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Vagabond - Quickstart

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0% found this document useful (1 vote)
2K views68 pages

Vagabond - Quickstart

Uploaded by

craig.a.small
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Thank you for checking out the Vagabond Pulp Fantasy Roleplaying

Game! The full version of the Core Rulebook is available at the Land
of the Blind storefront. A print version is planned for a July 2024
Gamefound campaign, so follow me on Twitter and YouTube at
Indestructoboy for more information. You can also get engaged with
the Land of the Blind Discord server

Vagabond Core Rulebook Land of the Blind Discord

Vagabond Gamefound Campaign


Credits Acknowledgments
Lead Designer Taron Pounds Vagabond is inspired by the following works:
Editors The Land of the Blind Discord Community
Mechanic Consultants Benjamin Huffman, Ross Alexandre ‘Kobayashi’ Jeannette. Black Sword
Leiser, Arcus “Qedhup” Masmeyer, James M Spahn, Hack. 2023, the Merry Mushmen and Kamchatka
heavyarms Publishing.
First Time User Experience Amanda Davis Ben Milton. Knave. 2018, Questing Beast..
Cultural Consultants Jeremy Cobb, Jacob Crowe, Chris McDowall. Into the Odd. 2015. Remastered 2022,
Steph “freyagil”, LegalKimchi Fria Ligan AB.
Playtest Lead Amanda Siskind Christian Mehrstam. Whitehack. 2023.
Playtest Feedback Adam Talks, Axiom Delver, Daniel D Fox. Zweihänder. 2017, Andrews McMeel.
BadHairGaming, Baldoit, Banedeck, Brent Dave Arneson, David Cook, Gary Gygax, Stephen
Cartwright, Charo Gaming, Chronik_Sword, R Marsh, Tom Moldvay. Dungeons & Dragons Basic/
Coco, Amanda Davis, Discourse Minis, ek, Expert. 1981, TSR Inc.
FallenPhoenixIV, Jordan “Flutes Loot” Fultz, David Black. The Black Hack. 2019, Gold Piece
Gelopsys, geo_K, GoblinPink, Hangry Hippster, Publications.
HiskiH, Chris “Treantmonk” Honkala, Humble Gavin Norman. Old-School Essentials: Classic Fantasy.
Gallipot, Gavin Van Fleet, Goblin Lord, Danny 2019, Necrotic Gnome.
Jenkins, JEpling123, jesauce, Kevin the Bear, Grant Howitt, Will Kirkby. Eat the Reich. 2024, Rowan
Krieg the Psycho, Lydia Koryn, Legends of Rook and Decard.
Logomancy, Arcus Masmeyer, Robert “Bob World Greg Stafford, Lynn Willis. Basic Roleplaying. 1980,
Builder” Mason, Meebus, Nagelfar, Navaro25, Chaosium.
Nightharrow, OnyxDunes, Josh Pacheco, Panicked Ian Livingstone, Steve Jackson. Fighting Fantasy. 1982,
Pike, PepperShark, Ethan S, Robba, Sara Roberts, Puffin & Wizard Books.
Rules & Rulings, Skurken Varg, Mark Seifter, Ted Isaac Williams. Mausritter. 2020, Losing Games.
Sikora, Strider, temery, ThunderMammoth, TinCan Jeremy Crawford, Mike Mearls. Dungeons & Dragons
Whiplash, Titania, Mitchell “Awesome Soul” 5e. 2014, Wizards of the Coast.
Turnbull, Ukulele Bard, Veradux, Jack Weighill, John Harper. Blades in the Dark. 2017, Evil Hat
Wintry Wyvern, Zipperon Disney Productions.
Johan Egerkrans, Tomas Härenstam, Nils Hintze.
Art Vaesen. 2022, Fria Ligan AB.
Graphic Design & Layout Taron Pounds heavyarms. Gunslinger Class. 2021, heavyarms.
Cover Artist Maxwell Polikoff Kelsey Dionne. Shadowdark. 2023, The Arcane Library.
Artists Sverker Castillo, Daniel Comerci, Felipe Pelle Nilsson, Johan Nohr. Mörk Borg. 2018, Fria Ligan
Faria (Felipemuky), Amanda Lee Frank, Earl Geier, AB, Ockult Örtmästare Games, and Stockholm Kartell.
Indi Martin (Tortoise & Hare Creations), Jeremy Spencer Campbell. Rune. 2023, Gila RPG.
Mohler (Outland Entertainment), Maxwell Polikoff, Tomas Härenstam. Year Zero Engine. 2014, Fria Ligan
SpiderQueenLong (Dieselshot), Vagelio Kaliva AB.
Typefaces Eskapade by Alisa Nowak; Paradigm Pro Tomas Härenstam, Andreas Marklund, Krister
by Nick Shinn; timeTo by Speak the Sky Sundelin. Drakar och Demoner (Dragonbane). 2023, Fria
JavaScript Consultant Valentin “Trekiros” Prévost Ligan AB.
Human Made Logo Hinokodo Tomas Härenstam, Christian Granath, Nils Karlén,
Kosta Kostulas. Forbidden Lands. 2018, Fria Ligan AB.
Logistics Zzarchov Kowolski. Neoclassical Geek Revival. 2021, NGR.
Crowdfunding Consults Cam Bradley, Daniel Fox
Distribution DriveThruRPG
Producers Brent Cartwright, Skyler Ellis, David
Goodwin, Friday Strout

Vagabond RPG and this document © 2024 Land of the Blind, LLC and Taron Pounds
Some artwork copyright Felipe da Silva Faria, used with permission.
Some artwork copyright Dean Spencer Art, used with permission. 
Some artwork copyright Vagelio Kaliva, used with permission. All rights reserved.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed
under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/
licenses/by/4.0/legalcode.


CONTENTS
Chapter 1: Preamble Chapter 8: Perks

Gaining Perks........................................................25
Chapter 2: Basics Perk List..................................................................25

Reading This Book.................................................. 3 Chapter 9: Items


Using the Book as Dice.......................................... 3
The Dice..................................................................... 4 Item Slots................................................................ 31
Checks........................................................................ 4 Starting Packs....................................................... 31
Position & Targets...................................................5 Equipment............................................................. 32
Speed.........................................................................6 Adventuring Gear................................................34
Time & Scenes..........................................................6
Progress Clocks........................................................ 7 Chapter 10: Spells
Room & Key............................................................. 7
Casting Spells........................................................36
Chapter 3: Combat Augmented Casting.............................................36
Spell List................................................................. 37
Rounds & Turns .....................................................8
Running Enemies...................................................9 Chapter 11: Relics

Chapter 4: Health & Damage Relic Lore................................................................42


Relic List.................................................................42
Health.....................................................................10
Damage..................................................................10 Chapter 12: Tasks
Statuses....................................................................11
Scene Tasks.............................................................45
Chapter 5: Hero Creation Shift Tasks...............................................................46

Hero Creation Steps............................................. 12 Chapter 13: Ruinous League


Stats......................................................................... 12
Saves........................................................................ 15 Hook & Play...........................................................49
Delve....................................................................... 50
Chapter 6: Ancestries Confrontation........................................................ 51
Resolution.............................................................. 51
Human.....................................................................17
Dwarf.......................................................................17 Chapter 14: Statblocks
Elf..............................................................................17
Halfling....................................................................17 Using Statblocks...................................................52
Bestiary...................................................................54
Chapter 7: Classes
Appendices
Leveling Up............................................................ 18
Bard......................................................................... 19 Appendix A: d20 Table....................................... 60
Fighter.................................................................... 20 Appendix B: Terminology................................... 61
Luminary................................................................ 21 Appendix C: Quest Sheets...................................62
Pugilist....................................................................22
Rogue......................................................................23
Wizard.....................................................................24
CHAPTER 1: PREAMBLE // PULP FANTASY

Chapter 1: PREAMBLE
D
rawing inspiration from Medieval romance stories, dungeon synth, and all
dungeoncrawlers to come before it, Vagabond is a tabletop roleplaying game that
blends old school practicality and modern TTRPG character expression. It also takes
inspiration from modern Pulp Fantasy influence, with the potential for a Goblin
Gunslinger to be delving a mummy’s tomb alongside a Dwarf Witch in search of Excalibur. Things
will get weird.
Tolkien fantasy is a zoo, pulp fantasy is a safari.
Pulp Fantasy
Also called ‘sword and sorcery’, pulp fantasy Origin of Pulp Fantasy
stories are rooted in high-action and dangerous
adventure; generally any fantasy book where It was the folklore of Arthurian legends, Norse
the cover is illustrated by Boris Vallejo, Julie mythology, Grimm’s Fairy Tales, and stories
Bell, Darrell K. Sweet, or Michael Whelan. like Beowulf that originally inspired fantasy as
It draws its name from the pulp magazines a genre in the 1900s. The worlds, gods, and
like Weird Tales that published sensational creatures of these tales can be found spattered
fantasy short stories of epic Heroes with throughout fantasy stories and games, but
rippling 8-pack abs saving some hot chick they aren’t themselves “pulp” fantasy. This
from lizard men on Mars. This format evolved subgenre’s birth can likely be dated to around
into full-length novels featuring these Heroes, 1932, when Robert E. Howard’s “The Phoenix
and served as the initial inspiration for the on the Sword” was published in Weird Tales,
original tabletop roleplaying games. the first published appearance of Conan the
Peoples’ first impression of fantasy tends Barbarian.
to be of a hobbit walking a vast world with The focus of narrative in the Conan series
a fellowship of capable friends. This is fair shifted towards action over exploration and
considering the impact of Tolkien’s Lord of introspection. That’s not to say it didn’t have
the Rings, but this series doesn’t quite fit the these elements, just that Howard decided
mold of what we consider ‘pulp fantasy’ and to lean in heavier on the fights than what
is most-often distinguished as ‘Tolkienesque we had seen in fantasy previously. This push
fantasy’. While Tolkien was the first to create towards the thrilling with less emphasis on the
a vast fantasy universe, his stories are focused fantastical helped to define the fantasy stories
more on a journey than punchy fights and we read today, and more-directly influenced
dialogue that became prevalent in series like the first tabletop roleplaying game developed
Michael Moorcock’s Elric of Melniboné, Scott by Dave Arneson and Gary Gygax.
Lynch’s The Gentleman Bastard, or Brandon
Sanderson’s Stormlight Archive.
The Familiar Strange
Further, pulp fantasy leans in hard on There’s a saying in the field of medicine,
character studies through an exploration “When you hear hoofbeats, think of horses,
of established fantasy archetypes. Did we not zebras.” This is the polar opposite for
really explore Gandalf ’s wizardry impacting fantasy. When making Conan, Howard seemed
his outlook on the world quite like Conan’s to have originally envisioned the story taking
barbarism being an entire philosophy? place in the real-world, but worried about
Tolkienesque fantasy is told almost entirely as the time and research required to maintain
third-person, but pulp fantasy tends to give historical accuracy. Instead, Howard chose to
you a first-person lense. You’re not just shown place Conan in Hyboria, a fantastical “vanished
the world the author has created, you’re given world” that blended Celtic, Germanic, Greek,
a protagonist to experience it through. Mesopotamian, Norse, and Slavic mythology
with magic rooted in the high fantasy of Tolkien.

6 1
CHAPTER 1: PREAMBLE // PULP FANTASY

This kept Hyboria recognizable and relatable, their attempts at thwarting the villains’ plans
helping readers relate to a world with wizards succeed. Enemies do not roll for their attacks,
and lizardmen. defenses, and checks as they are assumed to
This is an immersion technique authors succeed unless the Heroes intervene.
have used for decades, “Take the familiar and
make it strange.” This quote comes from Neil Action First, Cinema Second
Gaiman, but it isn’t exclusive to Gaiman or Vagabond’s combat system focuses on quick,
Howard’s works. Think of any fantasy world power fantasy violence over narrative tension.
and consider how it applies this principle: This is an action game, not a tactical war
◆ Brandon Sanderson’s allomancy begins with game. Mechanics are granted as a storytelling
magnetism and keys it out to an entire metal- toolkit, so feel free to use its flathead
based magic system. screwdrivers on Phillips-head screws if it
◆ Terry Pratchett’s Discworld is a flat planet works for you.
balanced on four elephants standing upon Ancestries, Classes, Weapons, Perks,
a giant turtle. and Spells grant mechanics for combat and
◆ Fullmetal Alchemist adapts conservation of exploration, not fluff and flair. They were
mass as a rule for its magic system. designed to say “Yes, and...” for what you want
These techniques help flesh-out worlds and to do instead of saying what you can’t do.
make magic understandable and relatable. There are restrictions and limits, and this
Many of these stories pull monsters from real- spirit should always be interpreted in good
world mythologies, use horrors that prey on faith.
our human fears, analogously explore real-
world topics through a fantasy lens, and even Common Sense is King
go so far as to just use real-world locations. The game’s expression is intended to allow
for quick rulings over precision simulation.
Thwart the Villains If a rule causes a question, try to rule in the
Pulp Fantasy stories are about the successes Heroes’ favor and keep the story moving.
and failures of the Heroes, not the enemies. A
story isn’t made more interesting if a villain’s Order of Operations
plans don’t work simply because they failed Follow PEMDAS/BODMAS when applying
a check. things like Resistance and Armor to reduce
Tactical Action Fantasy damage taken. For example, if a Being that is
Vagabond doesn’t gamify social interactions. Resistant to Crushing attacks and has Armor
That is handled by roleplay with your table. This 3 takes 10 damage from a sledgehammer, they
system is built for quick Combat and engaging halve the damage first (for 5 damage) and
Exploration. You have tools at your disposal to subtract 3 from the remainder (for 2 damage).
think of alternatives to violence, but don’t be
sword-shy. Feel free to “stab the bad guy with
the pointy-end.”
Further, Combat and Exploration are
intended to seamlessly flow between each
other. The intention is that Combats should be
moments of confrontation rather than milking
dramatic tension out of every action. Combats
will be short. Enemies (particularly minions)
may die in a single blow. Boss fights may be
entirely thwarted by smart planning on the
Heroes’ part. That’s the intent.
As such, it is the Heroes who must prove

2 1
CHAPTER 2: BASICS // USING THE BOOK AS DICE

Chapter 2: BASICS
V
agabond is a tabletop roleplaying game, wherein the Players take on the role of
Heroes and are lead by a guide, called the Game Master. You will need a hero record
(provided online), a set of standard polyhedral dice for roleplaying, a Quest, and a
place to play. You can also use miniatures and a gridded battlemat to help visualize
the space the Heroes are exploring.
While Guided play is the traditional means of playing a tabletop roleplaying game, it’s
possible to play Vagabond with specially-created Quests for Solo and Co-Op play, such as the
Ruinous League Quest later in this book.
Keyword Capitalization
Reading This Book When a word refers to a specific Action, Spell,
This Chapter will teach you all of the basics to or Status in-game, it will be capitalized. For
playing the game. example, “Attack” refers to the Attack Action,
and “attack” refers to any attack instance.
VETERAN TTRPG PLAYERS
If you are already familiar with tabletop SIDEBARS
role-playing games and just want to learn Information like rules reminders, examples,
Vagabond, you should: and additional information.
◆ First, read this chapter, focusing on
understanding Checks, Positions, Time
& Scenes, Health, Damage, and Armor.
Using the Book as Dice
The squares at the bottom of each page can
◆ Next, familiarize yourself with the
be used for d6 rolls. A d20 roll page has also
Actions, Move, and Off-Turn for
been provided on (p. 60).
Combat (p. 9).
◆ Third, see how to build Heroes (p.
12).
◆ Last, if you are interested in Solo/Co-
Op play or being a Game Master, be
sure you understand Statblocks.

Headers
Headers are used to indicate what information
the body text pertains to. Vagabond also uses
a Mechanic Header to distinguish text that
will likely go on your Hero Record. Mechanic
Headers may have a Subheader that details
when you gain the Feature described, or that
categorizes the Mechanic.
Mechanic Header TYPE
Prerequisites
Mechanic Description

5 3
CHAPTER 2: BASICS // THE DICE

The Dice Checks


The dice for play can be found at most game Vagabond is a d20 roll-over system, meaning
stores, and comes with 4-, 6-, 8-, 10-, d%, 12-,
you will roll a d20 and attempt to roll equal to
and 20-sided dice. These dice are abbreviatedor higher than your Difficulty with the Attack,
by size as d4, d6, d8, d10, d12, and d20. Save, or Skill. Checks are only made if an action
could result in failure with consequences.
Roll Types To determine this Difficulty, subtract its
The following types of rolls explain how you indicated Stat from 20. If you are Trained with
determine their results. the Skill or Weapon, the Stat is doubled.

Damage and Healing Rolls Difficulty = 20 − (Stat (×2 if Trained))


Damage Rolls: Subtract from Health. Check Results
Healing Rolls: Restores lost Health. Checks result in either a Crit, Pass, Fail, or Whiff:
Favored & Hindered Crit: d20 rolls a 20.
Favor or Hinder affect rolls in the following Pass: d20 rolls equal to or above Difficulty.
ways: Fail: d20 rolls below Difficulty.
Favor/Favored: Roll one additional die of the Whiff: d20 rolls a 1.
same size and use the result of your choice.
CHECK EXAMPLE
Hinder/Hindered: Roll one additional die of
A Wizard with Logic 7 that is Trained with
the same size and use the lowest result.
Arcana (×2) would subtract 14 from 20
If multiple instances of Favor or Hinder apply to get an Arcana Difficulty of 6. They pass
to a roll, those additional dice are added as Arcana Checks with d20 rolls of 6 or higher.
well. If a roll is made with both Favor and
Hinder, one instance cancels another out. Crit Effects
When you Crit on a Check, you gain 1 Luck.
Cumulative Roll (xd6)
For certain types of Checks, other rules apply:
Numbers before die rolls (such as 2d6),
indicate a roll of multiple dice equal to the Attack/Cast: You can forgo the Luck to deal
number (in this case, two d6). Add these dice damage the Target(s) equal to the Stat used
together for the result. for the Attack or Cast.
Block: You can forgo the Luck to hit the
Countdown Die (Cdx) attacker with your equipped weapon (no
C before a die roll (ex: Cd4) is a countdown
Attack Check).
die, which is rolled at an indicated time (p.
Dodge: You can forgo the Luck to Move
9). If it rolls a 1, it decreases by one size
up to half your Speed without provoking
(for example, d6 to d4). A decrease on a Cd4
Intercepts.
ends the countdown.
Contested Checks
Exploding Roll If the need arises for a contested Check
Exploding rolls may “explode” by adding a
between two Heroes, the acting Hero must
bonus die to the roll of the same size of that
first pass the Check to force the other Hero
exploding die if a condition is met. By default,
to Check. If the forced Check passes, the
an exploding roll explodes on a roll of its highest
Targeted Hero passes. If the second Check
value (such as a 6 on a d6, 4 on a d4, etc.). This
fails, the acting Hero passes.
additional roll is not an exploding roll.
Group Checks
Sequential Roll (d66) If the Group needs to make a Check, the
A d66 roll is a roll of two d6 to create a two-
Check is a pass if at least half of the Heroes
digit number. Use the first d6 for the tens
pass (round up).
value and the second d6 for the ones value.

4 5
CHAPTER 2: BASICS // POSITION & TARGETS

grapples are different for Heroes and Enemies:


Position & Targets Beginning a Grapple
When precise measurements are needed (such
Heroes: Attack Action to initiate the grapple,
as the length of a rope), measurements are
doing so on a passed Brawl Check.
given in feet. For quick rulings for Targeting
Enemies: Force the Hero to make a Brawl
and areas, you can use Distance.
Check or Reflex Save. On a fail, the Hero is
Distance Grappled by the Enemy.
You can opt to use these distance abstractions Ending a Grapple
instead of precise grid-based measurements. Heroes: Action to attempt to break the
grapple, doing so on a passed Brawl or
Close: Within 5 ft of you.
Finesse Check and regaining half your Speed.
Near: Between 5 to 30 ft from you.
Enemies: The Enemy must use its Action to
Far: Beyond 30 ft away from you, in sight.
attempt to break the Grapple, forcing the
Encounter Map Hero to make a Brawl Check to maintain the
For Combat and Dungeon Crawls, encounter Grapple.
maps are about the size of a few rooms.
Targeting
Encounter Scale: 1 Square = 5 ft
Dungeon Scale: 1 Square = 10 ft (typically) When an effect occurs, anything that is
subjected to the effect is a Target. In order for
Size anything to be a Target, it must be within the
Scene and must be perceivable.
Something’s size gives a rough estimation of
the space it occupies, and is used for rules on Area: Anything in the Area is a Target.
Grapples and Shoves. Unless another Being Being: Can only Target Beings.
allows them to move through the space they Object: Can only Target Objects.
currently occupy, a Being can’t Move through Point: You can always Target a location,
an occupied space without special Abilities. rather than a specific Being or Object. Unless
this subjects a Being or Object to an effect,
SIZE OCCUPANCY this does not require a Check.
Size Height Occupies...
Range (Ranged Attacks)
Small <3 ft 1 unit* The maximum distance from a Target for
Medium 3 - 10 ft 1 unit a Ranged Attack, which is Far by default.
Large 11 - 20 ft 1 - 4 units Ranged attacks against Close Targets are
Huge 21 - 40 ft 5 - 9 units Hindered and provoke Intercepts (p. 9).
Giant 41 - 60 ft 10 - 16 units Reach (Melee Attacks)
Colossal >60 ft 17+ units The maximum distance a Target can be for a
* Occupies this space, but doesn’t prevent movement Melee attack, which is Close by default.

Flanking Lighting Conditions


If at least two hostile Beings are Close and on Most Beings need Light to see. It is assumed
opposite sides of a Being they are hostile to, that Areas are illuminated with Light unless
that Being is flanked, and is Vulnerable for the stated by the Area’s description.
purposes of Melee Attacks and Dodge Checks.
Dark
Grappling Beings Target anything in the Dark as if
Blinded unless they have a Sense that allows
A Being that is physically Grappling a Target them to perceive their surroundings as if by
has its Speed halved, unless the Target is sight (such as Echolocation or Darksight).
smaller than it. The methods for resolving

1 5
CHAPTER 2: BASICS // SPEED

Senses Falling
You can assume Beings have the basic five Beings take d6 damage per 10 feet fallen
senses. Some may have enhanced Senses, higher than their base Jump height, landing
described below: Prone if they take the damage. Any Being that
Allsight: Isn’t fooled by illusions or invisibility. has a falling Being or Object land on them
takes half the damage.
Blindsight: Can see even if it is Blinded.
Darksight: Can’t be Blinded by Dark. Clinging to a Ledge
Echolocation: Detects by hearing as if by sight. You act as Prone while you cling to a ledge,
Seismicsense: Detects by feel as if by sight and get up by spending half your Speed.
while touching the ground.
Telepathy: Detects by thought while not
Unconscious.
Time & Scenes
Time is measured as abstractions. Rules will use
the following Terms to refer to in-game time:
Speed
Speed details how far a Being can Move MEASURING TIME
over the course of one Round. This typically Approx.
Term Example Task
assumes the Being is walking on flat land. Time
When using a battlemat for Combat, each Round 10 Seconds Move and take an
square equals 5 feet (or 2 meters). Action.
Speed Types Minute 6 Rounds Fight, pick a lock.
Scene 10 Minutes Search a room, take a
Beings with a special type of Speed may be
Breather.
allowed to Move in different ways:
Hour 60 Minutes Burn out a torch,
Climb: Its Speed is not impeded by climbing. research a topic.
A Being without Climb is also Vulnerable Shift 6 Hours Travel up to 6 miles at a
while climbing. normal pace, Rest.
Cling: It can Move on ceilings and walls.
Day 4 Shifts Recover from Fatigue.
Fly: It can Move through the air.
Phase: It can Move through occupied space,
but they are shunted out in the nearest empty
Scenes
space if they end the Move in occupied space. If the narration is focused on events of the
If the space was occupied by a structure (such Story unfolding around the Heroes, a “Scene”
as a wall) they take 5 damage. is occuring. You will subconsciously feel these
Swim: Its Speed is not impeded by liquid. A “shifts” when the Story progresses. For the
Being without Swim is also Vulnerable while purposes of play; any Scene is an abstraction
in liquid deeper than half their height. of about 10 minutes of in-game time.

Difficult Terrain Fight Scenes


While Combat only takes about 1 Minute, the
The Speed a Being must use to Move in events before and following the Combat also
Difficult Terrain is doubled, and it can’t Rush take place during the same Scene.
while impeded by Difficult Terrain. Some
examples of Difficult Terrain include: Scene Task
An activity your Hero is doing during a Scene,
◆ Climbable vertical surfaces.
which likely requires their dedicated attention.
◆ Squeezing through spaces.
◆ Move in liquid deeper than half your height.
◆ Thickets of dense vegetation, rubble.

6 6
CHAPTER 2: BASICS // ROOM & KEY

Focusing Room & Key


Focus allows certain Abilities to stay active over When reading a Delve written for Vagabond,
time. While you Focus on an effect of any kind, you will see Areas formatted in the following
the following rules apply: way.
◆ If you Focus on another effect, the previous X. Area Name AREA
one ends.
◆ If the effect is Magic, special rules apply as Descriptive text to help the GM goes here.
detailed on (p. 36). The room key symbols appear below, always
in the following order:
Progress Clocks • Miscellaneous: Details to note, but
Progress Clocks track moving plot points. aren’t themselves of mechanical
Events unfold as a clock advances and occur significance.
when it completes; recruitments may have ◒ Vision & Terrain: Only listed if it
arrived, a portal may open up from a ritual’s mechanically impacts Heroes, such as
completion, etc. When moving from Scene to for darkness and deep water. These may
Scene, a Clock is likely advancing. not be true for the entire area, so use
Before entering a dungeon, it may indicate common sense when need be.
what Progress Clock must be tracked. Some 󰜋 Hazard/Trap: Environment dangers and
rooms will indicate certain events taking place their source.
while adventuring. 󰙴 Magic Effects: Magical effects and their
source (if any).
• Encounter: Encounters that always occur
0/4 0/6 ⊡
the first time the Heroes enter the area.
Items: Items that are guaranteed to be
found in the area.
Shown here are 4- and 6-segment Clocks.
4-segment Clocks can be used for tracking 󰸞 Scripted Check: Something specific
Shift Tasks during a day if necessary (such as happens when a Skill Check using the
when Traveling), and 6-segment Clocks for indicated Skill or Tool is made.
tracking Scene Tasks during an hour (such as ↑ Area Transitions: The arrow points in
when Delving). the direction of the new Area.
? Secret: A Secret that can be revealed
PROGRESS CLOCKS IN SOLO through specific actions.
The Progress Clock tracks the passage of ↑ Secret Area Transitions: The arrow
time and will be your guide to when you points in the direction of the new Area,
need to rest. Interacting with elements of a the transition of which can only be
dungeon, advancing to an unexplored area, revealed through specific actions.
resting, combat, and general travel are all
examples of things that may advance the
Progress Clock.
Each time a Progress Clock fills, events within
the dungeon may change, ultimately resulting
in the worst outcome if all of the Progress
Clocks used for the crawl are filled.
One segment of a Progress Clock is filled
when the following occurs:
◆ Every Scene.
◆ Activity that alerts nearby Enemies.
◆ Failing a Check out of Combat.

4 7
CHAPTER 3: COMBAT // ROUNDS & TURNS

Chapter 3: COMBAT
W
hen the events of the Story call for violence, Combat occurs. In Combat, a Being
will be on a side, called a Group, whether they are alone or not. Each Group will
take Turns using their Action and Move to attempt to fight for their survival by any
means, even retreat.

Rounds & Turns Actions


One Round of combat lasts about 10 seconds. You can take your Action at any point during
Combat begins when a Being becomes hostile the Turn, choosing from the Actions below.
to another. During Combat, all Beings can take You can also use your Action to act in a way
an Action and Move during their Turn. that isn’t accounted for here.
Generally, the Heroes take the first Turn. Attack
If there is a risk of surprise, the Heroes must You attack a Target with your weapon.
pass a Detect Check. Those that fail can’t act
on the Heroes’ first Turn. Cast
You cast a Spell.
Reaction Roll
Roll 2d6 to determine an NPC’s Reaction. Hold
You can also use the Reaction table when Action or Move (not both) on the Off-Turn.
determining if you convince an Enemy to end Rush
Combat or other social Checks. Increase your Speed for the Turn by an
REACTION amount equal to your base Speed.
2d6 Reaction Use
2-3 Hostile, attacks and won’t negotiate Interact with or use an Object.
4-6 Aggressive, Hinders next Reaction roll Move
7-9 Untrusting
Your Move uses your Speed. You can break
10 - 11 Neutral, Favors next Reaction roll
your Move up as you like, and can use
12+ Friendly, willing to become an Ally maneuvers with your Move. If something
allows you to “skip your Move”, you can only
Ending Combat
do so if your Speed is at its Maximum.
Combat ends in a victory for the Heroes
when all their Enemies are defeated, typically Disengage
through one of the following means: Spend 10 ft of Speed to Move without
Death: Enemies are dead. provoking Intercepts the rest of the Turn,
Surrender: Accepted surrender. ending early if you take an Action.
Flee: A side successfully Retreats. Jump
Retreating Spend half your Speed to leap up to that
If a Group chooses to retreat, they immediately distance. The distance you clear with the
spend their Action and Move doing so if jump is also spent from your remaining Speed.
possible. Unless the opposition successfully Stand
gives chase, the combat ends. Spend 10 ft of Speed to stand from Prone.

8 2
CHAPTER 3: COMBAT // ROUNDS & TURNS

Off-Turn Morale
Off-Turn is the Turn of any opposing forces. Enemies won’t always fight to the death,
Beings that aren’t Incapacitated (p. 11) and may retreat or surrender when combat
can still act in response to the Actions and isn’t going their way. Enemies that don’t
Move of others on an Off-Turn. have a Morale value or that are Berserk will
always fight to the death. Enemies that have
Block or Dodge Attacks
a Morale value indicated in their Statblock
When attacked, you can either Block or
make Morale Checks (rolled by the GM) at
Dodge the attack if your Speed is not 0. If you
the start of their turn if one of the following
pass, you are unharmed by the attack.
conditions are met:
Intercept ◆ Their Leader is defeated.
Once per Round, a Being can make one Melee ◆ They are alone and Bloodied.
attack against a Target on an Off-Turn if that ◆ Half or more are deafeated.
Target either:
When Checking Morale, roll 2d6. If the total
◆ Starts to Move out of Reach.
is equal to or higher its Morale, it fails and
◆ Makes a Ranged attack or Casts.
either retreats or surrenders (GM’s choice).
◆ Starts its Turn Focusing on Magic (p. 36).
If playing Solo or Guided, Enemies always
retreat.
Running Enemies
Enemies have a sequence of prioritized Actions EXAMPLE
and a Zone that describes how they use their This Griffon’s Zone is Frontline, and its Morale
Move. Their Size and Being Type is also is an 8. The top Action is Raptor Strike,
indicated as a tag under their name. Enemies making it its prioritized Action if available.
also have a Morale score, as described below. As a Frontliner, the Griffon will Move into
GMs control Enemies. Melee to use its Raptor Strike. It retreats on a
Morale Check (2d6) of 8 or higher.
Zone
To determine how an Enemy acts during
Griffon TL: 2.4
Large Cryptid
Combat, it is given a Zone:
Hybrid creatures displaying both the head,
Frontline: Moves Close for Melee Attacks wings, and forelegs of an eagle, and hind-
Midline: Moves Close to Attack and, if the quarters of a lion. Known to pick up horses
Target isn’t Bloodied, Disengage to Near its and drop them for sport.
Target. If the Being is Bloodied, it stays Far
from Targets and uses Ranged. HD: 7 (28 Health) Speed: 25 ft (Fly 60 ft)
Backline: Stays Far from opposing forces. Zone: Frontline Morale: 8 # Appearing: d4
ACTIONS
You can use the following table to determine Raptor Strike [Multi-Attack]: Two Claws and
its distance from you at the start of Combat. a Beak. If both Claw attacks hit, this Beak
automatically hits.
ENEMY POSITION (SOLO/CO-OP) Beak [Melee Attack]: 9 (2d8)
d6 Distance from You Claw [Melee Attack]: 2 (d4) and Grappled if
1-2 Near it’s this Being’s second Claw attack to hit it this
Turn.
3-6 Far, if possible

5 9
CHAPTER 4: HEALTH & DAMAGE // HEALTH

Chapter 4: HEALTH & DAMAGE


D
uring play, you will be dealing and taking Damage, which affects Health. Your Health
will be determined during Hero Creation, but this chapter describes how damage
affects Health, the rules for death, and the Statuses that affect how you and others
act based on your general condition.
Immune: Unharmed by the damage.
Health Resistance: Reduce damage dice by one size.
At 1st Level, your Maximum Health is equal d4 are reduced to 0.
to the highest value on your Hit Die, and it Weak: Increase damage dice by one size. If
increases each Level by a roll of your Hit Die. the damage die is a d12, add +1 instead.
You regain lost Health when you Rest, and
by other means throughout the game. Armor
Armor reduces attack damage by the number
Dying shown, called its Armor Rating.
Beings can die in any of the following ways:
◆ Their Health is reduced to 0,
Object Stats
◆ Their body is destroyed, Should the need arise, these rules are used
◆ They have 5 Fatigue. when dealing damage to Objects. Any attacks
against Objects are always assumed to hit.
Dead Beings can’t regain Health.
Armor & Health
UPON DEATH The Material an Object it is made of
If your Hero dies, you are encouraged to determines Armor. Its Health is equal to its
make a new one and rejoin the party as soon Size. You can assume flammable materials take
as possible. If your group can devise a reason an additional die of damage from fire.
for why your Hero survived, consider your
Material Armor
options there as well. At the end of the day,
quick play and fun should be prioritized. Fragile: Cloth, paper, crystal, glass 0
Light: Bone, hide, leather, wood 1
Damage Heavy: Metal, stone, (+1) light
Dense: (+1) metal
2
3
Damage reduces Current Health, and is
detailed by an amount, such as 5 (d10). Titanic: (+2) metal 4
Damage is also narratively based as a source, Near-Indestructible: (+3) metal 5
detailed below. Size Health
Damage Source Small 1
Damage comes from various sources. Physical Medium 4
attacks, fire of the Burn Spell, or electric shock Large 16
of a Zap Spell. Rather than pin down specific Huge 50
types of damage, the GM decides the source. Giant 200
When you attack with a weapon, describe
Colossal 1000
how you do, such as stabbing with a sword
to pierce or swipping to slash. Spells are a
bit more clear, with the Freeze Spell’s effect
being cold, or Gas’s poison stench.
Beings can be Immune, Resistant, or Weak
to certain damage sources, which affect the
damage in the following ways:

10 4
CHAPTER 4: HEALTH & DAMAGE // STATUSES

Statuses Incapacitated STATUS

Statuses may occur as a result of magic, features, The following rules apply:
attacks, or other effects. ◆ It can’t Focus, take Actions or Move.
◆ It fails all Might and Dexterity Checks.
Berserk STATUS ◆ It is Vulnerable.
It can’t Focus, and it can only Attack, Cast, Invisible STATUS
Move, and Rush. It doesn’t make Morale
Checks, and it can’t be Frightened. It can’t be seen by normal senses and those
that can’t see it (p. 8) act as Blinded to it.
Blinded STATUS
Paralyzed STATUS
It can’t see and is Vulnerable.
It is Incapacitated and its Speed is 0.
Burning STATUS
Prone STATUS
It takes damage at the start of its Turns equal
to a Countdown die roll, unless an appropriate The following rules apply:
action is taken to end it. ◆ It can only move by crawling (2 feet of Speed
for 1 foot of movement) and it can’t Rush.
Charmed STATUS ◆ It is Vulnerable for the purposes of Melee
It acts as if the charmer is their Ally. Attacks and Dodge Checks.

Confused STATUS Restrained STATUS

Its Checks and Saves are Hindered, and it It is Vulnerable, and it can’t Move.
can’t Cast. If it is an Enemy, Saves against its Sickened STATUS
attacks are Favored.
The following rules apply:
Dazed STATUS ◆ Its Hit Die rolls are Hindered.
It can’t Focus or Move unless it uses an Action ◆ Additional effects may be indicated in
to do so. parenthesis, which apply while it is Sickened.

Encumbered STATUS Silenced STATUS

It is Vulnerable and its Speed is halved. It can’t vocalize by any means.

Fatigued STATUS Unconscious STATUS

Fatigue is measured from 0 to 5. While it The following rules apply:


has 1 or more Fatigue, it is Fatigued, and the ◆ It is Blinded, Incapacitated, and Prone.
following rules apply: ◆ Close Attacks Targeting it always Crit.
◆ At 3 or more Fatigue, it can’t Rush.
Vulnerable STATUS
◆ At 5 Fatigue, it dies.
It is physically exposed and left open to attack.
Frightened STATUS Its Attack Checks and Checks using Might and
Its damage rolls use a die one size smaller, and Dexterity are Hindered, and Attack Checks
it fails Morale Checks. and Checks using Might and Dexterity made
against it are Favored.
Grappled STATUS

It is Vulnerable, and its Speed is 0. For further


rules on Grapples, see (p. 8).

6 11
CHAPTER 5: HERO CREATION // HERO CREATION STEPS

Chapter 5: HERO CREATION


T
he protagonists of the story that are in the Players’ control, Heroes are the main focus
of any game of Vagabond. The focus may shift over to other events for a short time
in a scene, but the characters that have the most “screen time” are these individuals.

4. Training & Perk


Hero Creation Steps
You gain Training with a Skill or Tool of your
Hero creation is a five-step process:
choice, and take a Perk.
1. Ancestry
TRAINING REDUNDANCIES
Choose an Ancestry, which grants you Traits. If you gain Training in a Skill or Tool you
You can also roll one randomly from the already have, you can choose a Training in a
following table: different Skill or Tool.
d6 Ancestry d6 Ancestry
1-3 Human 5 Elf (Wild) 5. Gear
4 Dwarf 6 You start with 3g (300s) of Wealth to
Halfling
purchase your Starting Gear. There are
2. Class Starting Packs you can choose from, which
Take a Level in a Class, which grants you an give you a load-out of gear.
Archetype, Training, and Features. You can
also roll one randomly from the following Stats
table: The numbers that determine results of rolls
d6 Class are known as Stats. There are six Stats: Might,
Dexterity, Awareness, Logic, Presence, and
1 Bard Luck. They are associated with Defenses,
2 Fighter Passives, Skills, and Weapons.
3 Luminary
4 Pugilist Might
5 Rogue Prowess of strength and vitality. Might is used
6 Wizard for Hit Die size, Max Health, Item Slots, Endure
Saves, Brawn Checks, and Melee Attacks.
3. Stats
Hit Die PASSIVE
Assign six scores to your Stats. You will
Your Hit Die is a die size determined by Might
determine your Hero’s Stats by taking an
as shown in the following table.
Array of scores. You do so by rolling or
choosing an Array from the following table Might Hit Die
and you can assign these scores in any order. 2-3 d6
d6 Array 4-5 d8
1 6, 5, 5, 4, 3, 2 6-7 d10
2 6, 6, 4, 4, 3, 2
Suffocating
3 6, 6, 5, 3, 2, 2 You can hold your breath for 1 minute before
4 7, 4, 4, 4, 4, 2 you begin suffocating. Each Round while
5 7, 5, 4, 3, 3, 2 suffocating, you roll your Hit Die and gain 1
6 7, 6, 4, 2, 2, 2 Fatigue if it rolls a 1 or 2.

12 4
CHAPTER 5: HERO CREATION // STATS

Max Health PASSIVE


Dexterity
Your Max Health at 1st Level is equal to the Coordination of physical agility and reflex.
highest value of your Hit Die. For example, Dexterity determines Speed, and is used for
with Might 6 (Hit Die = d10), your Max Reflex, Finesse, and Sneak Checks.
Health is 10. When you gain a Level, your
Max Health increases by a roll of your Hit Die, Speed PASSIVE

as detailed on (p. 18). Your Speed indicates how far you can Move
on solid ground in 1 Round. Unless you are
Item Slots PASSIVE
surprised, you begin Combat with your Speed.
Your base Item Slots is equal to (8 + Might). You regain used Speed at the end of your Turn.
An Item’s Weight determines how many Item
Dexterity Speed
Slots it occupies. For more on Item Slots, see
the Equipment Chapter (p. 32). 2-3 25 feet
You are Encumbered while all your Item 4-5 30 feet
Slots are Occupied. You can’t carry any 6-7 35 feet
additional items that would exceed your
maximum Item Slots. Finesse SKILL

Brawl SKILL Coordination and concealing your actions.


Also used for thievery, and when attacking
Exerting physical force. Used for Grapples, with Finesse Weapons.
Shoves, and attacks with Brawl Weapons.
Finesse Attack: Weapons with the Finesse
Brawl: Weapons with the Brawl Property can Property can attack or Block as a Finesse
attack and Parry as Brawl Checks. Check.
Grapples and Shoves: You can attack to try Pickpocket: Check to steal or plant an Item
to grapple or shove Beings in your Reach of 1 Weight or lower on a Close Target,
that are your size or smaller. which is Hindered if you are visible to it. If
Grapple: You can only make this attack if you pass, you can steal one Item from the
you only have Brawl Weapons Equipped. For Target or plant one Item on them. If you fail,
the full rules on Grappling, see (p. 8). you provoke an Intercept.
Shove: On a pass, you either shove it 5 Lockpick: You use Finesse and a lockpick to
feet or Prone. You can only shove if you have pick locks. If you fail, you’re likely to alert
a Brawl Weapon or Shield Equipped. Enemies nearby or advance a Progress Clock.
Melee ATTACKS
Sneak SKILL
Attacking and Parrying with Melee Weapons. Concealing your location.
Melee: Make a Melee attack, dealing your Stealth: When you are attempting to move
equipped Weapon’s damage on a pass. stealthily and not alert other Beings to your
Block: If you are Targeted by a Melee presence, you make a Sneak Check.
Attack while you have a Melee Weapon
Equipped and your Speed is higher than 0,
you can Block by making an Attack Check
using the Weapon. You must be wielding a
Shield to Block a Ranged Attack. This Attack
Check counts as a Save.
On a Crit, you can forgo the Luck gained
to damage the attacker instead if they’re in
your reach.

2 13
CHAPTER 5: HERO CREATION // STATS

Awareness Craft SKILL

Adaptability through cognition and perception. Your ability to make things with a Tool you
Awareness is used for Reflex, Detect, Mysticism, are Trained with, or appraise the value of
and Survival Checks and Ranged Attacks. items. Difficulty with Craft determines the
highest Value of items you can Craft. See the
Detect SKILL
Downtime chapter for more on Crafting.
Reflexively sensing others. Difficulty Value Difficulty Value
Locate: You can skip your Move to make a 18 - 17 1s 10 - 9 5g
Detect Check to attempt to detect a Being. 16 - 15 20s 8-7 7g 50s
If you pass, that Being can’t benefit from
14 - 13 50s 6 10g
being hidden from you until it Moves.
12 - 11 2g 50s
Vigilance: Heroes get the first Turn in
Combat. However, if an Enemy attempts to Appraise: You can determine the value and
surprise you, you make a Detect Check. If general properties of an item by spending a
you fail, you can’t act that first Turn. Scene doing so and making a Craft Check.
Mysticism CAST & SKILL If you pass, you learn the item’s value and
possibly some lore about it. This does not
Understanding of the supernatural. Used by reveal if an item is cursed.
Druids and Luminaries to Cast. Tools: Training with a Tool allows you to Craft
Survival SKILL using that Tool as a Shift Task (p. 46).
Tracking and a knowledge of beasts, plants, Medicine SKILL

and other aspects of nature. Education in non-magical healing.


Tame: Command friendly, willing Beasts. Treat Wounds: You use Medicine when you
Ranged ATTACKS Treat Wounds as a Scene Task (p. 45).
Attacking with Ranged Weapons. Presence
Ranged Attack: Make a Ranged Attack Check Prowess of soul, charisma, and wit. Presence
against a Target, dealing the Equipped Ranged is used for Will, Influence, Leadership, and
Weapon’s damage if you Pass. Performance Checks.

Logic Influence CAST & SKILL

Prowess through intelligence and reason. Logic Social ability to change others through
is used for Will, Arcana, Craft, and Medicine coercion, deception, or negotiation. Used by
Checks. Sorcerers to Cast.

Arcana CAST & SKILL Parley: Convince an Enemy to end hostilities.


Application and knowledge of magic. Used by Leadership SKILL

Wizards to Cast. Ability to motivate others to take action and


follow your instruction. Used by Revelators to
Cast.
Command: Command hirelings or other
Beings that wish to follow your orders.
When you do, they use your Leadership for
any Checks they make.

14 4
CHAPTER 5: HERO CREATION // SAVES

Performance SKILL
Saves
Cultural talent and knack for inspiring awe.Saves represent your innate instincts and
Instruments: Training with an Instrument natural defenses against danger.
allows you replace a different Check with
a Performance Check if it applies (such as BLOCK AS SAVE
Drum Training to intimidate those who hear Making an Attack Check to Block an attack
it, rather than Brawn or Influence). counts as a Save for any game mechanic.

Luck Endure
Favor from the Fates that tell our Stories. Luck Withstand physical harm, such as extreme
is a Stat that allows players to tip the scales. temperatures, death rays, paralysis, poison,
and petrification.
Luck Pool PASSIVE

You have a pool of Luck equal to your Luck Endure Difficulty = (20 - (MIT × 2))
Stat, which you can spend like points. When
Reflex
the game refers to Current Luck, it refers to
the remaining amount in your Luck Pool. Evade physical harm, such as weapons, quick
You regain spent Luck when you Rest, and traps, and dragon’s breath.
can spend Luck in the following ways: Reflex Difficulty = (20 - (DEX + AWR))
Advantage: Favor your d20 roll. Dodge an Attack: If you are Targeted with
Fluke: Reroll an unresolved die you rolled. an Attack, and your Speed is higher than
Super-Effective: Add a d6 to a damage or 0, you can attempt to dodge the attack by
healing roll. making a Reflex Save.
If you pass, you ignore one of the attack’s
VARIANT USE: PLOT ARMOR
highest damage dice. On a Crit, you don’t
For Solo/Co-Op play and Guided play
take damage from the attack and can forgo
without a healer, this variant use for Luck is
the Luck to move up to half your Speed
recommended:
without provoking Intercepts.
Plot Armor: Once per Round, if you are
reduced to 0 Health by damage, you can Will
spend 1 Luck to instead be at 1 Health.
Resist mental harm, tests of your courage,
charms, and your resolve.
Will Difficulty = (20 - (PRS + LOG))

1 15
CHAPTER 6: ANCESTRIES // STATS

Chapter 6: ANCESTRIES
H
eroes have an Ancestry that grants Traits shared by every member of that Ancestry,
such as their Type and Size. Not every world is home to all of these Ancestries,
and the GM has the final say in what Ancestries are a part of the world they have
envisioned.
A typical fantasy world tends to at least include Humans, Dwarves, and Elves as protagonist
Ancestries, usually at-odds with militaristic Orc or Goblin societies. However, these need not be
the standard for every story. There are many worlds in which Humans are actually scarce. In any
case, it’s assumed you will be playing as a Hero acting cooperatively with the rest of the table
to tell this Story.

Lore Traits
Each Ancestry gives a general idea of their Traits determine your Being type, determine
representations in fantasy. Feel free to use this your Size, and grant you Abilities. These work
lore, or replace it entirely with your own vision in-conjunction with the Features you will gain
for your worlds. This lore has no bearing on from your Class and Perks.
mechanical weight for the Ancestry.

16 4
CHAPTER 6: ANCESTRIES // HALFLING

Human Elf
Humans are social beings that tend to be Elves are known for their tall height, ethereal
central in the development of major, diverse beauty, and inquisitive passion to witness awe.
melting pot civilizations. Their tendency This passion embodies itself in their clothing,
to develop wide, sprawling empires and a language, arts, and cuisine, as elves seek to
huge pool of cultures makes them extremely make every moment one worth savoring.
adaptable adventurers.
Wild Elves
Their varied tastes in enrichment
Wild elves hail from societies founded near
frequently drives humans to travel the world
unusual or massive natural landforms. These
and taste the thrill of adventure. While the
may be giant trees within the center of a forest,
comfortable life of a home, steady work, and
a lake that seems to float above a ravine, a
a tight-knit community may appeal to many,
waterfall that pours upwards, or some other
the deathbed thought of never having lived
bizarre act of nature. They adapted alongside
up to one’s full potential is enough to drive
the flora and fauna near these regions, giving
some humans to cast these comforts away.
them an incredible agility and proclivity with
Human Traits ANCESTRY primal essences.
Type: Humanlike | Size: Medium
Wild Elf Traits ANCESTRY
Knack: You are Trained with a Skill of your Type: Fae | Size: Medium
Choice and gain a Perk.
Elven Eyes: You have a d4 bonus on sight-
Strong Potential: Increase one of your Stats
based Detect Checks.
by 1, but no higher than 4.
Agile: Your Speed increases by 5 feet.

Dwarf Halfling
Dwarves are built from sterner stuff, with
The plucky hill-dwelling folk of the shire,
some myths saying dwarves aren’t born,
halflings seem to have been created specifically
they’re forged. These myths speak of gods
to seek out adventure. They are known to live
sculpting the dwarves shortly after the
life to the fullest, rise to any challenge, and
formation of mountains, granting them iron
bask even in their failures.
wills, silver tongues, and golden hearts.
The most famous accounts of dwarven Shire Dweller
civilizations tell of an industrious people Halflings have always built on rolling hills,
who hail from some of the most extreme with the most food storage on the highest,
environments. If dwarves discover rare ore, residential areas on the second highest,
they don’t look for a nearby river and suitable markets at the third highest, and sanitation
land for farming; they’ll found the town right at the lowest with another hill to shield the
on the biggest vein they can find and figure winds. It reduces the damage of floods, and
the rest out later. keeps temperatures comfortable all year.
Dwarf Traits ANCESTRY Halfling Traits ANCESTRY
Type: Humanlike | Size: Medium Type: Humanlike | Size: Medium
Matchless: You are Trained with Craft. Squat: You can move through areas occupied
Further, once per day, you can use this Trait by other Beings.
to Craft as a Scene Task. Tricksy: When you regain Luck from a Rest,
Sturdy: You make Checks against being you gain 1 additional Luck.
Sickened and shoved with Favor.

6 17
CHAPTER 7: CLASSES // LEVELING UP

Chapter 7: CLASSES
H
eroes take on an archetype, called a Class. Classes grant Training and Features, and
provide a guide for how these Heroes best perform in Combat. You will gain Levels
in your chosen Class during the Story, which grant you Features and improvements.
Features may grant Magic or a Perk, both of which are detailed later in this book.

QUICKSTART LEVELS
Class Archetype This Quickstart includes 6 of the 18 base
Each Class has an Archetype, which limits the classes from the Vagabond Core Rulebook,
Perks you can choose from. Your Archetype and a brief of the Features from the first
will either be Expert, Mage, or Warrior, with 3 Levels of those Classes. Characters can
some Classes being two. potentially advance as far as about 35th
Level before Stats all max out at 7.
Leveling Up
Your advancements as a Hero are signified
with a Level in your Class. Each time you gain
a Level, you’ll gain each of the following:
◆ New and improved Class Features.
◆ Your Maximum Health increases by a roll
of your Hit Die.
◆ Every Odd Level after 1st, you gain a Perk.
◆ Every Even Level, increase a Stat by 1. Stats
can’t be increased above 7.
Hit Die Increase
If your Hit Die size increases, your Max Health
increases by an amount equal to your Level.

XP Questionnaire
There are two methods to determine when
Heroes gain a Level; either the XP Questionnaire
or Destiny.
XP Questionnaire
After each session, ask each of these questions
and mark 1 XP for each “yes” you can give.
◆ Did you complete a Quest?
◆ Did you Fail and allow the Fail to resolve?
◆ Did you pass a Hindered Check?
◆ Did you make a discovery?
◆ Did you loot at least 50g of treasure?
Level Pacing
You gain a Level when the amount of XP you gain
is equal to 5 times that next Level. Your XP count
then resets to 0. For example, a 2nd Level Hero
with 0 XP would need 15 XP to reach 3rd Level.

18 5
CHAPTER 7: CLASSES // BARD

Bard
Historians, preserving the lore of legends,
romances, and cultural movements in many
forms, Bards are heralds of the awe-inspiring
beauty of creation. While the painter and
sculptor decorate space, a Bard decorates time.
Iconic Bards
◆ Edward Chris von Muir, Final Fantasy IV Inspiring Anthem FEATURE
◆ Jaskier, The Witcher series Bard: 1st Level
◆ Kvothe, The Kingkiller Chronicles You can use your Action or skip your Move to
◆ Sylvando, Dragon Quest 11 perform with a Musical Instrument you have
Playing Bards Equipped. When you do, make a Performance
The Bard is a low/mid-defense, high support Check. If you pass, you and your Allies that can
class with a focus on optimizing your Group’s hear you gain a d4 bonus that applies to certain
d20 rolls. It’s recommended that you avoid rolls they make for the rest of the combat, or
melee on most Bard builds. until you use this Feature again. The type of roll
is determined by the type of song you perform:
Action: Inspiring Anthem
Move: Midline/Backline Awe: The first healing roll affecting them
Starting Pack: Musician each Round.
Complexity: HHIII Resolve: Their first Save each Round.
Valor: Their first damage roll each Round.
Class Dynamic
Archetype: Expert Prelude FEATURE

Key Stat: Presence Bard: 1st Level


During Combat, you have Favor on all Checks
Training you make before the end of your first Turn.
Weapons: –
Skills: Performance and 3 other Skills Dabbler FEATURE

Tools: a Musical Instrument Bard: 2nd Level


You gain a Perk of your choice, ignoring
Class Features Archetype Prerequisites if it has one (p.
Level Features 25). You must still meet any secondary
Prerequisite to take this Perk.
1st Inspiring Anthem, Prelude
2nd Dabbler
3rd —

5 19
CHAPTER 7: CLASSES // FIGHTER

Fighter
Masters of martial techniques and weaponry,
fighters are students of the art of violence.
Iconic Fighters
◆ Beowulf, English mythology
◆ Gilgamesh, Mesopotamian legend
◆ Gimli, Lord of the Rings series Momentum FEATURE

◆ Rama, Hindu mythology Fighter: 1st Level


◆ Sir Lancelot, Arthurian legend When you pass a Save against an Enemy’s
attack, the next attack you make before the
Playing Fighter end of your next Turn is Favored.
The fighter is a medium defense striker. In
combat, get within effective distance for Fighting Style FEATURE

offense and focus on the Attack Action. Fighter: 1st Level, 6th Level
You gain a Perk with the Warrior Archetype
Action: Attack
Prerequisite (p. 25).
Move: Flexible
Starting Pack: Gladiator, Knight, Warrior, or Weapon of Choice FEATURE
Watchman Fighter: 2nd Level
Complexity: HIIII Choose a Weapon property from the
Class Dynamic following list, you can apply that property to
Archetype: Warrior any Weapons you use. However, properties
Key Stat: Might or Dexterity gained this way don’t stack with the same
property. You can choose an additional
Training property with this Feature every 4 Levels in
Weapons: Melee and Ranged this Class hereafter.
Skills: Brawn or Finesse, and 2 from either
Block: Can Parry Ranged Attacks. You can
Brawn, Detect, Finesse, or Sneak
shove with it.
Tools: –
Brutal: Crits deal 1 extra damage die.
Class Features Keen: Crit on Attack Checks 1 lower.
Long: Its Reach is 5 feet further.
Level Features
Riposte: Crit on Parry Checks 1 lower.
1st Momentum, Fighting Style Thrown: Can attack by throwing up to Near.
2nd Weapon of Choice
3rd —

20 1
CHAPTER 7: CLASSES // LUMINARY

Luminary
Channelers of the magic of creation, luminaries
are philosophers, muses, and healers of the
people.
Iconic Luminaries
◆ Aerith Gainsborough, Final Fantasy VII
◆ Goldmoon, Dragonlance
◆ Nynaeve Sedai, The Wheel of Time series
◆ Ophilia Clement, Octopath Traveler Theurgy FEATURE

Playing Luminary Luminary: 1st Level


The luminary is a high support class with a focus You can Cast Spells using Mysticism.
on Casting Spells to heal your allies and subdue Spells: You learn 4 Spells, two of which must
transgressors. It’s recommended that you refrain always be Life and Light. You learn 1 other Spell
from direct melee on most Luminary builds. every 2 Levels in this Class hereafter.
Action: Cast Mana: Your Maximum Mana is equal to (4
Move: Midline/Backline × your Luminary Level), and your Augment
Starting Pack: Devout Maximum for Spells is equal to Awareness.
Complexity: HHHII You regain spent Mana when you Rest.

Class Dynamic Assured Healer FEATURE

Archetype: Mage Luminary: 1st Level


Key Stat: Awareness Healing rolls of your Spells explode on their
lowest and highest values. Additionally, when
Training they explode, you can remove one Status
Weapons: Melee affecting the Target from either Charmed,
Skills: Mysticism, and 2 from either Arcana, Confused, Frightened, or Sickened.
Brawn, Craft, Detect, Influence, or Medicine
Tools: – Overheal FEATURE
Luminary: 2nd Level
Class Features If a Being regains Health from a Spell you Cast
Level Features Mana that exceeds its Maximum Health, you can
1st Theurgy, Assured Healer 4 grant the excess to yourself or a Being in sight.
2nd Overheal 8
3rd — 12

6 21
CHAPTER 7: CLASSES // PUGILIST

Pugilist
These brawlers are able to tap into
moxie in times of desperation, a reserve
of determination and confidence. Pugilists
will break their fingers and keep punching
with the bloody stump.
Iconic Pugilists
◆ Joe, Megalobox
◆ Stiffener Medick, Redwall
◆ Tifa Lockhart, Final Fantasy VII Fisticuffs FEATURE
Pugilist: 1st Level
Playing Pugilist If you only have Brawl Weapons equipped,
Pugilists are frontline bruisers. You should you can use both of the damage dice for dual-
remain in the frontline to draw Enemy wielding rather than only the highest.
aggressions, even while at low Health. Additionally, if you make an attack with
Action: Attack (Melee) a Brawl Weapon against a Target that is no
Move: Frontline more than one size larger than you and the
Starting Pack: Brawler or Monk roll exceeds your Brawl Difficulty by 10 or
Complexity: HHIII more, you can choose to shove the Target or
Grapple it (no Check).
Class Dynamic
Archetype: Warrior Rope-a-Dope FEATURE

Key Stat: Might Pugilist: 1st Level


Once per Round, when you pass a Save
Training against an attack from a Close Enemy, you
Weapons: – can make one attack with a Brawl weapon
Skills: Brawn, and 2 from either Detect, against the attacker, which does not count as
Finesse, Influence, Medicine, or Sneak an Intercept.
Tools: –
Impact FEATURE

Class Features Pugilist: 2nd Level


Level Features Brawl weapons have the Block property for
you, and your Brawl attacks ignore up to 1
1st Fisticuffs, Rope-a-Dope
Armor, increasing by 1 every 6 Levels you take
2nd Impact in this Class hereafter.
3rd —

22 3
CHAPTER 7: CLASSES // ROGUE

Rogue
Back-alley urchins, gutterborn scum,
cunning spies, shadow-born assassins,
the archetypes of the rogue are vast
and varied.
Iconic Rogues
◆ Lara Croft, Tomb Raider series
◆ Loche Lamora, The Gentlemen Bastard
◆ Nona Grey, The Book of the Ancestor Sneak Attack FEATURE
◆ Vin, Mistborn Rogue: 1st Level
Playing Rogue Once per Turn, if you hit with an attack using
Rogues are low defense, midline harassers that a Finesse or Ranged Weapon and the attack
focus on one single, deadly shot. They are given was Favored, the following bonuses apply:
Features that reinforce attempting to gain Favor ◆ You deal an additional d4 damage (your
on their Attacks. Sneak Attack die) with the attack. You gain
Action: Attack an additional d4 this way every 4 Levels in
Move: Midline this Class hereafter.
Starting Pack: Conman, Investigator, or ◆ The damage ignores one Armor for each
Scout Sneak Attack die and explodes.
Complexity: HHIII
Infiltrator FEATURE

Class Dynamic Rogue: 1st Level


Archetype: Expert You have a d4 bonus on any Check or Save
Key Stat: Dexterity made against traps that you are aware of.
Training Expertise FEATURE
Weapons: Ranged Rogue: 2nd Level
Skills: Finesse and Sneak, and 2 other Skills You gain a Perk with the Expert Archetype
Tools: 1 of your choice Prerequisite (p. 25).
Class Features
Level Features
1st Sneak Attack, Infiltrator
2nd Expertise
3rd —

3 23
CHAPTER 7: CLASSES // WIZARD

Wizard
Students of the arcane arts, wizards are
the researchers and developers of spells as an
academic pursuit.
Iconic Wizards
◆ Dr. Orpheus, The Venture Bros.
◆ Merlyn, Arthurian legend
◆ Sparrowhawk (Ged), Earthsea series
◆ Sypha Belnades, Castlevania
Spellcaster FEATURE
Playing Wizard Wizard: 1st Level
The wizard is a squishy blaster focused on
You can Cast Spells using Arcana.
Casting Spells. You should stay in safety to
deal damage with Magic and switch up your Spells: You learn 4 Spells. You learn 1 other
Spells to discover Enemy weaknesses. Spell every 2 Levels in this Class hereafter.
Mana: Your Maximum Mana is equal to (4 ×
Action: Cast (Spells)
your Wizard Level). Your Augment Maximum
Move: Backline
for your Spells Known is equal to Logic. You
Starting Pack: Astronomer or Mage
regain spent Mana when you Rest or Study.
Complexity: HHHII
Class Dynamic Page Master FEATURE
Wizard: 1st Level
Archetype: Mage, Expert
Key Stat: Logic Whenever you Study (p. 47), you gain
one additional Studied die. The number of
Training additional Studied dice you gain this way
Weapons: – increases by 1 every 4 Levels you take in this
Skills: Arcana, and 3 of your choice from Class hereafter.
either Craft, Detect, or Mysticism Additionally, when you successfully Cast a
Tools: Scribe Tools Spell, you can spend one of your Studied dice
and add it to the damage or healing roll.
Class Features
Level Features Mana Sculpt Spell FEATURE
Wizard: 2nd Level
1st Spellcaster, Page Master 5 You pay 1 less Mana to augment delivery.
2nd Sculpt Spell 10
3rd — 15

24 6
CHAPTER 8: PERKS // PERK LIST

Chapter 8: PERKS
W
hen you achieve certain goals or reach new levels of power, you gain Perks. Perks are
marks of achievement and signals of arcs in one’s life journey. As such, a GM may
grant additional Perks as a mark of great achievement during the Story and when the
plot needs to be given some weight in the game.

Gaining Perks Perk List


You gain a Perk every odd Level (3rd, 5th, 7th,
9th, etc.), as well as through some Features. Class Archetype
You might also gain a Perk for certain The following Perks are restricted by Class
accomplishments you make during a Story, Archetype. You can reference the following
but how and when you can do so are at the lists for these restrictions.
GM’s discretion and should be sparse to keep
them meaningful. Expert
◆ Akimbo Trigger ◆ Padfoot
Prerequisites ◆ Archer ◆ Poisoner
◆ Check Hook ◆ Resourceful
Indicated below the Perks name are any
◆ Chicanery ◆ Sage
Prerequisites required to take it. If none are
◆ Deft Hands ◆ Sharpshooter
shown, the Perk does not have a Prerequisite.
◆ Drunken Master ◆ Shut-Down
You can’t take Perks multiple times unless its
◆ Eureka ◆ Strategist
description says otherwise.
◆ Exploiter ◆ Tactician
Secondary Prerequisite ◆ Knife Juggler
Some Perks also have a secondary prerequisite,
Mage
such as knowing certain Spells. ◆ Assured Healer ◆ Mesmer
Perk Name PERK ◆ Black Cat ◆ Metamagic
Prerequisite: Prerequisite Detail ◆ Cardistry ◆ Telepath
Secondary Prerequisite: Prerequisite Detail ◆ Familiar ◆ Transmuter
◆ Medium ◆ Vehement Magic
Archetype Warrior
You can only take the Perk if you have Levels ◆ Akimbo Trigger ◆ Knife Juggler
in a Class with this Archetype. ◆ Archer ◆ Limit Break
Stat ◆ Built Differently ◆ Protector
Stat requirements indicate the Stat and the ◆ Bully ◆ Second Wind
Score required to take it. ◆ Check Hook ◆ Sharpshooter
◆ Drunken Master ◆ Shut-Down
Training ◆ Endless Stamina ◆ Spin-to-Win
You must be Trained with the indicated Skill, ◆ Exploiter ◆ Strategist
Tool, or Weapon to take the Perk. ◆ Heavy Arms ◆ Tactician
Story-Based
These can only be gained through a specific
event in your table’s Story.

2 25
CHAPTER 8: PERKS // PERK LIST

Akimbo Trigger PERK Chicanery PERK


Archetype: Expert or Warrior Archetype: Expert
Your Ranged Attack Checks made with If you fail but don’t Whiff a Finesse or
Crossbows and Firearms aren’t Hindered by Sneak Check, it doesn’t alert Beings to your
attacking a Target within 5 feet of you. presence, or advance relevant Progress Clocks
being tracked.
Archer PERK
Archetype: Expert or Warrior Deft Hands PERK

You can skip your Move to reduce the roll you Archetype: Expert
need to Crit on a Ranged attack this Turn by 1. You can skip your Move to take the Use
Action.
Black Cat PERK
Archetype: Mage Drunken Master PERK

You learn Shade, which does not count against Archetype: Expert or Warrior
your Class’ Spells Known. While you are in 1H Crude Weapons that lack the Heavy
Dark, you can Move by teleporting to an area property are Finesse Weapons for you.
of Darkness that is at least a 5 foot square that
you can see. Doing so uses your Speed.
Endless Stamina PERK
Archetype: Warrior
Built Differently PERK You can remove 1 Fatigue from yourself as
Archetype: Warrior a Scene Task and 3 or more Fatigue doesn’t
If you make an attack with a Weapon that has prevent you from taking the Rush Action.
the Brawl property and roll 10 or higher than
your Brawn Difficulty, the Target is knocked
Eureka PERK
Archetype: Expert
Prone if it is one size larger than you or smaller.
You can spend a Studied die to turn a failed
Bully PERK Skill Check into a pass.
Archetype: Warrior
Checks you make to grapple or shove Targets
Exploiter PERK
Archetype: Expert or Warrior
that are smaller than you are Favored.
Further, you can use a Being that you Attacks you make as Intercepts are Favored.
have grappled as a greatclub with the Brawl Familiar PERK
property that deals its damage to both the Archetype: Mage
Target and itself on a hit. You can make You can conduct a ritual as a Scene Task to
attacks with it when you attack to maintain conjure a familiar, which is a loyal Ally to
the grapple. you and obeys your commands. The familiar
Cardistry PERK can take on the form of any Being with 1 Hit
Archetype: Mage Die. You command your familiar either as
You can use a deck of cards as a trinket, and an Action, or when you make a Cast Check.
can make attacks with cards drawn from a deck Otherwise, it simply remains by your side and
using your Cast Skill.The deck must be used as avoids danger.
a 2H Grip Weapon to do so. It deals d6, and has It uses your Cast Skill for Checks and Saves,
the Finesse and Thrown properties. Cards used and you can Cast Spells using the familiar as
for an attack magically reappear in the deck. a conduit for your Magic. If you do, you can
deliver the Spell from the familiar as if it were
Check Hook PERK originating from you.
Archetype: Expert or Warrior The familiar remains until it dies, or you
Once per Round, you can make an attack conduct this ritual again to create another
with a Brawl Weapon you have Equipped if an familiar. In either case, the familiar is banished
Enemy moves within your Reach (no Action). to its plane of origin.

26 2
CHAPTER 8: PERKS // PERK LIST

Heavy Arms PERK Sage PERK


Archetype: Warrior Archetype: Expert
Damage rolls you make with Heavy Weapons As an Action, you can grant an Ally one of
explode. your Studied Dice if they can see or hear you.
Knife Juggler PERK Second Wind PERK
Archetype: Expert or Warrior Archetype: Warrior
You treat Daggers and Handaxes as 0 Weight Once per Combat, you can skip your Move
for the purposes of occupying your Item Slots. or use your Action to regain Health equal to a
roll of your Hit Die.
Limit Break PERK
Archetype: Warrior Sharpshooter PERK

If you become Bloodied and aren’t Fatigued, Archetype: Expert or Warrior


you can take two Actions on your next Turn. You ignore Hinder on Ranged Weapon attacks
You can use this Feature once per Combat. if you can see the Target.
Mesmer PERK Shut-Down PERK
Archetype: Mage Archetype: Expert or Warrior
If you pass a Cast Check by 10 or more to cause If you Crit on a Dodge or Parry Check, the
a Target to be Berserk, Charmed, Confused, or Enemy who provoked the Check is Vulnerable
Frightened, you can also cause it to act in one of until the end of your next Turn.
the following ways in a manner of your choice
on its next Turn:
Spin-to-Win PERK

◆ Move up to half its Speed. Archetype: Warrior


◆ Attack a Target (it can Attack itself ). When you make an Attack with a Weapon
◆ Drop or pick up an Item. that has the Cleave property, you can deal
its damage to a number of additional Beings
Metamagic PERK within your Reach equal to your Might, rather
Archetype: Mage than just one additional Being.
Your Augment Maximum increases by 1. You
can take this Perk multiple times.
Strategist PERK
Archetype: Expert or Warrior
Padfoot PERK Your attacks are Favored if at least one of your
Archetype: Expert Allies that isn’t Incapacitated is within 5 feet
Once per day, you gain a Studied die when of the Target.
you spend a Shift Task to Travel.
Tactician PERK

Protector PERKArchetype: Expert or Warrior


Archetype: Warrior You can make an attack by issuing a command,
If you have a Weapon with the Block property choosing from the following list. The benefits
equipped, you can Parry on behalf of an Ally of a command you issue last for the Combat
that fails their Save against the attack of an or until you issue another command:
Enemy that is adjacent to you. Attack: Declare an Enemy as the Target.
Resourceful PERK Attack and Cast Checks against it can’t be
Archetype: Expert Hindered.
You can spend 1 Luck to recall having packed Defend: You and your Allies’ Defense Checks
an Item with a value as high as 50s. It doesn’t against attacks can’t be Hindered.
“appear” in your inventory, for the purposes Retreat: You and your Allies can Disengage
of the Story, it was always there. without spending Speed.

2 27
CHAPTER 8: PERKS // PERK LIST

Telepath PERK Animal Companion PERK


Archetype: Mage Training: Survival
While you aren’t Unconscious, you can You can tame and train non-hostile Beasts as a
communicate with any Being you can see Shift Task. The Beast can have a Threat Level no
through Telepathy. higher than half your Level, and you can have no
more than one such companion at a time. You
Transmuter PERK
can make a command to a companion once
Archetype: Mage
during your Group’s Turn (no Action), and it
You can use the Cast Action and spend Mana to uses your Survival Difficulty for Checks.
instantly create an Object worth no more than
(5s × the Mana spent) of 1 Weight or less. The Archaeologist PERK

Object materializes in your hands and disappears Training: Examine


when you use this Feature again, or dismiss it (no If you fail a Check against a trap or become
Action). This creation is a rough approximation Cursed by an item, you can choose to pass the
of the Object and is incapable of fine detail. For Check, or end the effect causing you to be
example, it could create a key but not the key Cursed. You can’t do so again until you Rest.
required for the jail cell you are in.
Athlete PERK

Vehement Magic Stat: Might ≥ 4


PERK
Archetype: Mage You ignore the Vulnerable Status and up to 3
Damage rolls from Spells you Cast explode on Fatigue for the purposes of Brawn Checks to
a roll of 1. Grapple and Shove.

Stats & Training Bookworm PERK


Stat: Logic ≥ 4
The following Perks can’t be taken unless
You gain 1 additional Studied die when you
you meet a Stat threshold or have specific
Study as a Shift Task, and you can recall
Training.
anything you have previously read.
Abjurer PERK
Spell Known: Ward
Cat-Like Reflexes PERK
Stat: Dexterity ≥ 4
While Focusing on Ward with another Being as
You reduce any fall damage you take by half
the Target, you also gain the benefits of Ward.
and, while you are Prone, you can stand up
Advancement PERK using only 5 feet of Speed.
Stat: Chosen Stat < 7
Combat Medic PERK
Increase one of your Stats by 1. You can take Training: Medicine
this Perk multiple times.
If you treat a willing Being’s wounds during
Against All Odds PERK a Scene Task, they can roll their Hit Die as a
Stat: Luck ≥ 4 healing roll, which also removes the Sickened
You can use Luck on a Finesse, Influence, or Status from them if they have it.
Vibe Check you make without spending Luck. Afterwards, the Being must Rest to heal this
You can’t do so again until you Rest. way again.

Alert PERK Dexterous PERK

Trained: Detect Training: Finesse


You make Detect Checks against being You can use Finesse to make Ranged Attacks
surprised with Favor. with Weapons that lack the Heavy property.

28 2
CHAPTER 8: PERKS // PERK LIST

Diplomat PERK Master Chef PERK


Training: Leadership Training: Cooking Tools
When you make a Leadership Check to When you prepare food during a rest, Beings
negotiate, you have a d4 bonus to the d20 that eat the meal and benefit from the rest
roll if you have not dealt damage to the Target regain additional Health equal to either your
in the last minute. Awareness, Logic, or Presence.
Doomsayer PERK Owl-Blasted PERK
Stat: Luck ≥ 3 Spell Known: Enchant
When you use Luck to add a d6 to a damage If you spend Mana to attempt to cause a Being
roll, you add 2d6 instead. to be Charmed and the Check fails, you regain
d4 Mana that was spent on the Casting.
Eye for Danger PERK
Stat: Awareness ≥ 4 Pack Mule PERK

All Defense Checks you make against traps Stat: Might ≥ 4


and magical effects that aren’t Cast Magic are You gain 3 extra Item Slots.
Favored.
Skirmisher PERK

Harmonic Resonance PERK Stat: Dexterity ≥ 4


Training: Musical Instrument While you have Light Armor or no armor
You can use a Musical Instrument as a trinket. Equipped, you have a 5 foot bonus to Speed.
When you do, you can Cast with a delivery
of Aura or Cone if you otherwise couldn’t,
Scout PERK
Stat: Awareness ≥ 4
and you spend 1 less Mana to augment the
delivery to Aura or Cone. This Casting still While traveling outdoors, you can spend Luck
creates sound. to reduce the Danger Level by 1 for the Shift,
but no lower than 1.
Ice Knife PERK
Spell Known: Freeze Singer PERK
Training: Performance
Ice Objects you create with Freeze last for up to
1 minute without requiring Focus. You can use your voice as a Musical Instrument.
As long as you are capable of singing, you
Impersonator PERK are considered to have a Musical Instrument
Training: Influence Equipped.
You can unerringly imitate the voice of any
Humanlike you have heard speak.
Solar Flare PERK
Spell Known: Light
Master Artisan PERK You can cause the light shed by Spells you
Training: Craft Cast to be Sunlight.
Choose a Tool you are Trained with and that
you can Craft with. When you Craft using the
Tough PERK
Stat: Might ≥ 4
Tool as a Shift Task, it puts two Shifts worth of
work towards creating, rather than one. Your Max Health increases by an amount
equal to your current Level, and increases by
Master Breaker PERK 1 additional point each time you gain a Level.
Training: Finesse
If you fail a Finesse Check to pick a lock that
Transvection PERK
Spell Known: Levitate
wasn’t a Whiff, your lockpick isn’t broken and
you make Saves against traps it triggers with If you Cast Levitate to Imbue an Item of 1
Favor. Weight or less with flight, you do not need
to Focus on that Cast. It remains Imbued until
you Imbue another Item this way.

5 29
CHAPTER 8: PERKS // PERK LIST

Treads Lightly PERK


Stat: Dexterity ≥ 4
Your Speed isn’t impeded by nonmagical
Difficult Terrain, and you don’t trigger traps
by walking on them.
Vituperation PERK
Training: Influence
You can use your Action or skip your Move
to deliver a scathing rebuke of an Enemy, and
make an Influence Check with a penalty equal
to the Target’s Morale. If you pass, that Enemy
is Vulnerable until the start of your next Turn or
until it deals damage to you or one of your Allies.

30 5
CHAPTER 9: ITEMS // STARTING PACKS

Chapter 9: ITEMS
G
ear includes all of the Items you can carry with you and Equip in the game. This covers
most conventional Gear the typical Hero will likely find in a well-stocked market
and use often on their adventures. This chapter is by no means comprehensive, and
your Gear isn’t bound to what’s in here. Should you want to take an Item that isn’t
covered here, feel free to use the following guidelines to do so.

Item Slots Starting Packs


Your total Item Slots is equal to (8 + Might), The Starting Packs can give you a vague idea as
and Items occupy a number of Item Slots to what your Hero’s background is like. You can
equal to their Weight. choose any pack you like, but the Classes list
You are Encumbered while all your Item recommended Starting Packs in their “Playing”
Slots are Occupied. You can’t carry any section at the start of the Class description.
additional items that would exceed your Each pack spends the 3g, with remaining
maximum Item Slots. Wealth listed and the Item Slots it Occupies
(Occu. Slots) if only the backpack is Equipped.
Item Weight
In addition to the Items listed, each Starting
Item Weight is an abstraction of its burden to
Pack also includes a backpack, bedroll, 5 days of
carry. Generally, if an Item can be held and
rations, 2 torches, and a waterskin.
used in one hand, it has 1 Weight. If it must be
held in two hands, it has 2 Weight.
Any Item with 0 Weight doesn’t take up
an Item Slot unless a significant amount is
being carried (typically more than 10). In this
case, count the Weight as 1 per 10 units of
the Item carried. Any Item that doesn’t have
an indicated Weight can’t be carried by a
Medium-sized Being.

Occu.
Starting Pack Items Wealth
Slots
Astronomer trinket, telescope, astrolabe, map case 7s 6
Brawler caestus (2), light armor, tankard 1g 96s 6
Conman dagger (2), light armor, loaded dice set, marked deck 1g 50s 3
Devout trinket, incense (20 sticks), light armor, holy water, anointing oil 91s 8
Gladiator scimitar, buckler, light armor 1g 65s 5
Investigator dagger (2), magnifying glass, chalk, blank book 1g 65s 2
Knight longsword, standard shield, heavy armor 70s 9
Mage trinket (2), robe, blank book 81s 3
Monk katar (2), staff, light armor 1g 85s 6
Musician lute, sheet music book, rapier, light armor 75s 6
Scout longbow, quiver, light armor, compass 1g 25s 6
Sellsword greatsword, buckler, heavy armor 55s 8
Spy dagger, garrote, makeup kit, leather armor, formal clothes 1g 55s 4
Warrior greataxe, javelin (2), light armor 74s 8

6 31
CHAPTER 9: ITEMS // EQUIPMENT

Long: Its Reach is 5 feet further.


Equipment Near: Can only Target up to Near (30 ft).
Equipment is anything you have in-hand, are Ranged: Attacks as Ranged Attacks.
wearing, or are actively using. Something Riposte: Crit to Dodge attacks 1 lower.
does not need to be a physical item to be Thrown: Can Melee Attack by throwing up
Equipped, such as Equipping your Fists, but it to 30 feet, or 60 feet with Hinder.
must be what you are attempting to use to be
considered “Equipped.”
Grip
How the Weapon must be held to Equip it. If no
Armor Grip is indicated, the Weapon doesn’t require
Grip to Equip and can be Dual-Wielded.
Armor is Equipped by wearing it, protecting
the wearer. Equipping or unequipping Armor 1H: One-Handed
is a Scene Task. 2H: Two-Handed, can’t be dual-wielded.
V: Versatile, can use 1H or 2H Grip. While
ARMOR attacking 2H, its damage die is 1 size larger
Armor (for example, a d6 to a d8).
Type Value Might Weight
Rating
DUAL-WIELDING
Light 1 50s 3 2 When you Attack with two Weapons
Heavy 2 1g 5 2 Equipped, roll the damage dice for each of
Light: Hide, leather, and padded. the Weapons and use the highest single die.
Heavy: Metal chain, scale, and plate.
Might: Anything worn doesn’t occupy the Ranged Ammunition
wearer’s Item Slots while worn if their
You do not need to track basic ammunition as
Might is equal to or higher than this number.
long as you have a container of it (quiver, case,
Otherwise, the wearer is Encumbered.
etc.).
Normal clothing does not have a Might
requirement. Ammunition Cost Wt.
Ammunition
Weapons Single 5c -
Attacks can be made with Equipped Weapons. Container 10s 1
Equipping a Weapon requires either an Action
or skipping your Move, and they can be Crude Weapons
unequipped freely.
If an Item that isn’t a conventional weapon
Properties is used for an attack, consider which weapon
Weapons have Properties that change or makes the most sense for the attack (such as a
restrict attacks. A Weapon’s properties only chair leg club, or a curtain rod staff ).
apply while it is Equipped. These attacks always use a damage die
Block: Can Block Ranged Attacks. You can one size lower than its conventional weapon
shove with it. counterpart (minimum 1). If an Item doesn’t
Brawl: Attacks as Brawl Checks. You can have a comparable weapon (such as a bottle
grapple or shove with it. or book), assume its damage die is 1.
Brutal: Crits deal 1 extra damage die.
Cleave: Can deal half its damage to two
Targets.
Entangle: You can grapple with it.
Finesse: Can attack as a Finesse Check.
Heavy: Encumbered if Might is lower than 4.
Keen: Crit on Attack Checks 1 lower.

32 2
CHAPTER 9: ITEMS // EQUIPMENT

Weapons
Weapon Properties Grip Value Wt. Damage Die
Axes
Handaxe Thrown 1H 40s 1 d6
Battleaxe Cleave V 70s 1 d8
Greataxe Cleave, Heavy 2H 1g 40s 2 d10
Bows
Shortbow Finesse, Keen, Ranged 2H 40s 2 d4
Longbow Finesse, Keen, Ranged 2H 80s 2 d6
Brawling
Unarmed Brawl, Finesse − − − d4
Caestus Brawl, Brutal − 20s 1 d4
Gauntlet Brawl, Heavy − 20s 1 d4
Katar Brawl, Finesse, Keen − 20s 1 d4
Crossbows
Hand crossbow Ranged 1H 40s 1 d4
Light crossbow Ranged 2H 80s 2 d6
Hammers
Club Brutal 1H 2s 1 d6
Greatclub Brutal, Heavy 2H 30s 2 d8
Light hammer Brutal, Thrown 1H 10s 1 d4
Mace Brutal V 20s 1 d6
Maul Brutal, Heavy 2H 80s 2 d10
Morningstar Brutal V 40s 1 d8
Warhammer Brutal 1H 40s 1 d6
Polearms
Glaive Cleave, Heavy, Long 2H 90s 2 d8
Javelin Thrown 1H 10s 1 d6
Pike Heavy, Long 2H 90s 2 d10
Spear Finesse, Thrown, Riposte V 20s 1 d6
Staff Finesse V 10s 1 d6
Trident Thrown, Long V 60s 1 d6
Shields
Buckler Block, Finesse, Riposte 1H 50s 1 1
Standard Block 1H 75s 1 d4
Great Block, Heavy 2H 1g 50s 2 d6
Swords
Cutlass Finesse, Keen 1H 20s 1 d6
Dagger Finesse, Keen, Thrown 1H 10s 1 d4
Greatsword Heavy, Keen 2H 80s 2 d10
Longsword Cleave, Keen V 40s 1 d8
Rapier Finesse, Keen, Riposte 1H 20s 1 d6
Scimitar Finesse, Keen 1H 20s 1 d6

6 33
CHAPTER 9: ITEMS // ADVENTURING GEAR

Adventuring Gear Item Cost Wt.


Lute 1g 20s 1
GEAR Oil, flask 1s 1
Item Cost Wt. Oil, flask (anointing) 50s 1
Antitoxin 50s 1 Perfume, vial 50s 1
Astrolabe 20s 1 Poison, Harming I 20s 1
Backpack 5s 1 Poison, Stupefying I 40s 1
Bedroll 1s 1 Pole, 10 ft 10s 1
Book, blank 20s 1 Potion, Health I 2g 50s 1
Book, sheet music 20s 1 Ration 1s 0
Book, spellbook 15g 1 Robe 10s 1
Bottle, glass 2s 1 Rope, 50 ft. 10s 1
Bucket 5s 1 Salt, 1 lb. bag 1s 1
Candle 50c − Soap, bar 2c −
Card deck, playing 5s 1 Tankard 1s 1
Card deck, marked playing 20s 1 Tongs 3s −
Case, map/scroll 10s 1 Crafting Tools
Chalk, bag of 20s 1 Blacksmithing Tools 50s 2
Clothes, casual 50s 1 Cooking Tools 50s 2
Clothes, formal 1g 50s 1 Herbalism Tools 50s 2
Compass 20s 1 Scribe Tools 50s 2
Dice set 5s 1 Tinker Tools 50s 2
Dice set, loaded 20s 1 Telescope 2g 1
Flask 2c 1 Torch 1s 1
Holy water, bottle 50s 1 Trinket 50s 1
Incense, 20 sticks of 1s 1 Waterskin 2s −
Lamp 5s 1
Livestock Item Descriptions
Chicken 2s n/a Items with specific rules are detailed below.
Dog 2g n/a Unless specific rules are given, an Item can
Donkey/mule 5g n/a grant Favor to a Skill Check if it can reasonably
be used to apply to the Check (for example,
Horse 7g 50s n/a
a compass being used to grant Favor on a
Lockpick 5s 0 Survival Check to navigate).
Magnifying glass 50s 1
Alchemical Items (A. Item): These are
Makeup kit 50s 1
craftable using Alchemy Tools, as described
Materials 1g 1 in the Vagabond Core Rulebook. Some
Med kit 50s 1 alchemical items are included herein.
Mess kit 50s 1 Crafting Tools: Can be used as a Craft Task
Mortar and pestle 10s 1 to create Items.
Musical Instruments Lamp: A lamp consumes one flask of oil and
Drum 25s 1 provides Light out to Near for up to 1 Shift.
Lockpick: Required to attempt to pick a lock
Flute 1g 1
as a Craft or Finesse Check.
Hunting horn 50s 1 Ration: 1 day of food for a Medium Being.

34 1
CHAPTER 9: ITEMS // ADVENTURING GEAR

Spellbook: Typically contains the arcane Rank


words for a Spell. The Spell it contains when A Poison’s Rank determines its Countdown
found is indicated in parenthesis. Otherwise, die, rolled at the end of the Sickened
this cost represents a blank spellbook with Target’s Turns. The effects last until this die
its enchanted parchment. is depleted.
Torch: A torch provides up to 1 hour of Light,
shed out to Near. Acts as a club that deals Value
Fire during this time. Values shown are per dose (typically a vial).
Trinkets: Used by Mages to Cast Spells. Poison Types
Anointing Oil A. ITEM Every poison has a Type, as detailed below:
Type: Oil Harming: Sickened (Toxic damage).
Anointing oil is used in religious ceremonies, Stupefying: Sickened (Dazed).
often as a mix of oil and holy water. The oil
can coat one metal weapon or up to 5 pieces of Poison List
metal ammo, which remain coated for 1 hour.
Attacks from the weapon extra deal damage Poison, Harming I A. ITEM

to Beings with the Unholy Ability as if they Type: Poison (Harming I)


were holy water. If you apply another oil to the Sickened (Cd4 Toxic each Round).
coated weapon, it loses these effects. Value: 20s
Antitoxin A. ITEM
Poison, Stupefying I A. ITEM
Type: Concoction Type: Poison (Stupefying I)
A Sickened consumer of this liquid can make Sickened (Cd4 Rounds, Dazed).
an Endure Save with Favor to attempt to end
the Sickened Status on a pass. Value: 40s

Candle, Basic A. ITEM Trinkets


Type: Torch Trinkets are used by Casters to channel their
Sheds light out to Close for up to 1 hour while magic, or as a symbol of their dedication to a
burning. Magic art. Feel free to come up with your own
Potion, Health A. ITEM trinket, or use the tables here as inspiration.
Type: Potion
ARCANE TRINKETS
A Being that consumes this potion regains
d6 Trinket
Health equal to a roll of its Hit Die. The number
1 Wand
of rolls it can make is determined by its Rank:
2 Pointy hat
Rank Rolls Value 3 Set of polyhedral dice
Healing I 1 2g 50s 4 Summoning salts
5 Puzzle box
Poisons 6 Glass orb
Unless a poison states “Harvested from:”, it DIVINE TRINKETS
can be purchased with your starting gear and
d6 Trinket
can be Crafted with Alchemy Tools.
1 Holy symbol
Sickened 2 Prayer beads/book
All poisons cause the Sickened Status and 3 Consecrated staff
only last while the Target is Sickened by it. 4 Bag of spice
Effects that persist while it is Sickened by the 5 An omphalos
poison are listed in parenthesis, and end if the 6 Ancient ring
Sickened Status ends.

6 35
CHAPTER 10: SPELLS // CASTING SPELLS

Chapter 10: SPELLS


S
pells are magical essences that can be customized to suit your needs. Casters can
manipulate Spells each time they Cast it and design their own “signature spells” as
a contribution to the magical arts. Each Spell has an indicated Effect and, in some
cases, a Damage Base.

Casting Spells Duration


TTo Cast Magic, a Hero must meet a few Cast Spells are instant and its effects last for
requirements to create these incredible, 1 Round, unless the Caster Focuses on it. Any
devastating effects. effect of the Spell reoccurs when the Caster
Focuses on it on those Turns.
Cast Action Focusing on Magic
Magic requires the Cast Action to use. When When a Caster Focuses on a Spell, the
you Cast, you determine: duration becomes the duration they Focus.
1 If you are Casting the Spell to deal Damage, To maintain Focus, the Caster must state
or cause the Effect. You can do both by they are doing so at the start of their subsequent
spending 1 Mana. Turns. Doing so provokes Intercepts. If the
2 Its Delivery. Focused Cast Targets any unwilling Beings, the
3 How long it lasts, known as Duration. Caster must also spend 1 Mana and pass a Cast
Gestures, Incantations, and Trinkets Check to maintain the Focus.
Casting Spells requires performaning gestures Continual: If an effect is continual, it doesn’t
and incantations. As such, you can’t Cast require Focus and lasts until dismissed (no
Spells if an effect or Status renders you Action) or it is dispelled.
incapable of speech or movement, unless it
is Cast with a Trinket or Subtlecast. Casting Augmented Casting
with a Trinket channels the magic through Casters can spend Mana to manipulate Spells
the item, supplementing these requirements. through Augmented Casting.
When to Make Cast Checks
When you Cast a Spell, you do not need to Increase Damage
make a Cast Check unless an unwilling Being Casters can increase the damage by 1d6 per
becomes a Target. Mana spent to increase damage.

Damage Subtlecast
Spells with a Damage Base shown can be cast Spend 2 Mana to Cast without gestures,
to deal d6 damage. incantations, or Trinkets.

Effect Alter Delivery


What the Target is subjected to by the Spell You can choose Deliveries by spending Mana.
on a passed Cast Check, unless the Cast only If a Delivery is an Area, everything in the Area
deals damage. is Targeted. You must be able to see the Area
during the Cast to affect it.
Delivery
You choose how the magic manifests, called
its Delivery. You can choose from either Bolt,
Imbue, Remote, Self, or Touch without Mana.

36 6
CHAPTER 10: SPELLS // SPELL LIST

ALTER DELIVERY MANA COST Spell List


Delivery Use Subsequent Increase The Spell List Overview details the name of
Bolt — +1 per additional Target each Spell herein.
Cone +2 +2 per +5 feet of length Spell List Overview
Cube +1 +1 per additional 5-foot-cube
◆ Amplify ◆ Goop
Imbue — +2 per additional Target ◆ ◆
Animate Guide
Line +2 +1 per 10 feet of extra length ◆ Apoplex ◆ Hold
Remote — +1 per additional Target ◆ Artifice ◆ Holo
Self — — ◆ Babble ◆ Hymn
Sphere +2 +1 per +5 feet to the radius ◆ Beast ◆ Levitate
Touch — — ◆ Bless ◆ Life
◆ Blink ◆ Light
Delivery Descriptions ◆ Burn ◆ Mute
Bolt: A missile launched at a Target. ◆ Color ◆ Shade
Cone: Area is a 15-foot cone directly in front ◆ Confuse ◆ Sleep
of you. ◆ Cure ◆ Tempo
Cube: 5-foot cube. ◆ Dispel ◆ Terraform
Imbue: Targets a Weapon you are touching. If ◆ Enchant ◆ Truth
you have it Equipped, you can make an attack ◆ Fling ◆ Turn
with it as part of the Casting. The Weapon ◆ Fog ◆ Ward
functions as a Trinket while Imbued, and its ◆ Freeze ◆ Zap
attacks are magical. ◆ Gas
While Imbued, it can also deliver the
effect of the Spell (not the damage) as if by Amplify SPELL
Damage Base: Psychic
Touch when it deals damage by spending 1
Mana (no additional Cast Check required). The Target’s voice and any sound resulting
Line: A 5-foot-wide, 30-foot-long line that is from its actions and motion are amplified
10-feet-tall if applicable. Expanding the line’s tenfold for the duration. During this time, the
width by 5 feet or height by up to 10 feet Target makes all Sneak Checks Hindered, and
doubles the Mana Cost. all Checks made to determine their location
Remote: An ambient effect on a Target. based on sound are Favored.
Self: You Target yourself. Further, if the Target is Silenced, the Status
Sphere: 10-foot-radius sphere in sight. ends and they are immune to these Statuses
Touch: A Close Target (doesn’t provoke for the duration.
Intercepts on initial Cast). Apoplex SPELL
Damage Base: Fire
EXAMPLE AUGMENTED CAST
“I want to create a 15-foot sphere of flames The Target is Berserked for the duration.
that deals 3d6 damage and keep it active.” Crit: The effect is continual.
Damage: 2 Mana from additional damage Artifice SPELL
Effect: None Damage Base: -
Delivery: 3 Mana from the sphere’s area You materialize an Item of 1 Weight or less
Duration: The Caster must Focus on the either in an unoccupied space near the Target,
Cast to keep it active. worn by the Target, or one Item per 5-foot-
Focus: 1 Mana at the start of each of the cube within the Target area. If you Target
Caster’s subsequent Turns. yourself with this Spell, you can Equip the
Total: 5 Mana, 1 Mana on following Item when it is created (no Action). Doing
Rounds to Focus. so can’t cause an Equipped Item to become

1 37
CHAPTER 10: SPELLS // SPELL LIST

unequipped. The Item is usable as a physical Dispel SPELL


copy for the duration, then disappears. Damage Base: −
Babble SPELL You suspend a magical effect for the duration,
Damage Base: Psychic treating the effect as an unwilling Target
When the Check passes, and each time the (p. 97). This can’t suspend the magic
Caster Focuses on the Cast, they can cause properties of Fabled Relics.
the Target to loudly and coherently repeat Crit: The effect is completely dispelled.
everything the Caster mentally commands
them to. Otherwise, the Target is Silenced. Enchant SPELL
Damage Base: Psychic
Crit: The effect is continual. Befuddling, psychic enthrallment keeps the
Bless SPELL Target Charmed for the duration, or until it
Damage Base: Holy takes damage.
The Target has a d4 bonus to Defense Checks. Crit: The effect is continual.
Further, if the Target is freestanding water,
it permanently becomes holy water. Fling SPELL
Damage Base: Blunt
Blink SPELL
You instantly move an unsecured Target of 1
Damage Base: − Weight or less to a point you can see. This
The Target can use their Speed to Move by occurs at sonic speed, causing an audible
teleporting to a point they can see within the boom. If the Object strikes a Target, it hits
distance used. them harmlessly unless this is Cast to deal
damage.
Burn SPELL
Damage Base: Fire The Cast can be augmented to increase the
Targetable Weight by 1 per Mana spent to do
The Target is Burning (Cd4 Fire) for the
so.
duration, or until it is submerged in water or
otherwise doused. Fog SPELL
Damage Base: Cold
Crit: Target is instead Burning (Cd6 Fire).
The Caster creates a cloud of fog that obscures
Color SPELL
an Area equal to the size of the Delivery
Damage Base: − (minimum 5-foot cube). Checks relying on
If the Target is a Being, it is Blinded for the sight of a Target within the fog are Hindered
duration. and as if Vulnerable if they are Attack Checks
If the Target is an Object, you change its or Saves.
color for the duration.
Freeze SPELL
Crit: The effect is continual. Damage Base: Cold
Confuse SPELL You create an Object made of ice that is up
Damage Base: Wyrd to 1 square foot in size, and in the shape of
The Target is Confused for the duration. your choice (such as an icicle dagger or a block
of ice). Any freestanding water in the Area
Crit: The effect is continual. is frozen. Either of these effects last for the
Cure SPELL duration.
Damage Base: − If the Target is a Being, it’s Speed is halved
for the duration.
If the Target is Blinded, Deafened, or Sickened,
the Status ends and they are immune to these Crit: The effect is continual.
Statuses for the duration.

38 1
CHAPTER 10: SPELLS // SPELL LIST

Gas SPELL Caster is Focused. If this Spell is Cast to affect


Damage Base: Poison a larger area through an augmented Delivery,
The Caster creates a cloud of poisonous gas the illusion can be as large as the augmented
in an Area equal to the size of the delivery Delivery.
(minimum 5-foot cube). Any Target in the Area Crit: The duration becomes 1 minute (no
is Sickened (Cd4 Rounds). Focus required).
Crit: Target is instead Sickened (Cd6 Rounds). Hymn SPELL
Damage Base: -
Goop SPELL
Damage Base: Acid Ends one Status from either Berserk,
A glob of sticky sludge coats the nearest Charmed, Confused, or Frightened.
surface to the Target for the duration Leech SPELL
(minumum 5-foot square), causing it to be Damage Base: Poison
Difficult Terrain. If also Cast to deal damage, The Target becomes Sickened for the
a Target takes the damage the first time it duration. While Sickened this way, any
enters the Area on a Turn and when it ends healing that affects the Target instead affects
its Turn in the Area. the Caster.
Crit: Targets in the Area are also Grappled. Any subsequent Castings of this Spell that
damage a Sickened Target heal the Caster for
Guide SPELL
the Toxic dealt.
Damage Base: Holy
Grants Favor on attacks against the Target for Levitate SPELL

the duration. Damage Base: −


The Target flutters up to 1 foot in the air if
Crit: The duration becomes 1 minute (no Focus
they have solid ground below them for the
required).
duration. The Target can still Move in the air as
Hold SPELL if walking. If the Target is a secured Object or
Damage Base: − an Item heavier than 5 Weight, it is unaffected.
The Target seizes up, causing it to be Life SPELL
Grappled for the duration. Alternatively, you Damage Base: −
can choose for the Target to be unable to be
You revive a Being that died within the last
shoved Prone for the duration. 
Round, restoring it with 1 Health and giving it
If the Target is an Object, it becomes
1 Fatigue. You must be able to Target its corpse
secured and effectively locked if it is a door,
to do so, and this magic does not remove
chest, or other means of preventing entry.
Fatigue, regenerate limbs, or heal significant
The Caster must pass a Cast Check any time
injuries. A Being that died due to gaining 5
an attempt is made to manipulate the secured
Fatigue can’t be revived this way.
Object, otherwise their Focus breaks and the
Also, you can spend Mana with this Spell to
effect ends.
heal a Target’s wounds if it is not an Undead,
Crit: The duration becomes 1 minute (no Focus granting it a healing roll die of the same size as
required). its Hit Die per Mana spent to do so.
Holo SPELL Light SPELL
Damage Base: − Damage Base: Fire
The Caster creates an illusionary Object of The Target sheds Light out to 30 feet for the
their choice which fits either in an open 5-foot duration. You can also choose to do so by
cube area near the Target, or on the Target creating a floating mote of light.
themselves. As an illusion, it does not have
Crit: The Target is Blinded (Cd6 Rounds).
tangible form. The illusion remains while the

2 39
CHAPTER 10: SPELLS // SPELL LIST

Mute SPELL Sprout SPELL


Damage Base: Psychic Damage Base: Blunt
The Target is Silenced for the duration. The Caster creates growing plants on the
Target, which cause it to be Grappled for the
Crit: The duration becomes continual.
duration. Alternatively, the Caster can cause
Shade SPELL up to a 5-foot-square patch of plants or fungus
Damage Base: Cold to magically grow to optimal harvesting and
An area of Dark is created, out to 5 feet from the foraging.
Target for the duration. Crit: The Target is Restrained while Grappled.
Crit: The duration becomes continual.
Stench SPELL

Shrink SPELL Damage Base: Toxic


Damage Base: − An area of putrid stench is created, out to 5-feet
The Target’s size is reduced by one size, but no from the Target for the duration. Beings that
smaller than Small, for the duration (minimum need to breathe are effectively Sickened while
1 Round). During this time, their damage dice in the area.
are reduced by one size (minimum d4). Crit: The effect is continual.
Crit: The effect is continual.
Tempo SPELL

Sleep SPELL Damage Base: -


Damage Base: − The Target’s Speed increases or decreases by 5
Induces sleep in the Target. If the Target’s feet for the duration. The Caster can increase
Level or Threat Level is lower than the Caster’s or decrease this amount by 5 feet by spending
Level, they are knocked Unconscious for 1 additional Mana on the Cast for every 1 Mana
hour, or until they take damage or are shaken spent to do so.
awake (remember, Targets can willingly allow Crit: The duration becomes 1 minute (no Focus
a Spell to affect them). If the Cast Check fails, required).
the intended Targets are aware there was an
attempt to magically influence them.

40 5
CHAPTER 10: SPELLS // SPELL LIST

Terraform SPELL
Damage Base: Blunt
The Caster manipulates the loose earth or stone
around the Target with separate effects if it is an
Area or a Target:
Area: The Caster can manipulate terrain in the
Area, either causing it to be Difficult Terrain
or a Structure that can fit within the area of
effect of the Cast for the duration. This magic
isn’t strong enough to move any terrain that is
supporting 1 or more pounds of weight.
Target (Being or Object only): Any loose
earth or stone the Target touches turns to
Difficult Terrain for the duration.
Truth SPELL
Damage Base: Psychic
The Target can’t lie for the duration.
Crit: The Target is compelled to answer any
questions when asked.
Turn SPELL
Damage Base: Holy
Targeted Outers and Undead do not benefit
from Immune to damage or Statuses for the
duration.
Crit: The effect is continual.
Ward SPELL
Damage Base: −
When the Target is attacked during the duration
(minimum 1 Round), you can make a Cast
Check. On a pass, reduce the damage the Target
takes by half.
Crit: The Target takes no damage.
Zap SPELL
Damage Base: Shock
If the Target isn’t Immune to Shock, they are
Dazed for the duration.
Crit: The Target is Paralyzed, rather than
Dazed, for the duration.

6 41
CHAPTER 11: RELICS // RELIC LORE

Chapter 11: RELICS


T
he realms contain all manner of enchanters and ancient artifices that lead to the
creation of magic items, called Relics. Relics are detailed with a Lore that describes
the manner of their creation and whether or not they require the Bonding ritual.

Relic Lore Relic List


Relics have a property called their Lore, which
details the nature of a Relic’s powers and how
Armor (+1) RELIC
Lore: Masterwork Armor
it may be created or manifest in a world.
The Armor has a bonus to its Armor Rating
Eccentric and to Defense Checks against Attacks. This
Relics with a unique magical property or quirk, bonus is equal to the number indicated.
often derived from their natural enchantment
Value: 100g (+1)
or construction with incredible materials.
Masterwork Bag of Holding (I) RELIC
Lore: Eccentric Backpack
Work of exceptional quality that can be
Crafted with normal materials. Acts as a backpack with +1 Item Slots.
Property: Holding I
Bound Value: 200g
Some Relics require a Bonding ritual in order to
Boots of Levitation RELIC
access their properties, which can be performed
Lore: Eccentric Boots
as a Scene Task. Only one Being can be bound to
the same Relic, and a Being can only be Bound The wearer of these boots is under the effects
to 3 Relics at a time. of the Levitate Spell. Using them, they can Fly
up or down, but not laterally.
Cursed
Property: Levitation
When a Being bonds to a Relic that is cursed,
Value: 500g
that Relic is permanently Bound to them
until the curse is removed. Doing so typically Boots of Swiftness RELIC
requires a ritual performed by an Mage, Lore: Eccentric Boots
performed as a Shift Task. The wearer of these boots gains a bonus
to their Speed corresponding to the boots’
Consumables Swiftness Tier.
Any Relic that has (Consumables) in Property: Levitation
parenthesis is used up by its use. These Value: 250g (Swiftness I)
grant an immediate or temporary benefit,
and are likely 10% as valuable as Relics with Broom of Flying RELIC

permanent characteristics. Lore: Eccentric Broom (Bound)


It has a Fly Speed of 30 feet, and obeys the
Bound Being’s mental commands to fly.
Property: Flying
Value: 1,000g

42 1
CHAPTER 11: RELICS // RELIC LIST

Relic Characteristics
Property Value Description
Bonus Grants an indicated bonus to the indicated attributes.
Armor +1 100g +1 bonus to Armor Rating.
Trinket +1 200g +1 bonus to Cast Checks and damage.
Weapon +1 100g +1 bonus to Attack Checks and damage.
Weapon +2 2,500g +2 bonus to Attack Checks and damage.
Cursed If Bound, the Being is permanently Bound until the Curse is removed.
Anger — Wearer always fails Defense Checks against Berserk.
Cowardice — Wearer always fails Defense Checks against Frightened.
Doom — Wearer's healing rolls always result in 1.
Gulibility — Wearer always fails Defense Checks against Charmed.
Vulnerability — Wearer is Weak to the indicated damage source.
Weakness -1 — -1 penalty to Attack Checks and damage.
Weakness -2 — -2 penalty to Attack Checks and damage.
Movement Enhances Move while equipped.
Climbing 500g Wearer gains Climb.
Displacement 1,000g Wearer Dodges attacks based on sight with Favor.
Flying 5,000g Wearer gains Fly.
Invisibility 5,000g Skip Move to become Invisible until after it takes an Action.
Levitation 500g Wearer is under the effects of the Levitate Spell.
Swiftness I 250g Wearer gains a bonus +5 feet to Speed.
Waterwalk 500g Wearer can walk on liquids.
Senses Grants a Sense while Equipped.
Detection 5,000g Grants All-Sight to see a Being Type (Bound).
Nightvision 100g Grants Darksight.
Strike Deals an extra die of damage.
-Strike I 1,000g +d4 damage.
Utility Magical quirks other than Combat and Mobility.
After-Image I 500g Wearer can project an illusory duplicate out to Near (Bound).
Holding (Rank) 200g Gives bonus Item Slots (Value is per bonus slot).
Infinite 1,000g Provides an endless amount of a detailed Item that disappears in 1
Round.
Loyalty 1,000g Magically returns to the Being's hand if thrown to attack (Bound).
Moonlit I 500g Sheds Moonlight out to 10 feet while Equipped.
Sunlit I 2,000g Sheds Sunlight out to 10 feet while Equipped.
Darkness I 500g Darkens non-magical light within 10 feet while Equipped.

4 43
CHAPTER 11: RELICS // RELIC LIST

Cloak of Displacement RELIC Ring of Resistance RELIC


Lore: Eccentric Light Armor Lore: Eccentric Ring
Attacks against the wearer based on sight are Grants Favor on Saves against a damage source
made as if the attacker is Vulerable. indicated in the ring’s name (ex: Ring of Fire
Resistance grants Favor on saves against fire).
Properties: Displacement
Value: 1,000g Material: jeweled ring
Value: 2,500g
Cloak of Invisibility RELIC
Lore: Eccentric Light Armor (Bound) Spell Scroll RELIC

The Bound wearer can skip their Move to Lore: Eccentric Parchment (Consumable)
become Invisible until after they take an The Scroll can be used with the Use or Cast
Action. Action to Cast the Spell exactly as described on
the scroll. The words then disappear.
Properties: Invisibility
Value: 5,000g Material: parchment, enchanted ink
Value: 25g
Cursed Armor (+1) RELIC
Lore: Cursed Armor Runic Whetsone RELIC

The Armor does not grant its Armor Rating Lore: Masterwork Item (Whetstone)
and instead increases attack damage taken When used on a Weapon as a Crafting Shift
by the number indicated. Any attempts to Task with Smithing Tools, the Weapon gains
identify its magical properties by an Mage of the bonus shown if its previous bonus was
5th Level or lower only reveals it to be a +1 lower.
suit of Armor. Value: 100 (+1)
Properties: Cursed
Value: 150g (+1)
Magistaff RELIC
Lore: Eccentric Trinket (Staff, Bound)
A Mage can bond with the staff and conduct
a ritual as a Shift Task to imbue it with a Spell
they know, augmented to their liking. Their
Maximum Mana is reduced by the cost it
would take to Cast it, which is only restored if
the Bond to the magistaff ends.
The wielder can spend a charge from
the magistaff to Cast the Spell as it was
augmented, using a Skill of their choice. The
number of Charges corresponds to the rarity
of the magistaff, as shown below:
Common: Cd4 Charges
Value: Common (5,000g)

44 5
CHAPTER 12: TASKS // SCENE TASKS

Chapter 12: TASKS


W
hile you aren’t adventuring, time passing allows you to prepare for the next journey,
find new quests, establish a foothold in society, or gather information about an
unfolding situation in the world. These activities are called Tasks, and they are
associated with the time it takes to complete them.
On Dungeoneering... can’t do so again the same Shift. Meals then
Locks, traps, and other mechanisms can be function as rations after this Breather.
picked, disarmed, or otherwise made ineffective
as a part of a Scene, but not specifically as a Ritual
Scene Task. The Hero doing so makes either a Certain Abilities allow Heroes to perform
Craft or Finesse Check with the relevant item Rituals, but the Bonding Ritual is known by
equipped, or as an Arcana Check if the lock or all Heroes:
trap is magical.
On a failure, consequences occur. Lockpicks Bonding Ritual
Equip a Relic, which you keep on your person
will break, traps will activate, and typically
throughout the Scene. After this Scene Task,
this advances a Progress Clock or may call for
you are Bound to the Relic.
a roll to determine if a Random Encounter
You can only be Bound to a number of
occurs.
Relics at one time equal to (your highest of
Scene Tasks either Awareness, Logic, or Presence).

Unlike the activities one does during a Scene, Treat Wounds


such as searching a desk, picking a lock, or If you have a means of treating injuries and are
combat, these require the entire Scene to Trained in Medicine, you can treat a willing
complete. Being who is taking a Breather. Doing so
maximizes its healing rolls for the Breather.
Appraise
You can determine the value and general
properties of an Object by spending a Scene
doing so and making a Craft Check. If you
pass, you learn the item’s value and possibly
some lore about it. This does not normally
reveal if it is cursed.

Breather
You can perform this Scene Task by catching
your breath or otherwise recomposing yourself
for the dangers ahead. Doing so allows you to
roll your Hit Die as a healing roll, and ends a
Status causing you to be Berserk, Confused,
or Frightened.
Cook
During a Breather, a Hero Trained with Cook’s
Tools can cook. Doing so requires 5s worth of
materials per meal made during the Scene.
The consumers of a meal make their healing
die rolls with Favor during the Breather, and

2 45
CHAPTER 12: TASKS // SHIFT TASKS

when Crafting Items.


Shift Tasks Scrapping
These Tasks require an entire Shift to complete.
An Item can can be scrapped into salvagable
Rest materials as a Craft Task, salvaging 5s of
materials per Weight of the Item.
Rests are a Shift Task of light to no activity.
You gain the benefits of the Rest if your food, NARRATIVE OF MATERIALS
water, and sleeping needs are met. Materials are a catch-all term for craftable
Resting Benefits salvage, foraged items, whatever the Hero
These benefits restore your Health to max. needs to Craft. As far as the rules of the game
If your Health is already at max, it instead are concerned, the value of the materials is
removes 1 Fatigue. more important than the specifics. If you
want to get into the minutiae of specific
LODGING material requirements, you are welcome to
Accommodations Cost per Night do so as a house rule.
Outside — Crafting Tools
Horrible 1s If you Craft, you can make the corresponding
Poor 2s types of Items, and items that make sense for
Modest 10s the types of items your Tools can create:
Comfortable 20s Alchemy Tools: Alchemical Items, Poisons
Luxury 40s Blacksmithing Tools: Heavy Armor, Ingots,
Opulent 1g metal Melee Weapons, metal goods
Cooking Tools: Alcohol, Rations
Craft Herbalism Tools: Alchemical Items, Poisons
Jeweler Tools: Jewelry, glassware
Characters can Craft with a Tool they are
Leatherworking Tools: Leather goods,
Trained with, materials equal to half the
Light Armor
value of the final item, and possibly a special
Pottery Tools: Clay goods, pots
component. Your Difficulty with Craft sets
Scribe Tools: Written paper goods, spell
the highest Value of an item you can Craft this
scrolls, maps
way, as shown on the following table.
Tinker Tools: Gadgets, crossbows, firearms
CRAFT TASK VALUE Woodworking Tools: Bows, crossbows,
Difficulty Value Difficulty Value clubs, other wooden goods

18 - 17 1s 10 - 9 5g Travel
16 - 15 20s 8-7 7g 50s When setting out for a far-off location, you
14 - 13 50s 6 10g will need to Travel as a Shift Task. When
12 - 11 2g 50s Travelling, maps are roughly 120 miles and are
easiest-measured on a Hex Grid:
Requirements
Crafting as a Shift Task has certain
requirements to make the items:
Tools: You must be Trained with a Tool that
can Craft the item and have them handy.
Materials: You need materials worth at least
half the value of the item you are Crafting. Travel Pace
Time: The Value shown in the above table The party’s Travel Pace affects the distance
shows the maximum Value pool you have you move per Shift Task spent traveling. It

46 5
CHAPTER 12: TASKS // SHIFT TASKS

also affects the [Danger Level] of the area for


the purpose of Random Encounters.
Study
If you Study, you gain a Studied die, a d6.
Slow: 1 hex every 2 Shifts; -1 Danger Level
You can roll this die as a bonus to a Check
Normal: 1 hex every Shift; +0 Danger Level
you make in the next 24 hours. If the Check
Fast: 2 hexes every Shift; +1 Danger Level
passes, the die is lost. You can do so after
◆ Your Pace is Slow if Encumbered, on seeing the d20 result, but must do so before
Difficult Terrain, or moving stealthily. the Check resolves.
◆ Your Pace is Normal on foot. Additionally, you can change a choice
◆ Your Pace is Fast while using a Speed greater offered by one of your Class Features when
than 50 ft. you Study.
Pushing On
You can’t normally travel more than two Shifts
in a day. If you Travel after having already
Traveled at least twice without a Rest in the
last day, you gain 1 Fatigue and the Danger
Level increases by 1 until you Rest.
Mounted Travel
If Traveling on a Mount, you move 1 extra hex
for every 50 feet of Speed the Mount has.

Foraging
By Traveling at a Slow Pace, Heroes can
attempt to gather resources from the
environment, such as raw materials,
food, and water. Once a player
declares what they are looking for, they
make a Survival Check. If the resources are
something specific or particularly rare in the
biome (such as water in a desert), the
Check is either Hindered (Scarce)
or can’t be made. On a
success, the Hero finds either:
Food: d6 rations.
Materials: (d6 × 5s)
worth of material.
Water is easily found
on any tile with a River
without requiring a
Check. Otherwise, it may
require some ingenuitiy to
find safe water.

3 47
CHAPTER 12: TASKS // SHIFT TASKS

RANDOM LOOT
d66 Loot d66 Loot
1 1 Axe (d6) 4 1 Instrument (d4)
1 - 2 Handaxe 5 Halberd 1 Drum
3 - 4 Battleaxe 6 Greataxe 2 Flute
2 Bow (d4) 3 Hunting horn
1 - 3 Shortbow 4 Lute
4 Longbow 2 Book (d10)
3 Brawling (d4) 1 - 7 Blank & writing ink
1 - 2 Caestus 4 Katar 8 - 9 Sheet music
3 Gauntlet 0 Spellbook & enchanted ink
4 Armor: Light Armor 3 Alcohol (d10)
1 - 7 Beer, gallon & tankard
5 Coins: (d100) silver
8 - 9 Wine, bottle (common)
6 Coins: (d100) silver 0 Wine, bottle (fine) & goblet
2 1 Crossbow (d4) 4 Food (d10)
1 - 2 Hand crossbow 1 - 7 (d6) rations
3 - 4 Light crossbow 8 - 9 salt, 1 lb. bag
2 Coins: (d100) silver 0 spice, 1 lb. bag (exotic)
3 Hammer (d6) 5 Item: Spyglass
1 - 3 Club 6 Item: Compass
4 Flail 5 1 Clothing (d6)
5 Greatclub 1 - 5 Clothing, common
6 L. hammer 6 Clothing, formal
4 Bottle (d4) 2 Games & Toys (d4)
1 Poison (Lethal, Cd4 Toxic) 1 p. card deck
2 - 3 Empty 2 m. card deck
4 Health potion 3 dice set
5 Armor: Heavy Armor 4 loaded dice
6 Coins: (d100) silver 3 Item: Grappling hook
3 1 Polearm (d10) 4 Arcane Trinket: roll for Trinket
1 - 3 Javelin 8 - 9 Staff 5 Divine Trinket: roll for Trinket
4 - 6 Spear 0 Pike 6 Coins: (2d10) gold
7 Glaive
6 1 Relic: +1 whetstone
2 Shield (d4)
2 Jewelry (Circlet, d4)
1 Buckler
1 - 3 Brass 6 Gold
2 - 4 Standard shield
4 - 5 Silver
3 Sword (d10)
3 Item: (d4) Torches
1 - 3 Dagger 8-0 Longsword
4 - 5 Rapier 4 Coins: (d10) gold
6 Scimitar 5 Jewelry (Ring, d4)
4 Arcane Trinket: roll for Trinket 1 - 3 Basic ring
4 Signet ring
5 Divine Trinket: roll for Trinket
6 Coins: (5d10) gold
6 Coins: (d10) gold

48 6
CHAPTER 13: RUINOUS LEAGUE // HOOK & PLAY

Chapter 13: RUINOUS LEAGUE


A Procedurally-Generated Solo/Co-Op Delve for 1st to 4th-Level Heroes
INSPIRATIONS gain the benefits of a Rest and don’t gain
◆ David Hoskins, Johan Nohr, Pelle Fatigue from dying this way.
Nilsson. Dark Fort. 2018, Ockult
Örtmästare Games. Encounters & Danger
◆ Zeekerss. Lethal Company. 2023, To check for Random Encounters, roll a d6 at
Zeekerss. the start of a Scene. The dungeon’s Danger
Level starts at 1 and increases by 1 each hour

I
n ages past, there was a mage after you begin the delve. If the result of this d6
who built their tower on a cliffside roll is equal to or lower than the Danger Level,
roughly 8 miles south of the town a Random Encounter occurs.
of Llerirell. Twisted monsters began Any increases to base Danger Level not
appearing each morning in the town, and the caused by time are reset after a combat
citizens beseiged the tower in their paranoia. triggered by a Random Encounter.
The tower was felled during the seige, Determining Encounters
resulting in a massive arcane explosion that To determine what encounter occurs, you roll
created a bizarre set of ruins in the cliffside. a number of d6s equal to the total number of
These days, the ruins seemingly self- hours on the Progress Clock.
construct and grow within the cliff, creating
something of a tourist attraction for daring General Interactions
adventurers hoping to test their mettle against
Back Track: Continue checking for Random
the anomaly. Not only do the ruins shift daily,
Encounters, but don’t advance the Progress
anything that enters the dungeon and dies
Clock by moving this way. Each previously-
is seemingly resurrected at a shrine built in
explored room increases Danger Level by 1
Llerirell. Adventurers can find work delving
for each room. This resets after an Encounter.
the ruins to find loot, but must take caution, as
Break Down the Door: The doors of the
the dungeon is only open for 6 hours each day
ruins are wood Objects with 8 Health. They
before imploding.
have Armor: 1; Immune: Toxic, Wyrd. Each
The ruins are filled with dangers, including
attempt to damage a door advances the
traps and stashes of the mage’s plunders. Will
Progress Clock by 1.
you answer the call to adventure?!?
Tracking: You can attempt to find Enemies by
making a Survival Check as a Scene Task. If you
Hook & Play pass, you discover tracks leading towards your
Your objective is to bring back as much loot as next unexplored area. You know there is an
possible, and potentially eliminate the horror Enounter here and can surprise those Enemies.
that resides within the ever-changing ruins.
Progress Clock
Track your time in the dungeon on six
6-segment Progress Clocks. Each Scene adds
a segment to the clock, and the dungeon
collapses once all three have filled, killing
outsiders within.
Dying in the Dungeon
Any Beings foreign to the dungeon are
resurrected in Llerirell at the next dawn. They

2 49
CHAPTER 13: RUINOUS LEAGUE // DELVE

Delve EVENT
To begin, draw a stairway leading down to the 2d6 Event
ruins and a 20-by-20 foot square room with 2-4 Trap! Roll on the Trap table.
3 doors in any direction. 5-7 Encounter! Roll Encounter, these
Enemies are distracted.
Unexplored Areas
8-9 Sale! A mysterious peddler selling items,
Follow these steps when moving to new areas: buying items at half their value. Roll
1 Roll Elements (Shape & Doors). Doors Wares for their store.
face any direction of your choice. Be sure 10 Respite! You can take one Breather here
to map the environment. without advancing the Progress Clock.
2 Roll d6 against Danger Level to determine Casters regain all Mana as well. After,
if a Random Encounter occurs. this becomes a standard room.
3 If no Random Encounter occurs, roll Event. 11 Container! Roll Container (1/6 locked)
ELEMENTS 12 Dead Peddler! Same as 9, but the
peddler is dead. Wares on the ground.
d6 Shape d6 Doors
1 Cross 1 None TRAPS
2 Corridor 2 One (Locked) d4 Trap
3 Square 3-4 One 1 Acid! Pass Reflex or take d6 or lose a
4 Circular 5 Two (One Locked) piece of Equipment.
5-6 Rectangle 6 Two 2 Pitfall! Pass Detect or fall (d6×5) ft in
a pit.
Encounters
3 Explosion! Pass Reflex or take 2d6.
To determine Encounter, roll a number of
d6s equal to the current Progress Clock. For 4 Poison Gas! Pass Endure or Sickened
example, if none of the Clocks are filled, you (Cd4 each Round).
are in Progress Clock One so you roll d6. If
one is filled, you are in Progress Clock Two so WARES
you roll 2d6. 2d6 Wares
2-5 ◆ materials (1 s per unit)
ENCOUNTER ◆ rope
xd6 Encounter ◆ torch
1-2 d6 potead [S] 6-8 2 - 5, and lockpicks
3-4 d2 rust monsters 9-11 2 - 8, and health (I) potion
5-6 d4 goblins 12 2 - 11, and one (+1) longsword
7-8 bugbear; d4 goblins
9-10 d4 skeletons CONTAINER
11 d2 amphiptere 2d6 Contains...
12 ochre jelly 2 Encounter! The container is a mimic!
13 d6 floating eye 3-4 Trap! Roll Trap.
14-15 gelatinous cube 5 Roll Random Loot
16 owlbear 6-8 2d6 g, d6 rations
17-18 See: Confrontation (next page) 9 d6 g, a dagger, light armor
10 3d6 g and a runic whetstone (+1)
11 Jade amulet worth 50g
12 Diamond worth 100g

50 6
51 1
Confrontation Resolution
When the dungeonheart is destroyed, the
The Final Room ruins freeze in their current form and the cycle
The door opens to reveal a chamber lined of shifting ends. The town of Llerirell likely
with grotesque tissue and a massive, glowing has mixed reactions to this happening, but the
heart. As it beats, you see a surge of arcane Heroes will most surely go down as legends
energy from a crack in the floor below as a for toppling such a reknowned delve.
leyline feeds into the heart.
• Encounter: 1 dungeonheart
󰙴 Leyline: Grants Favor to Cast Checks in
the area and those with Mana regain 1
Mana at the start of their Turns.
CONFRONTATION
YOU MOVE ONTO THE
ONLY FLIP THIS PAGE WHEN
CHAPTER 13: RUINOUS LEAGUE // RESOLUTION
CHAPTER 14: STATBLOCKS // USING STATBLOCKS

Chapter 14: STATBLOCKS


A
ny Being that isn’t one of the Heroes will use a Statblock when needed. This is a
summary of its Stats, Traits, and Actions, and will be referenced when in Combat
with the party. This chapter begins with a section on how to read the statblocks,
interpretting statblocks from other systems for Vagabond, and multiple statblocks for
common Enemies in pulp fantasy. For readability, statblocks are a quick summary of the numbers
needed to run the Being, and aren’t a comprehensive detail of everything it can do. When a
situation arises that the Statblock doesn’t cover, apply common sense within reason.
opposition’s Melee offenses.
Using Statblocks
Statblocks are presented from top to bottom in Backline
These Beings are most effective offensively
the following order.
within Ranged distance of an opposing force.
Threat Level (TL)
Morale
The Being’s Threat Level is a loose indication
of how dangerous it is. Threat Level is covered Enemies won’t always fight to the death,
and may retreat or surrender when combat
more in-depth later in this chapter.
isn’t going their way. Enemies that don’t
Hit Dice (HD) & Health (hp) have a Morale value or that are Berserk will
always fight to the death. Enemies that have
A Statblock lists Hit Dice (HD) that determine a Morale value indicated in their Statblock
its maximum points of Health (hp). To make Morale Checks (rolled by the GM) at
determine hp, multiply the HD by 4.5. Small- the start of their turn if one of the following
sized Beings only gain 1 Health per HD. conditions are met:
Speed ◆ Their Leader is defeated.
◆ They are alone and at half Health or lower.
The Speed it has and any special Speed Types.
◆ Half or more are deafeated.
Remember that all Beings regain Speed at the
end of their Turn. When Checking Morale, roll 2d6. If the total
is equal to or higher its Morale, it fails the
Zone Morale Check and retreats.
A description of how the Being’s traits and
features dictate where it is intended to fight OPTIONAL: NO MORALE
during combat. Using zones helps the GM During Guided play, the GM can determine
position the Enemies during Combat, and if they want to use Morale.
describes how the Enemies will act during
their turn for Solo and Co-Op play. The GM Number Appearing
has the final say in how Enemies act. This number details the average number
Frontline of these Beings you will often find when
Most effective offensively within Melee reach randomly encountered.
of an opposing force, and try to end their turn
within reach. If a Being on an opposing force is
Senses
not within their Reach after they Move, they Assume that Beings are generally capable with
Rush to a Target. the basic senses unless indicated otherwise in
its Abilities. Any special Senses the Being has
Midline are indicated in their Statblock.
Most effective offensively within Melee reach,
but try to end their turn out of reach of the

52 6
CHAPTER 14: STATBLOCKS // USING STATBLOCKS

Armor Abilities
How much it reduces attack damage by. For Abilities that are likely to impact how it acts
simplicity, if an Enemy has a Shield Equipped, in Combat.
grant it a +1 bonus to Armor.
Silver Bullets
Immune | Resist | Weak These are weaknesses of the Being, and may
be the only way to kill otherwise invincible
The sources of damage this Being has Immune, and immortal enemies.
Resist, and Weak to. Silver Bullets should be things the Heroes
are capable of doing. For example, “This
Status Immunities Being can’t be reduced below 1 hp except by a
Any Statuses it can’t be affected by. god.” would be a bad Silver Bullet.
Actions ON NPCS AND HIRELINGS
Actions are a list of how it tends to use its The focus of the action should be on the
Action. These are arranged in order of priority, Heroes. However, some situations may
so you should assume it is always using the need an NPC or Hireling to join the party.
top-most Action when available. If that Action Follow these guidelines when doing so:
is not available or if doing so would provoke NPCs: For non-player characters that are
Intercepts, it instead uses the next listed effect. likely to stick around for a while, the
Recharge Game Master is encouraged to create
Anything that calls for a Recharge shows a a Hero Record for that NPC and play
countdown die which is rolled at the start cooperatively with the Heroes. Never
of its subsequent Turns. Once it uses the forget to keep the spotlight on the Heroes
Ability or Action, it can’t use it again until this rather than this NPC.
countdown die is depleted. Hirelings: While a Hero has a Being under
their command, the Hero can skip their
Actions Move or use their Action to issue a
Enemies are likely using their strongest tactical command for how it should act during
option. As such, their Actions will be listed the Turn. In these cases, use the Hero’s
under their Stat Array in order of use priority. Influence Skill for any Checks and Saves
Multi-Attack: It can use the indicated the Hireling makes that Turn. Otherwise,
Attacks with a single Action. it is assumed to fail Checks and Saves it
Melee Attack: Assumes Close (5’) Reach makes.
unless indicated. A Hero can have a number of Hirelings
Ranged Attack: Assumes Far Range unless under their command equal to (half their
indicated. Presence).
Cast: Enemies do not track Mana. Instead, Companions: Companions can be granted
they either have limited uses or Recharges. through certain Perks. In these cases, obey
the rules detailed in those Perks.
OVERSIZED WEAPONS
Weapons created to be wielded by Huge
and larger Beings deal additional damage
while they wield them. This is generally
an additional damage die per size above
Medium, and is a factor of that Being’s
enhanced strength due to its size, not the
weapon itself.

6 53
CHAPTER 14: STATBLOCKS // BESTIARY

Bestiary Bugbear
Medium Cryptid
TL: 1.1

The following statblocks are used throughout


Long-limbed, tall goblinoids with bear-like fur.
this Quickstart. The full version of Vagabond
includes over 200 statblocks. HD: 3 (13 hp) Speed: 30’
Zone: Frontline Morale: 9 # Appearing: d6
Amphiptere TL: 1.6
Armor: 1 [Light Armor]
Medium Cryptid (Wyrm)
ACTIONS
A winged serpent of moderate size, with Morningstar [Melee Attack 10’]: 3 (d6)
feathers the color of a sunrize. ABILITIES
Ambusher: If it attacks a Being that has not
HD: 3 (13 hp) Speed: 5’ (Fly 30’)
acted in the Combat, it deals an extra die of
Zone: Midline Morale: 7 # Appearing: d6
damage.
Senses: Darksight
Armor: 1 [as Scales] Dog TL: [0.2/0.6]
Immune: Fire [Small/Medium] Beast
ACTIONS HD: [1/1] ([1/4] hp) Speed: [30/40]’
Fireball [Ranged Attack] (Recharge Cd4): 3 Zone: Frontline Morale: [3/7] # Appearing:
(d6) and Burning (Cd6) 2d6
Bite [Melee Attack]: 3 (d6)
ACTIONS
Bite [Melee Attack]: [1/2] ([1/d4])
ABILITIES
Pack Hunter: Targets within 5 feet of one of this
Being’s Allies are Vulnerable to its attacks.

Dungeonheart TL: 1.3


Huge Artificial
A twisted, living structure resembling a still-
beating heart. It spews forth monsters from
realms unknown.

HD: 10 (45 hp) Speed: 0’


Zone: - Morale: - # Appearing: 1
Armor: 3
Weak: Pierce
Basilisk TL: 2.2
Status Immunities: Berserk, Charmed, Confused,
Medium Cryptid (Wyrm) Dazed, Frightened, Incapacitated, Unconscious
Reptilian horrors with the ability to turn flesh ACTIONS
to stone with a mere gaze. Spawn: At the start of its Turn, roll d4. On a roll
of 2 to 4, the Dungeonheart spawns an Ally
HD: 6 (27 hp) Speed: 20’ Being (d6, Favored if the Dungeonheart is at
Zone: Midline Morale: 8 # Appearing: d4 half its Health or lower), which appears in the
Senses: Darksight nearest open space:
Armor: 2 [as (+1) Scales] 1 Omlarcat
ACTIONS 2 Rust monster
Glare [Cast, a Being looking at it | Endure] 3 Giant spider
(Recharge Cd4): Transformed into a stone 4 Gelatinous cube
statue until this Being dies. 5 Owlbear
Bite [Melee Attack]: 5 (d10) 6 Basilisk

54 1
CHAPTER 14: STATBLOCKS // BESTIARY

Frog/Toad, Giant TL: 0.9


Medium Beast
HD: 2 (9 hp) Speed: 20’ (Climb, Cling, Swim)
Zone: Midline Morale: 6 # Appearing: d6
ACTIONS
Catch Prey [Multi-Attack]: A Tongue and Bite
attack.
Bite [Melee Attack]: 3 (d6)
Tongue [Melee Attack, Near (Medium or
smaller Being)]: Grappled, and dragged Close.
ABILITIES
Amphibious: Can breathe air or water.

Gelatinous Cube TL: 1.5


Large Primordial (Slime)
Floating Eye TL: 0.0 A mostly transparent cube of slime that lurks
Small Outer in passageways, attempting to trap unaware
A single eye around 2 feet in height, typically delvers.
with bat-like wings.
HD: 4 (18 hp) Speed: 10’
HD: 1 (1 hp) Speed: 0’ (Fly 30’) Zone: Frontline Morale: - # Appearing: 1
Zone: Backline Morale: 7 # Appearing: 2d6 Senses: Blindsense
Senses: Darksight, Telepathy Immune: Cold, Shock
Immune: Psychic Status Immunities: Blinded, Charmed, Fatigue,
Weak: Acid, Pierce Frightened, Prone
Status Immunities: Prone ACTIONS
ACTIONS Engulf [Grapple]: Restrained
Glare [Cast, 30-foot Cone] (1/Day): Transformed ABILITIES
into a stone statue (Cd6 Rounds). Amorphous: It can enter the space of other
Muddle [Cast, 30-foot Cone] (Recharge Cd4): Beings and openings as small as 1 inch without
Confused (Cd4 Rounds, or until this Being dies). squeezing.
Enrage [Cast, 30-foot Cone] (Recharge Cd4): Engulfer: Beings that share its space are Burning
Berserk (Cd4 Rounds, or until this Being dies). (2d4).
ABILITIES Sticky: Attempts to break its grapples are
Antimagical Cone: No Cast Check in a 30-foot Hindered, and any Being that makes physical
cone originating from its central eye passes. contact with it must pass an Endure Save or be
Ocular: Checks to inflict it with the Blinded Status Grappled.
are Favored.
Goblin TL: 0.5

Frog/Toad TL: 0.1 Medium Cryptid


Small Beast HD: 1 (4 hp) Speed: 30’
HD: 1 (1 hp) Speed: 20’ (Climb, Cling, Swim) Zone: Backline Morale: 7 # Appearing: 2d6
Zone: Midline Morale: 2 # Appearing: 2d6 Senses: Darksight
ACTIONS Armor: 1 [Light Armor]
Bite [Melee Attack]: 0 ACTIONS
ABILITIES Weapon [Attack]: 2 (d4) or (by Weapon)
Amphibious: Can breathe air or water. ABILITIES
Goblin Mode: While Berserk, it has a 5 foot
bonus to its Speed and Climb.
Nimble: If its Speed isn’t impeded, it can’t be
Intercepted.

2 55
CHAPTER 14: STATBLOCKS // BESTIARY

Green Slime TL: 1.2 Horse TL: 1.3


Medium Primordial (Slime) Large Beast
An acidic mold that coagulates in dank areas. HD: 2 (9 hp) Speed: 40’
Zone: Midline Morale: 5 # Appearing: d6
HD: 2 (9 hp) Speed: 0’ (Climb, Cling) ACTIONS
Zone: Frontline Morale: - # Appearing: d6 Stomp [Multi-Attack]: Two Hooves.
Senses: Blindsense Hooves [Melee Attack]: 2 (d4 plus 2 (d4 if
Immune: Poison Prone)).
Weak: Cold, Fire
Status Immunities: Blinded, Fatigue, Prone
ABILITIES
Consume [Endure]: Any Being that shares its
space is Burning (2d8). A Being that dies this
way is dissolved, and becomes another green
slime.
Living Disease: Any effect that ends the
Sickened Status instantly kills this Being.
Sticky: Automatically grapples any Being that
shares its space. Attempts to break its grapples
are Hindered.

Griffon TL: 2.4


Large Cryptid
Mimic TL: [0.2/1.3/2.5]
Hybrid creatures displaying both the head, [Small/Medium/Large] Cryptid
wings, and forelegs of an eagle, and hind-
Tends to shapeshift into chests, chairs, and
quarters of a lion. Known to pick up horses
doors, lying in wait for undiscerning prey.
and drop them for sport.
HD: [1/5/10] ([1/22/45] hp) Speed: 25’
HD: 7 (31 hp) Speed: 25’ (Fly 60’)
Zone: Frontline Morale: 7 # Appearing: 1
Zone: Frontline Morale: 8 # Appearing: d4
Senses: Darksight
Weak: Shock
Resistance: Acid
ACTIONS ACTIONS
Raptor Strike [Multi-Attack]: Two Claws and
Bite [Melee Attack]: [2/4/9] ([d4/d8/2d8]) and
a Beak. If both Claw attacks hit, this Beak
Grappled if the Target is its size or smaller. This
automatically hits.
attack always hits a Target Grappled by this
Beak [Melee Attack]: 9 (2d8)
attack.
Claw [Melee Attack]: 2 (d4) and Grappled if
Mimic: It takes on the appearance of an Object
it’s this Being’s second Claw attack to hit it this
that is its size or smaller for the Duration
Turn.
(Focus).

Ogre TL: 1.1


Medium Cryptid
Terrifying mutant brutes that often dwell in
caves.

HD: 4 (18 hp) Speed: 30’


Zone: Frontline Morale: 9 # Appearing: 2d6
ACTIONS
Greatclub [Melee Attack]: 4 (d8)
ABILITIES
Hulking: Counts as Large for Grapples and
Shoves.

56 5
CHAPTER 14: STATBLOCKS // BESTIARY

Ogler
Oglers are greedy, pompous creatures that
are out-of-touch with reality by their very
nature. Their incredible mind is always driven
insane by arrogance and the insatiable desire
to rule over all. They are known to claim the
works of their subjects as their own, enforce
overreaching taxes, and trick others into
outrageous deals.
Ogler TL: 7.3
Large Outer (Beyonder)
HD: 12 (54 hp) Speed: 0’ (Fly 30’)
Zone: Backline Morale: 8 # Appearing: 1
Senses: Darksight, Telepathy
Armor: 3 [(+2) Hide]
Immune: Psychic
Status Immunities: Prone
ACTIONS
Eyebeam Barrage: Uses its Eyebeam Action d6
times (on duplicates, it uses a Death Beam).
Ochre Jelly TL: [0.5/2.4] Eyebeam [Cast, Bolt]: Roll d8 for each:
[Small/Medium] Primordial (Slime) 1 Charm [Will]: Charmed (Cd4 Rounds, or
until it takes damage).
Ochre-colored pudding that leaves a 2 Death [Endure]: 14 (4d6)
suspiciously clean trail as it moves along. 3 Fear [Will]: Frightened (Cd4 Rounds).
4 Kinesis [Endure]: Restrained (1 Round).
HD: [3/6] ([3/27] hp) Speed: 10’ 5 Paralysis [Endure]: Paralyzed (Cd4 Rounds).
Zone: Frontline Morale: 12 # Appearing: d3 6 Petrify [Will]: Transformed into a stone
Senses: Blindsense statue (until this Being dies).
Immune: Acid, Shock, Slash 7 Sleep [Will]: Unconscious (Cd6 Rounds, or
Status Immunities: Blinded, Charmed, Fatigue, woken up).
Frightened, Prone 8 Slow [Will]: Speed reduced to 10’ for Cd4
ACTIONS Rounds.
Pseudopod [Melee Attack]: [3/7] ([d6/2d6]) Bite [Melee Attack]: 4 (d8)
ABILITIES ABILITIES
Amorphous: It can enter the space of other Antimagical Cone: No Cast Check in a Far Cone
Beings and openings as small as 1 inch without originating from its central eye passes.
squeezing. Telepath: It can’t be surprised.
Pudding Split: If it is larger than Small and
subjected to shock or slash, it splits into two
Ochre Jellies that have half its current Health,
round up, and are one size smaller.

6 57
CHAPTER 14: STATBLOCKS // BESTIARY

Omlarcat TL: 2.0


Large Cryptid (Beast)
Panther-like beasts with a bizarre array of
tentacles, and a natural displacement magic
caused by molecular vibrations in its fur.

HD: 6 (27 hp) Speed: 40’


Zone: Frontline Morale: 9 # Appearing: 2d4
Senses: Darksight
Armor: 1 (as Hide)
Weak: Psychic
ACTIONS
Whiplash [Multi-Attack]: Two Tentacle attacks
and a Claw attack.
Tentacle [Melee Attack 10’]: 5 (2d4)
Claws [Melee Attack]: 5 (2d4)
ABILITIES
Displacement: Attack and Cast Checks that
directly Target it have a -2 penalty. Potead TL: [0.6/1.4/2.5]
[Small/Medium/Large] Artificial
Owl TL: 0.2
HD: [1/5/8] ([1/22/36] hp) Speed: 15’
Small Beast Zone: Frontline Morale: 7 # Appearing: 2d6
HD: 1 (1 hp) Speed: 5’ (Fly 60’) Armor: 2 [as Stone]
Zone: Midline Morale: 6 # Appearing: 1 Immune: Fire, Poison, Psychic
Senses: Darksight Weak: Blunt
ACTIONS ACTIONS
Talon [Melee Attack]: 1 Slam [Melee Attack]: [2/4/9] ([d4/d8/2d8])
ABILITIES ABILITIES
Nimble: Attacks against it can’t be Favored if it can Immutable: It can’t be transformed.
Move.
Rat TL: 0.2
Owlbear TL: [0.8/2.1]
Small Beast
[Medium/Large] Cryptid (Beast) HD: 1 (1 hp) Speed: 30’
Monsters with the head of an owl and body of Zone: Midline Morale: 3 # Appearing: 3d6
a bear. Often found in forests and caves. Senses: Darksight
ACTIONS
HD: [2/5] ([9/22] hp) Speed: 40’ (Climb) Bite [Melee Attack]: 1 and Sickened (Cd6 Days).
Zone: Frontline Morale: 10# Appearing: 2d4
ABILITIES
Armor: 1 (as Hide)
Nimble: Attacks against it can’t be Favored if it can
ACTIONS Move.
Raptor Strike [Multi-Attack]: Two Claws and Pack Hunter: Targets within 5 feet of one of this
a Beak. If both Claw attacks hit, this Beak Being’s Allies are Vulnerable to its attacks.
automatically hits.
Beak [Melee Attack]: [3/7] ([d6/2d6])
Claw [Melee Attack]: [1/3] ([d3/d6]) and
Grappled if failed by 5 or more.

58 1
CHAPTER 14: STATBLOCKS // BESTIARY

Rat, Giant TL: 0.8


Medium Beast
HD: 1 (4 hp) Speed: 30’
Zone: Midline Morale: 3 # Appearing: 2d6
Senses: Darksight
ACTIONS
Bite [Melee Attack]: 1 (d3) and pass [Endure]
or become Sickened (Cd6 days).
ABILITIES
Nimble: Attacks against it can’t be Favored if it can
Move.
Pack Hunter: Targets within 5 feet of one of this
Being’s Allies are Vulnerable to its attacks.

Rumptifusel TL: 1.5


Medium Cryptid
HD: 3 (13 hp) Speed: 15’ (Climb)
Zone: Frontline Morale: 3 # Appearing: d4
Senses: Darksight Skeleton TL: 0.8
Weak: Poison Medium Undead
ACTIONS HD: 1 (4 hp) Speed: 30’
Exsanguinate [Multi-Attack]: Either two Drains Zone: Midline Morale: - # Appearing: d6
or a Cloak and a Drain Resist: Pierce, Slash
Drain [A Target it is Grappling]: Drained of 2 Weak: Blunt, Holy; Physical from silvered
(d4) Health weapons
Cloak [Grapple]: Grappled Status Immunities: Fatigue, Sickened,
ABILITIES Unconscious
Cloaking: While it has a Target Grappled, any ACTIONS
damage dealt to it is halved and also dealt to Weapon [Melee Attack]: 4 (d8) or (by Weapon)
the Target.
Zombie TL: 0.50
Rust Monster TL: 1.4 Medium Undead
Medium Cryptid HD: 2 (9 hp) Speed: 20’
HD: 5 (22 hp) Speed: 40’ Zone: Frontline Morale: - # Appearing: 3d8
Zone: Frontline Morale: 7 # Appearing: d2 Senses: Darksight
Senses: Darksight Weak: Holy; Physical from silvered weapons
Armor: 1 [as Carapace] Status Immunities: Berserk, Charmed, Confused,
Resistance: Acid Fatigued, Frightened, Sickened
ACTIONS ACTIONS
Antenna [Cast, Touch (metal Object)]: Rust Bite [Melee Attack]: 3 (d6)
Touch ABILITIES
Bite [Melee Attack]: 3 (d6) Zombie: It can’t be reduced below 1 Health
ABILITIES unless the damage is dealt by a Crit or damage
Rust Touch: Nonmagic metal Items that make it is Weak to.
contact with it corrode in the following ways:
◆ Armor has its Armor Rating reduced by 1
each time this occurs, dissolving if reduced
to 0.
◆ Weapon damage dice are reduced by one
size after the damage roll resolves each time
this occurs. If the Weapon’s damage die is
a d4 when it deals damage, it is destroyed.
◆ All other Item are destroyed on a roll of 1
on a d4.

4 59
APPENDICES
Appendix A: d20 Table
If you don’t have a set of dice handy, you can use the following table to determine d20 Checks.
Just close your eyes and point to a number on this page to determine your roll.

4 6 15 13 1 8 7 10 19 14 3 12 5 2 18 20 11 16 17 9
9 15 4 2 10 17 16 19 8 3 12 1 14 11 7 13 20 5 6 18
17 11 1 4 18 9 10 7 2 13 20 5 14 15 19 3 6 12 13 8
16 2 11 9 17 4 3 6 20 10 19 15 12 13 14 18 7 8 1 5
11 17 4 2 1 3 18 17 8 5 14 13 16 9 7 2 10 15 6 12
20 14 5 7 16 12 13 1 15 6 17 8 17 18 2 10 9 4 3 11
18 4 13 11 19 6 5 8 17 16 1 10 3 20 9 2 12 14 15 7
2 8 17 15 3 10 9 12 16 4 5 14 7 1 20 6 13 18 19 11
5 1 10 8 6 3 20 19 14 9 2 7 15 17 16 13 18 11 12 4
12 16 9 1 11 4 5 2 17 12 9 6 7 10 16 18 8 14 15 3
3 20 12 10 18 15 10 7 16 11 14 9 2 5 15 17 8 13 14 20
14 12 1 1 13 6 8 4 5 7 11 2 9 16 4 16 3 20 13 15
19 13 4 6 18 11 12 9 20 5 16 7 14 17 15 1 8 3 2 10
10 16 5 4 9 18 13 5 9 4 7 12 20 18 8 10 1 6 7 19
7 19 8 17 6 1 17 17 12 20 4 11 2 9 5 13 18 9 10 16
8 14 10 6 9 20 15 18 11 2 5 13 16 6 10 10 3 20 9 1
1 5 14 20 17 7 6 9 18 13 18 11 6 20 19 9 12 15 16 8
13 19 6 12 7 11 6 3 16 1 10 1 8 5 11 17 2 3 14 4
15 14 16 2 16 3 12 5 14 19 6 7 10 13 3 5 4 1 2 16
6 17 9 8 7 14 1 4 13 8 15 2 19 20 16 12 5 10 11 19
17 16 19 8 3 12 1 14 11 10 8 6 3 20 19 14 9 2 7 3
9 10 7 2 13 20 5 14 15 9 1 11 4 5 2 17 12 9 6 6
4 3 6 20 10 19 15 12 13 12 10 18 15 10 7 16 11 14 9 11
3 18 17 8 5 14 13 16 9 1 1 13 6 8 4 5 7 11 2 18
12 13 1 15 6 17 8 17 18 4 6 18 11 12 9 20 5 16 7 13
6 5 8 17 16 1 10 3 20 5 4 9 18 13 5 9 4 7 12 18
10 9 12 16 4 5 14 7 1 8 17 6 1 17 17 12 20 4 11 9
5 14 13 16 9 7 2 10 15 6 12 5 4 9 18 13 5 9 4 7
For example, any Enemy Turns would be
Appendix B: Terminology “off-turn” to a Hero.
The following terms are used throughout the book object (n): something without sentience.
to describe how the game is played. penalty (n): a negative modifier on a roll,
ability (n): any actable mechanic of a Being, with a maximum of 0.
described as a Trait or a Feature. provoked (adj): a Check a Hero is forced to
acting (v): using a Move or Action on a Turn. make.
ally (n): a friendly Being to the subject. quest (n): a playable story for the Heroes.
ancestry (n): a species of Beings able to be resolves (v): once an action impacts the story.
taken as a Hero option for Traits. For example, a damage roll resolves when the
being (n): anything with sentience. damage is dealt.
being type (adj): A classification for Beings as result (n): the value of a roll once all dice
a quick description of their biology, essence, used for the roll have been added together.
and nature. The following Being Types are round (n): 10 seconds of time.
used: scene (n): a sequence of actions in the
◆ Artificials are sentient Objects. narrative encompassing roughly 10 minutes
◆ Beasts are animals that aren’t Humanlike. of time.
◆ Cryptids are bizarre monsters who often structure (n): construction of Objects large
birth myths and shape folklore. enough to house or support Beings.
◆ Fae are supernatural forest spirits, hags, and target (n): Something subjected to an Action.
sprites. trait (n): an Ability granted through
◆ Humanlike are humanoids of similar an Ancestry, typically always describes
biology to humans. something biological about the Being.
◆ Outers are extraplanar creatures such as turn (n): when a Group is allowed to act
beyonders, divines, and hellspawn. during Combat.
◆ Primordials are elementals, plant-like, and unsecured (adj): the Object isn’t Equipped
oozen creatures. or fastened to a Structure.
◆ Undead are cursed to undeath, such as vehicle (n): a mobile, mountable Object.
zombies, vampires, and skeletons. whiff (n): an unmodified d20 roll of 1.

bonus (n): a positive modifier to a roll, with


a minimum of 0.
class (n): a Heroic archetype which grants
Features.
crit (n): an unmodified d20 roll of 20.
enemy (n): any Being who is hostile toward
the subject in question.
explodes (v): use the result on the die and
roll it an additional time, adding the new
result to the previous.
feature (n): an ability granted through a
Class or Perk.
hero (n): a player’s character.
item (n): an Object that can be lifted and
carried by a Medium-sized humanoid.
mount (n): a Being ridden by another Being.
non-player character/NPC (n): any character
not controlled by a player.
off-turn (n): the Turns of opposing forces to
the Being that is the subject of this mechanic.
Appendix C: Quest Sheets

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