close or
Weapon Skills intimate range, roll with Cunning instead of Finesse.

choose one bolded weapon skill to start


„ Cleave „ Parry
„ Confuse Senses „ Quick Shot
„ Disarm „ Storm a Group
„ Harry „ Trick Shot
„ Improvise „ Vicious Strike

Equipment starting value: 9 carrying: ____ burdened (4 + might): ____ max (twice burdened): ____

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
Basic Moves
Attempt a Roguish Feat Read a Tense Situation Wreck Something
When you attempt a roguish feat you When you read a tense situation, roll When you wreck something, roll with
are skilled in, say your goal and roll with with Cunning. On a 7–9, ask 1. On a 10+, Might. On a hit, you seriously break it; it
Finesse. On a hit, you achieve your goal. ask 3. Take +1 when acting on the answers. can’t be used again until it’s repaired.
On a 7-9, mark exhaustion or one risk • what’s my best way out / in / through? On a 7–9, you’re imprecise and
of your feat (GM’s choice) comes to bear. • who or what is the biggest threat? dangerous; you cause collateral damage,
When you attempt a roguish feat you are • who or what is most vulnerable to me? attract attention, or end up in a bad spot,
NOT skilled in, you are trusting fate. • what should I be on the lookout for? GM’s choice.
• who is in control here?
Figure Someone Out Help or Interfere
When you try to figure someone out, Trick an NPC When you help or interfere with
roll with Charm. On a 10+, hold 3. On a When you trick an NPC to get what you another vagabond, mark exhaustion to
7-9, hold 1. While interacting with them, want, roll with Cunning. On a hit, they add +1 or -2 to their roll (after rolling).
spend your hold 1 for 1 to ask their player take the bait and do what you want. On a Mark exhaustion again to select one of
a question: 7–9, they can instead choose one: the following:
• is your character telling the truth? • they hesitate; you shake their • conceal your help or interference
• what is your character really feeling? confidence or weaken their morale. • create an opportunity or obstacle
• what does your character intend to do? • they stumble; you gain a critical
• what does your character wish I’d do? opportunity. Plead with a PC
• how could I get your character to • they overreact; take +1 forward When you plead with a PC to go along
_______? against them. with you, they clear 1 exhaustion if they
agree to what you’ve proposed. You may
Persuade an NPC Trust Fate use this move only once per session.
When you persuade an NPC with When you trust fate to get through
promises or threats, roll with Charm. trouble, roll with Luck. On a hit you

Risks Definitions
On a 10+, they see things your way, scrape by or barrel through; the GM
provided you have given them a strong will tell you what it costs you. On a 10+,
motive or reasonable bribe. On a 7–9, fortune favors the bold; your panache
they aren’t sure; the GM will tell you also earns you a fleeting opportunity. Break Something
Break something you’re carrying or in
what you need to do to sway them.
the environment. Possibly mark wear.
Detection
Roguish Feats
Straight up get noticed by onlooker.
Draw Unwanted Attention
Either create hostile onlookers where
Feat Name Description Risks before no one cared, or call attention
without actually being detected.
Acrobatics Adeptly climbing, vaulting, Break something, detection, plunge into
jumping danger Expend Resources
Use up supplies. Mark depletion or
Blindside Backstab, murder, sneak Draw unwanted attention, leave evidence, exhaustion as the GM chooses.
attack, suckerpunch plunge into danger
Leave Evidence
Counterfeit Copying, forgery, fakery Leave evidence, take too long, weak result Leave behind evidence that can later
lead an investigation against you or
Disable Device Disarming traps, turning off Break something, draw unwanted attention, expose your allies to retribution.
mechanisms expend resources
Plunge into Danger
Hide Disappear from view, remain Expend resources, leave evidence, take too Seize the chance to act and run into a
hidden long more dangerous situation.

Pick Lock Open a locked door, chest, Break something, detection, plunge into
Take too long
Take too much time, leading the
etc. danger
situation to change around you in
Pickpocket Subtly steal from a pocket Leave evidence, take too long, weak result some meaningful way.

Sleight of Hand Palming, switching, Draw unwanted attention, leave evidence,


Weak Result
Get a hard choice about exactly what
ditching, flourishes weak result
you want, or just straight up don’t
Sneak Get into or out of places Break something, draw unwanted attention, quite get everything you want.
without being seen plunge into danger

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
Weapon Moves
All vagabonds can use Engage, Grapple,
or Target, if they have a weapon with the
Confuse Senses special Quick Shot special
When you throw something to confuse When you fire a snap shot at an enemy
right range.
an opponent’s senses at close or at close range, roll with Luck. On a hit,
To use a special weapon move, you must
intimate range, roll with Finesse. On inflict injury. On a 7–9, choose 1. On a
have both a weapon with the appropriate
a hit, you’ve thrown them off balance, 10+, choose 2.
tag and the weapon skill. (Improvise
blinded them, deafened them, or • you don’t mark wear
Weapon and Confuse Senses just require
confused them, and given yourself an • you don’t mark exhaustion
usable materials.)
opportunity. On a 10+, they have to take • you move quickly and change your
By default, unarmed vagabonds do 1
some time to get their bearings and position (and, if you choose, range)
exhaustion harm. Armed vagabonds do 1
restore their senses before they can act • you keep your target at bay—they
injury harm.
clearly again. On a 7–9, you have just a don’t move
Engage in Melee few moments.
Storm a Group special
When you engage an enemy in melee
at close or intimate range, roll with
Disarm special When you storm a group of foes in
When you target an opponent’s melee, mark exhaustion and roll with
Might. On a hit, trade harm. On a 10+,
weapon with your strikes at close Might. On a hit, trade harm. On a 10+,
pick 3. On a 7–9, pick 1.
range, roll with Finesse. On a hit, they choose 2. On a 7–9, choose 1.
• inflict serious (+1) harm
have to mark 2-exhaustion or lose their • you show them up; you inflict
• suffer little (-1) harm
weapon—it’s well out of reach. On a 2-morale harm
• shift your range one step
10+, they have to mark 3-exhaustion • you keep them off balance and
• impress, dismay, or frighten your foe
instead of 2. confused; you inflict 2-exhaustion
Grapple an Enemy Harry a Group special
• you avoid their blows to the best of
When you grapple with an enemy your ability; you suffer little (-1) harm.
When you harry a group of enemies • you use them against each other;
at intimate range, roll with Might.
at far range, mark wear and roll with mark exhaustion again and they
On a hit, you choose simultaneously.
Cunning. On a 10+, both. On a 7–9, inflict their harm against themselves
Continue making choices until someone
choose 1.
disengages, falls unconscious, or dies. On
a 10+, you make one choice first, before
• inflict 2-morale harm Trick Shot special
• they are pinned or blocked When you fire a clever shot designed
beginning to make simultaneous choices.
to take advantage of the environment
• you strike a fast blow; inflict injury Improvise Weapon special
at any range, mark wear and roll with
• you wear them down; they mark When you make a weapon out of Finesse. On a 7–9, choose 2. On a 10+,
exhaustion improvised materials around you, roll choose 3.
• you exploit weakness; mark exhaustion with Cunning. On a hit, you make a • your shot lands in any target of your
to inflict 2-injury weapon; the GM will tell you its range choice within range, even if it’s behind
• you withdraw; disengage to close range tag and at least one other beneficial tag cover or hidden (inflicting injury or
Target Someone based on the materials you used. On a
7–9, the weapon also has a weakness tag.
wear if appropriate)
When you target a vulnerable foe at far • your shot strikes a second available
range, roll with Finesse. On a hit, you Parry special target of your choice
• your shot cuts something, breaks
inflict injury. On a 10+, you can strike When you try to parry the attacks of an
again before they get to cover—inflict something, or knocks something over,
enemy at close range, mark exhaustion
injury again—or keep your position your choice
and roll with Finesse. On a hit, you
hidden, your choice. • your shot distracts an opponent and
consume their attention. On a 10+, all 3.
provides an opportunity
Cleave special On a 7–9, pick 1.
When you cleave armored foes at close
• you inflict morale or exhaustion (GM’s Vicious Strike special
choice) When you viciously strike an opponent
range, mark exhaustion and roll with
• you disarm your opponent; their where they are weak at intimate or
Might. On a hit, you smash through
weapon is out of hand, but in reach close range, mark exhaustion and roll
their defenses and equipment; inflict
• you don’t suffer any harm with Might. On a hit, they suffer serious
3-wear. On a 7–9, you overextend your
weapon or yourself: mark wear or end (+1) harm and cannot mark wear on their
up in a bad spot, your choice. armor to block it. On a 10+, you get away
with the strike. On a 7–9, they score a
blow against you as well.

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
Character Creation
Setup Your Character Advancements
1 Choose a playbook. Your playbook is an archetype that
represents the overarching kind of vagabond you are, what
special moves you have, and what kind of jobs you perform.
When you advance by following a drive, choose one from the list:
• Take +1 to a stat (max +2)
• Take a new move from your playbook (max 5 moves from

2
your own playbook)
Choose a name, species, and details. Your species
• Take a new move from another playbook (max 2 moves from
describes what kind of animal you are, and might affect
other playbooks)
how other denizens see you. Your details refer to your outward
• Take up to two new weapon skills (max 7 total)
presentation and demeanor. Circle as many options as apply.
• Take up to two new roguish feats (max 6 total)

3 Choose where to add +1 to your stats. Your stats represent


your particular strengths and weaknesses, and are used
when you trigger moves. You can add +1 to a stat of your
• Add 1 box to any one harm track (max 6 each)
• Take up to two new connections (max 6 total)
You cannot take more than one advance per drive per session.

Names
choice, but you cannot raise a stat beyond +2 at this point.

4 Choose your background. Background questions help


fill in detail about your character’s history. Answer each
background question, either choosing an option and fleshing
Aimee • Alvin • Anders • Alyse • Bhea • Billi • Braden • Buford
Cesspyr • Cloak • Cinder • Constance • Dawna • Dewly • Doneel
Dugan • Ellaine • Emmie • Ewan • Eward • Flannera • Fog • Foster
it out with some details, or describing a different answer. Your Frink • Gemma • Golden • Greta • Gustav • Harper • Henny
last two background questions have you mark prestige and Hinnic • Howerd • Igrin • Ilso • Inda • Irwen • Jacly • Jasper • Jinx
notoriety; mark it on your reputation track as appropriate. Johann • Kagan • Keilee • Keera • Konnor • Laina • Lindyn • Lockler

5
Longtooth • Masgood • Mint • Monca • Murty • Nail • Nan • Nigel
Choose your nature. Your nature represents your Nomi • Olaga • Omin • Orry • Oxley • Pattee • Phona • Pintin
character’s innermost self, and way of relieving stress. Prewitt • Quay • Quentin • Quill • Quinella • Reece • Rhodia • Roric
Fulfilling your nature helps you clear exhaustion. Select one Rose • Sarra • Selwin • Sorin • Stasee • Tammora • Thickfur • Timber
nature from the two options. Tondric • Ulveny • Ulvid • Ummery • Urma • Vance • Vennic • Vittora

6
Vost • Wanda • Wettlecress • Whickam • Woodleaf • Xander • Xara
Choose your drives. Your drives represent your character’s Xeelie • Xim • Yasmin • Yates • Yolenda • Yotterie • Zachrie • Zain
goals and desires. Fulfilling drives earns advancements Zoic • Zola
for your character. Each drive can earn one advancement per
session. Select two drives from the four options. Connections
7 Choose your moves. Most playbooks get three total moves.
Most get to choose from their list. Choose your special
moves, abilities unique to your character (for now).
Protector
When they are in reach, mark exhaustion to take a blow meant for
them. If you do, take +1 ongoing to weapon moves for the rest of

8
the scene.
Choose your roguish feats (if needed). Roguish feats
are special larcenous skills; if they are marked on your Partner
playbook, you are particularly adept at those tasks. Many When you fill in this connection, you each mark 2-prestige with
playbooks start with feats selected; some have you choose. the faction you helped, and mark 2-notoriety with the faction you
harmed. During play, if you are spotted together, then any prestige or

9 Choose your weapon skill(s). Weapon skills are special


moves you use with suited weapons. Choose as your
playbook instructs, usually a single skill from the bold options.
notoriety gains with those factions are doubled for the two of you.
Watcher
When you figure them out, you always hold 1, even on a miss. When

10
you plead with them to go along with you, you can let them clear
Spend starting value on equipment. Your starting value
2-exhaustion instead of 1.
is listed, and you can choose and create equipment with
it. Anything you don’t spend, you keep as coin. Make sure you Friend
fill in your “Burdened” and “Max” Load values. When you help them, you can mark 2-exhaustion to give a +2, instead

11
of 1-exhaustion for a +1.
Once everyone is done with their character creation
Professional
through step 10, go around and introduce them. If you share information with them after reading a tense situation,

12 Then go around again and do connections. Connections you both benefit from the +1 for acting on the answers. If you help
represent the bonds between the vagabonds. Each player them while they attempt a roguish feat, you gain choices on the
help move as if you had marked 2-exhaustion when you mark
fills in another vagabond’s name in each connection.
1-exhaustion.

Species Family
When you help them fulfill their nature, you both clear your
badger • beaver • bluejay • cat • fox • hawk • lizard • mouse exhaustion track.
opossum • otter • owl • raccoon • rabbit • squirrel • wolf
Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
Travel Moves When your band travels, time passes, and any applicable moves trigger.

Travel Through the Forest Travel Along the Path


When you travel from clearing to clearing through the forest, When you travel from clearing to clearing along the path, the
the band collectively decides how it travels and one member rolls: band collectively decides how it travels and one member rolls:
• slowly, foraging heavily: everyone clears 2-depletion; • at a relaxing pace: everyone clears 3-exhaustion; the band
the band collectively marks an exhaustion for each band collectively marks a total of 2-depletion; -1 to the roll.
member; -1 to the roll. • at an average pace: everyone clears 2-exhaustion; the band
• carefully, avoiding trouble: the band collectively marks one collectively marks 1-depletion; +0 to the roll.
depletion or exhaustion for each band member; +1 to the roll. • safely, quickly, and under the radar: the band collectively
• as quickly as possible: everyone marks exhaustion and marks 1-depletion for supplies; +1 to the roll.
depletion; +2 to the roll. • urgently fast: everyone marks exhaustion; +2 to the roll.
On a hit, you pass through the forest to any clearing on the other On a hit, you reach the next clearing in a timely fashion.
side. Along the way, one of you spots an interesting site; you leave On a 10+, the trip is uninterrupted and quick. On a 7-9, you
markers so you can return after you finish your trip. On a 10+, encounter something noteworthy on the path—a caravan, a
the transit is largely safe. On a 7-9, something from the forest is battleground, or something else odd passing through. On a
following you; you can let it track you, or every vagabond marks miss, you are caught in the middle of a dangerous situation
exhaustion to lose it. On a miss, you run afoul of one of the before you arrive at the next clearing.
forest’s dangers during the trip, and you can’t escape it easily; deal
with it before you can reach the clearing on the other side.

Reputation Moves
Your Reputation is the overall representation of how
well or poorly a faction views you. Prestige helps
you gain positive Reputation; notoriety pushes you
towards negative Reputation.

Ask for a Favor Sway an NPC Draw Attention


When you ask for a reasonable favor Requires +2 or higher Reputation Requires -2 or lower Reputation
based on your reputation, roll with When you try to sway an open or When you try to publicly draw attention
Reputation with the appropriate vulnerable NPC by appealing to their to yourself as an enemy of a faction, roll
faction. On a hit, they’ll grant you what belief in your reputation, roll with with Reputation for that faction, treating
you want. On a 7–9, it costs your rep a Reputation for their faction. On a hit, it as positive (+2 or +3) for this roll. On a
bit; clear one prestige or mark notoriety, you can change their mind about the hit, you draw out the faction’s resources
your choice. On a miss, they refuse world; say what you want them to to oppose you; brace yourself. On a 7-9,
and view you with suspicion; mark believe, and the GM will rewrite their choose 1; on a 10+, choose 2.
notoriety. drive accordingly. On a 7-9, you use up • the faction employs significant military
some goodwill; clear 3-prestige. If you strength to chase you down
Meet Someone Important don’t have enough prestige to clear, mark • the faction deploys an available,
When you meet with someone the remainder in notoriety. On a miss, capable NPC agent (of your choice) to
important for the first time, roll with the NPC takes the wrong message away chase you down
Reputation for their faction. On a hit, from what you say; the GM will rewrite • the faction is rattled by your threat;
you’re aware of their wider reputation their drive accordingly. mark 2-notoriety with them
(if any), and they’re aware of yours (if On a miss, your enemies are already
any). On a 7-9, pick one. On a 10+, both. Command Resources moving against you quietly; the GM tells
• you’ve heard stories; ask a question Requires +3 Reputation you how they catch you unprepared.
about them, and the GM will tell you When you command an NPC to give
one story you’ve heard about them as you significant, valuable resources, roll Make a Pointed Threat
an answer. with Reputation for their faction. On Requires -3 Reputation
• they’ve heard something in your a 10+, you get what you need as soon When you make a pointed threat to
favor; take +1 forward when you first as they can get it to you. On a 7-9, they an NPC by wielding your reputation,
try to play up your connection with impose a condition on how you can use roll with Reputation for their faction,
them and their faction. the resources, or what you must return treating it as positive (+3) for this roll.
On a miss, you only know the basics to the faction in recompense. On a miss, On a 10+, they are rattled; they must
about them, and they’ve heard stories they don’t have what you need, but they surrender, retreat, or charge, GM’s
about you and the things you’ve tell you a way you can get it at a steep choice. On a 7-9, you must make a
done, true or false—prepare for major cost or some serious difficulty. demonstration of your dangerous intent
complications. first, before they are rattled. On a miss,
your reputation precedes you; they reveal
how they prepared for someone like you.
Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
Gamemaster Reference
Agendas If you get stuck...
• Make the Woodland seem large, alive, and real Give them a carrot or a stick.
• Make the vagabonds’ lives adventurous and important They’re vagabonds — there’s a good chance they’ll seize on a
• Play to find out what happens dangled opportunity for profit, revenge, whatever fits their
drives. But also, they’re vagabonds — plenty of denizens
Principles mistrust them, and a knife at your throat is plenty good
• Describe the world like a living painting. motivation to act.
• Address yourself to the characters, not the players. Show a faction’s fangs.
• Be a fan of the vagabonds. Every faction in the game can be threatening — even the
• Make your move but misdirect. denizens, if they want to. When the fangs come out, things
• Sometimes, disclaim decision-making. start happening.
• Make the factions and their reach a constant presence. Target their reputations.
• Give denizens drives and fears. If they want to look like good guys, then threaten that with
• Follow the ripples of every major action. possible notoriety. If they don’t mind being criminals, threaten
• Call upon their station and reputation. that with someone who looks up
• Bring danger to seemingly safe settings. to them.
Moves
• Inflict injury, exhaustion, wear, depletion, or morale (as
established).
• Reveal an unwelcome truth.
• Show signs of an approaching threat.
• Capture someone.
• Put someone in a spot.
• Disrupt someone’s plans and schemes.
• Make them an offer to get their way.
• Show them what a faction thinks of them.
• Turn their move back on them.
• Activate a downside of their background, reputation, or
equipment.
• After every move, “what do you do?”

Notes

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
NPCs and Harm
Creating NPCs NPC Harm Tracks
When you create a new NPC, give them a name, a description Here are some pre-planned harm tracks you can use for your
(including species), a job, and a drive. NPCs, depending upon who and what exactly they are.
When they get into a real fight or would mark harm, give them 1 injury, 1 exhaustion, 1 wear, 1 morale
harm tracks and/or attacks. Pretty standard. Default to this for any given denizen.
Give them injury, exhaustion, wear, and morale harm tracks Remember, multiple denizens in a group can add up their
with at least 1 box and no more than 5 boxes in each track for a tracks, so just multiply this track by 3 for a small group, 5 for a
single character. medium group, or 7 for a large group.
Choose their weapon, with a range (intimate, close, far) and an
amount of harm that it deals (at least 1 injury or exhaustion, 3 injury, 2 exhaustion, 3 wear, 2 morale
often more). A lethal weapon deals more injury, a tricky or A brute or a bruiser. A real threat to any individual vagabond,
tiring weapon deals more exhaustion, a bashing or breaking and even tough enough to threaten the band.
weapon deals more wear. 1 injury, 2 exhaustion, 1 wear, 3 morale
A leader, not a fighter. Someone more likely to be in charge,
Groups of NPCs can be treated as mobs. and not to try to fight on their own.
• 5-10 average denizens are a small mob: 3 boxes of each harm
type, deals x2 average harm 2 injury, 2 exhaustion, 3 wear, 3 morale
• 10-20 average denizens are a medium mob: 5 boxes of each A lieutenant, committed to serving another’s cause.
harm type, deals x3 average harm 5 injury, 5 exhaustion, 2 wear, 4 morale
• 20+ average denizens are a large mob: 7 boxes of each harm A bear.
type, deals x4 average harm
NPC Attacks
Names Here are a few possible weapons and attacks NPCs can use
Aimee • Alvin • Anders • Alyse • Bhea • Billi • Braden • Buford against the vagabonds:
Cesspyr • Cloak • Cinder • Constance • Dawna • Dewly • Standard blade: 1 injury.
Doneel • Dugan • Ellaine • Emmie • Ewan • Eward • Flannera • Large blade or axe, wielded with strength: 2 injury.
Fog • Foster • Frink • Gemma • Golden • Greta • Gustav • Tricky weapon, like a whip: 1 injury, 1 exhaustion.
Harper • Henny • Hinnic • Howerd • Igrin • Ilso • Inda • Irwen • Heavy weapon, like a huge two-handed hammer:
Jacly • Jasper • Jinx • Johann • Keilee • Kagan • Keera • Konnor 1 injury, 1 wear.
Laina • Lindyn • Lockler • Longtooth • Masgood • Mint • Wielded by a skilled and cunning fighter: +1 exhaustion.
Monca • Murty • Nail • Nan • Nigel • Nomi • Olaga • Omin • Wielded by a powerful and mighty fighter: +1 injury.
Orry • Oxley • Pattee • Phona • Pintin • Prewitt • Quay • Aiming to harm only equipment: convert all harm to wear,
Quentin • Quill • Quinella • Reece • Rhodia • Roric • Rose +1 wear.
Sarra • Selwin • Sorin • Stasee • Tammora • Thickfur • Timber
Tondric • Ulveny • Ulvid • Ummery • Urma • Vance • Vennic Inflicting Harm
Vittora • Vost • Wanda • Wettlecress • Whickam • Woodleaf As the GM, you inflict harm whenever it fits the fiction, as one
Xander • Xara Xeelie • Xim • Yasmin • Yates • Yolenda • Yotterie of your moves. This means that if a vagabond goes through an
Zachrie • Zain • Zoic • Zola exhausting experience, you should inflict exhaustion on them,

Species usually 1 or 2. If a vagabond’s equipment would be damaged


by trying to scrape through a tight space in a castle wall, you
badger • beaver • bluejay • cat • fox • hawk • lizard • mouse might inflict 1 or 2 depletion on them. If a vagabond jumps
opossum • otter • owl • raccoon • rabbit • squirrel • wolf from a tree, 40 feet from the ground, you might say that the

Drives
BEST case scenario after trusting fate—the result of a 10+ —is
marking 1 injury, because it’s just too high.
to get revenge • to get rich • to make family safe Inflicting harm isn’t a punishment, and it isn’t a stick to
to make home safe • to gain power • to explore discourage action—it’s a way to stay true to the fiction, to
to build something magnificent • to resist invaders make the Woodland seem real, to highlight the consequences
to defend the weak • to destroy an enemy • to wage war of the vagabonds’ actions in a way that honors their choices. If
to prove worth • to undermine a figure of power a vagabond can jump 40 feet without risking injury, then the
to find comfort • to serve a higher cause • to escape Woodland loses its drama.
to negotiate peaceful resolutions • to survive at all costs
to earn social status and position • to take control
to exert power and authority on others • to lay waste

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.
Equipment Tags
• Arrow-proof: Ignore the first hit dealing injury from arrows that you
suffer in a scene.

Creating Equipment • Blunted: This weapon inflicts exhaustion, not injury.


• Ceremonial: Choose an attached faction. While this item is
Equipment in Root: The RPG is always special or valuable. A rope, displayed, treat yourself as having +1 Reputation with that faction,
a torch, or glass bottle isn’t “equipment,” unless there’s something and -1 Reputation with other factions.
special about it, represented by tags or by multiple boxes of Wear. • Comfortable: This item counts as 1 fewer Load.
• Cumbersome: Mark one exhaustion when you don your armor—
To build a piece of equipment, assign it tags and boxes of wear. Add clear one exhaustion when you take it off.
up all the costs of the equipment’s traits to determine its final Value: • Eaglecraft: Mark wear when engaging in melee to both make and
• Each box of wear on the equipment costs 1 Value. suffer another exchange of harm.
• If the equipment is a weapon, it automatically gets 1 Range: • Fast: Mark wear when engaging in melee to suffer 1 fewer harm,
intimate, close, or far. Depending upon GM approval and weapon even on a miss.
type, you can add another range to your weapon for 1 Value. • Friendly: When you meet someone important, mark exhaustion to
• Each weapon move tag on a weapon costs 1 Value. roll with your Reputation +1.
• Each positive tag on the equipment costs 1 Value. • Flexible: When you grapple with someone, mark exhaustion to
• Each negative (red) tag refunds 1 Value. ignore the first choice they make.
• Foxfolk steel: Ignore the first box of wear you mark on this item
Equipment can have 0 boxes of wear; such equipment is destroyed each session.
immediately if it suffers any wear. • Hair trigger: Mark wear to target a vulnerable foe at close range
instead of far.
The GM is the final arbiter of what tags make sense on any given • Healer’s kit: Mark wear to clear exhaustion. Mark 2-wear to clear injury.
item, following the fiction. You can’t have a small dagger tagged with • Heavy bludgeon: Mark exhaustion to to ignore your enemy’s
Large, a hammer tagged with Sharp, or a bow tagged with Reach. armor when you inflict harm.
Similarly, a small dagger with 5 boxes of wear, or a suit of plate armor • Heavy Draw Weight: When you target a vulnerable foe with this
with 1 box of wear, are both so unlikely as to be avoided. bow, mark exhaustion to inflict 1 additional injury.
• Iron bolts: This weapon inflicts 1 additional wear when its harm is
By default most equipment of any significant size—around large absorbed by armor.
dagger/short-sword sized—takes up 1 Load. Smaller equipment takes • Large: Mark exhaustion when inflicting harm with this weapon to
up no Load; larger equipment should be marked with a tag indicating inflict 1 additional harm.
it takes up more Load (like Weighty). • Luxury: After creation, this item is worth +3 Value.
• Mousefolk Steel: Mark wear to engage in melee using Cunning
instead of Might.
Pre-Made Equipment • Oiled string: Mark wear to use the weapon skill quick shot even if
you don’t have it.
Chainmail ppp | Value: 3 | Load: 2 • Quick: Mark exhaustion to engage in melee with Finesse instead of Might.
Tightly woven: When you take a few seconds to repair this armor • Rabbitfolk Steel: Mark wear to engage in melee with Finesse
after a fight, clear 1-wear you marked during the fight. instead of Might.
Weighty: This item counts as 1 additional Load. • Reach: When you engage in melee, mark wear on this weapon to
inflict harm instead of trading harm; you cannot use this tag if
Dagger p | Value: 5 | Load: 0 your enemy’s weapon also has reach.
Range: intimate, close | Weapon skill tags: Parry, Vicious Strike • Sharp: Mark wear when inflicting harm with this weapon to inflict
Quick: Mark exhaustion to engage in melee with Finesse instead of Might. 1 additional harm.
• Short Limbs: Mark wear to fire a quick shot at far range.
Leather Armor pp | Value: 3 | Load: 1 • Slow: When you engage in melee with this weapon, choose one
Flexible: When you grapple with someone, mark exhaustion to fewer option. Mark wear to ignore this effect.
ignore the first choice they make. • Thick: When you mark wear on this shield to block a hit, you only ever
mark 1-wear, even if you are blocking more harm from a single hit.
Mousefolk Short Sword pp | Value: 5 | Load: 1 • Throwable: Mark exhaustion to target a vulnerable foe with this
Range: close | Weapon skill tags: Parry, Disarm weapon at far range.
Mousefolk Steel: Mark wear to engage in melee using Cunning • Tightly woven: When you take a few seconds to repair this armor
instead of Might. after a fight, clear 1-wear you marked during the fight.
• Tricky: When you use this item to trick an NPC by distracting
Plate Armor pppp | Value: 3 | Load: 2 them at a distance, on a 7-9 mark wear to eliminate one option
Arrow-proof: Ignore the first hit dealing injury from arrows that you from the trick an NPC move before the NPC picks.
suffer in a scene. • Unassuming: Until you harm an enemy, they will never deem you
Cumbersome: Mark one exhaustion while you wear your armor— more of a threat than other vagabonds with arms and armor.
clear one exhaustion when you take it off. • Versatile: When you move to or from a range this weapon can
Weighty: This item counts as 1 additional Load. reach, mark wear to make a quick strike and inflict 1-injury on any
opponent in this weapon’s range.
Shortbow pppp | Value: 6 | Load: 1
• Weighty: This item counts as 1 additional Load.
Range: close | Weapon skill tags: Quick Shot
Short Limbs: Mark wear to fire a quick shot at far range.

Root® and Leder Games® logo and key art TM & © 2017 Leder Games. Text and design TM & © 2021 Magpie Games. All rights reserved.

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