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Root Playbooks PrintFriendly 20220228
Root Playbooks PrintFriendly 20220228
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
a place far from here
Why are you a vagabond?
Your Drives
I want to help the Woodland
Partner
__________ and I fought alongside
I want to explore the Woodland choose two drives
I believe the current factions
each other to defend a clearing from a
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
one fail? Who defeated us?
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? harmed. During play, if you are spotted
illicit, criminal goal while maintaining a
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
the most? (mark two prestige for
Justice
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.
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?
I want to fight injustice When they are in reach, mark exhaustion to
Advance when you achieve justice
I must clear my tarnished name take a blow meant for them. If you do, take
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.
clearings the scene.
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).
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.
Might [+2]
choose 1. On a 7–9, choose 2.
• You hurt yourself: mark 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
a place far from here
Why are you a vagabond?
Your Drives
I want to fight for Woodland
Professional
_____________ and I tried to blaze
freedom choose two drives
I am chasing a loved one
a new trail between two clearings;
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?
my teacher
Discovery help them while they attempt a roguish
feat, you gain choices on the help move as if
Advance when you encounter a new you had marked 2-exhaustion when you mark
my family
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
the most? (mark two prestige for
Wanderlust
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.
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.
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
a place far from here
Why are you a vagabond?
Your Drives
I dislike the hypocrisy of society
Watcher
I was tricked, conned, or deceived by
I am mistrusted by other denizens choose two drives
I want to wander the Woodland
___________ once. Why do I choose to
I need to find and save a loved one Discovery continue working with them?
I seek escape from the wars When you figure them out, you always hold
Advance when you encounter a new
1, even on a miss. When you plead with them
Whom have you left behind? wonder or ruin in the forests. 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
Protector
my best friend
denizens from oppression.
my student
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
appropriate group) Protection to them.
Name your ward. Advance when you When they are in reach, mark exhaustion to
With which faction have you protect them from significant danger, or take a blow meant for them. If you do, take
when time passes and your ward is safe. +1 ongoing to weapon moves for the rest of
earned a special enmity?
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.
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.
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
start with marked feat oath, 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
a place far from here Your Drives
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
Chaos
crime together. What did we do? Why?
I seek vengeance for my suffering 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
my teacher
my family Crime a faction’s resource, on behalf of an
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.
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
a place far from here Your Drives
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 ______________.
Freedom
water, shelter, and money I proved my worth to them.
I am on the run from “associates” 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.
my partner-in-crime
my family Ambition
my loved one Advance when you increase your Friend
my protector reputation with any faction. ______________ sprang to get me out
my benefactor
Thrills
of holding, whether they bailed me out
or rescued me. I owe them.
Which faction have you served Advance when you escape from certain
the most? (mark two prestige for When you help them, you can mark
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.
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 ____________ and I have been working
myself choose two drives
together well for a while. We read each
I need to rebuild my workshop
anew in a safe place Greed other’s moves easily.
I crave adventure If you share information with them after
Advance when you secure a serious
reading a tense situation, you both benefit
I need to find and save my family payday or treasure. from the +1 for acting on the answers. If you
I need to keep my most
dangerous design safe Ambition help them while they attempt a roguish
feat, you gain choices on the help move as if
Advance when you increase your you had marked 2-exhaustion when you mark
Whom have you left behind?
reputation with any faction. 1-exhaustion.
my mentor
my family Revenge
my best friend Name your foe. Advance when you Family
my loved one cause significant harm to them or their _____________ and I had each other’s
my leader interests. back when we were run out of a clearing
Protection
Which faction have you served because our natures got out of hand.
the most? (mark two prestige for When you help them fulfill their nature, you
Name your ward. Advance when you
appropriate group) both clear your exhaustion track.
protect them from significant danger, or
With which faction have you when time passes and your ward is safe.
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
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.
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.
I feel deep wanderlust we’ve been close ever since.
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.
my partner in crime
my family Clean Paws Watcher
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 depletion. On a miss,
Acrobatics Pickpocket they’re better than you ever thought; either mark depletion and cut your
Blindside Sneak losses, or mark 3-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.
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
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
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)
Names
choice, but you cannot raise a stat beyond +2 at this point.
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
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.
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.
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,
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.
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