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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
On a 10+, they see things your way, scrape by or barrel through; the GM Risks Definitions
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
what you need to do to sway them. Break something you’re carrying or in
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
Acrobatics Adeptly climbing, vaulting, Break something, detection, plunge into without actually being detected.
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
etc. danger Take too much time, leading the
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
ditching, flourishes weak result Get a hard choice about exactly what
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

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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

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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

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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

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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 faction. vulnerable NPC by appealing to their to yourself as an enemy of a faction, roll
On a hit, they’ll grant you what you belief in your reputation, roll with with Reputation for that faction, treating
want. On a 7–9, it costs your rep a bit; Reputation for their faction. On a hit, it as positive (+2 or +3) for this roll. On a
clear prestige or mark notoriety, your you can change their mind about the hit, you draw out the faction’s resources
choice. On a miss, they refuse and view world; say what you want them to to oppose you; brace yourself. On a 7-9,
you with suspicion; mark notoriety. believe, and the GM will rewrite their choose 1; on a 10+, choose 2.
drive accordingly. On a 7-9, you use up • the faction employs significant military
Meet Someone Important some goodwill; clear 3-prestige. If you strength to chase you down
When you meet with someone don’t have enough prestige to clear, mark • the faction deploys an available,
important for the first time, roll with the remainder in notoriety. On a miss, capable NPC agent (of your choice) to
Reputation for their faction. On a hit, the NPC takes the wrong message away chase you down
you’re aware of their wider reputation from what you say; the GM will rewrite • the faction is rattled by your threat;
(if any), and they’re aware of yours (if their drive accordingly. mark 2-notoriety with them
any). On a 7-9, pick one. On a 10+, both. On a miss, your enemies are already
• you’ve heard stories; ask a question Command Resources moving against you quietly; the GM tells
about them, and the GM will tell you Requires +3 Reputation you how they catch you unprepared.
one story you’ve heard about them as When you command an NPC to give
an answer. you significant, valuable resources, roll Make a Pointed Threat
• they’ve heard something in your with Reputation for their faction. On Requires -3 Reputation
favor; take +1 forward when you first a 10+, you get what you need as soon When you make a pointed threat to
try to play up your connection with as they can get it to you. On a 7-9, they an NPC by wielding your reputation,
them and their faction. impose a condition on how you can use roll with Reputation for their faction,
On a miss, you only know the basics the resources, or what you must return treating it as positive (+3) for this roll.
about them, and they’ve heard stories to the faction in recompense. On a miss, On a 10+, they are rattled; they must
about you and the things you’ve they don’t have what you need, but they surrender, retreat, or charge, GM’s
done, true or false—prepare for major tell you a way you can get it at a steep choice. On a 7-9, you must make a
complications. cost or some serious difficulty. demonstration of your dangerous intent
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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