Root RPG Reference

Basic Moves

Attempt a Roguish Feat

When you attempt a roguish feat you are skilled in, say your goal and roll with Finesse. On a hit, you achieve your goal. On a 7–9, mark exhaustion or one risk of your feat (GM's choice) comes to bear. When you attempt a roguish feat you are NOT skilled in, you are trusting fate.

Feat Risks
Acrobatics Break something, detection, plunge into danger
Blindside Draw unwanted attention, leave evidence, plunge into danger
Counterfeit Leave evidence, take too long, weak result
Cover Up T&O Detection, expend resources, take too long
Disable Device Break something, draw unwanted attention, expend resources
Hide Expend resources, leave evidence, take too long
Mastermind T&O Draw unwanted attention, plunge into danger, take too long
Pick Lock Break something, detection, plunge into danger
Pickpocket Leave evidence, take too long, weak result
Set Trap T&O Detection, expend resources, leave evidence
Sleight of Hand Draw unwanted attention, leave evidence, weak result
Sneak Break something, draw unwanted attention, plunge into danger
Tracking T&O Detection, plunge into danger, take too long
Use Device T&O Break something, plunge into danger, weak result
Figure Someone Out

When you try to figure someone out, roll with Charm. On a 10+, hold 3. On a 7–9, hold 1. While interacting with them, spend your hold 1 for 1 to ask their player a question:

  • is your character telling the truth?
  • what is your character really feeling?
  • what does your character intend to do?
  • what does your character wish I'd do?
  • how could I get your character to _____?
Persuade an NPC

When you persuade an NPC with promises or threats, roll with Charm. On a 10+, they see things your way, provided you have given them a strong motive or reasonable bribe. On a 7–9, they aren't sure; the GM will tell you what you need to do to sway them.

Read a Tense Situation

When you read a tense situation, roll with Cunning. On a 7–9, ask 1. On a 10+, ask 3. Take +1 when acting on the answers.

  • what's my best way out / in / through?
  • who or what is the biggest threat?
  • who or what is most vulnerable to me?
  • what should I be on the lookout for?
  • who is in control here?
Trick an NPC

When you trick an NPC to get what you want, roll with Cunning. On a hit, they take the bait and do what you want. On a 7–9, they can instead choose one:

  • they hesitate; you shake their confidence or weaken their morale
  • they stumble; you gain a critical opportunity
  • they overreact; take +1 forward against them
Trust Fate

When you trust fate to get through trouble, roll with Luck. On a hit, you scrape by or barrel through; the GM will tell you what it costs you. On a 10+, fortune favors the bold; your panache also earns you a fleeting opportunity.

Wreck Something

When you wreck something, roll with Might. On a hit, you seriously break it; it can't be used again until it's repaired. On a 7–9, you're imprecise and dangerous; you cause collateral damage, attract attention, or end up in a bad spot, GM's choice.

Help or Interfere

When you help or interfere with another vagabond, mark exhaustion to add +1 or -2 to their roll (after rolling). Mark exhaustion again to select one of the following:

  • conceal your help or interference
  • create an opportunity or obstacle
Plead with a PC

When you plead with a PC to go along with you, they clear 1-exhaustion if they agree to what you've proposed. You may use this move only once per session.

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Weapon Moves

Basic Weapon Moves

Engage in Melee

When you engage an enemy in melee at close or intimate range, roll with Might. On a hit, trade harm. On a 10+, pick 3. On a 7–9, pick 1.

  • inflict serious (+1) harm
  • suffer little (-1) harm
  • shift your range one step
  • impress, dismay, or frighten your foe
Grapple an Enemy

When you grapple with an enemy at intimate range, roll with Might. On a hit, you choose simultaneously. Continue making choices until someone disengages, falls unconscious, or dies. On a 10+, you make one choice first, before beginning to make simultaneous choices.

  • you strike a fast blow; inflict injury
  • you wear them down; they mark exhaustion
  • you exploit weakness; mark exhaustion to inflict 2-injury
  • you withdraw; disengage to close range
Target Someone

When you target a vulnerable foe at far range, roll with Finesse. On a hit, you inflict injury. On a 10+, you can strike again before they get to cover—inflict injury again—or keep your position hidden, your choice.

Special Weapon Moves

Battle Fury T&O

When you fling yourself into a fury of weapon, tooth, and claw in an all-out attack at intimate range, mark wear on your weapon and roll with Luck. On a hit, fill your exhaustion track. For each box your mark, inflict 2-injury on your target. Ona a 7–9, your target also inflicts their harm upon you. This move does not require the weapon to be tagged with intimate range; weapons with close range may also be used.

Charge T&O

When you charge at an opponent at far range, mark exhaustion and roll with Might. On a hit, they must choose to either mark 2-exhaustion or allow you to push them— you say where they are driven, and you say what range you now stand at. On a 10+, inflict morale harm on them as well.

Cleave

When you cleave armored foes at close range, mark exhaustion and roll with Might. On a hit, you smash through their defenses and equipment; inflict 3-wear. On a 7–9, you overextend your weapon or yourself: mark wear or end up in a bad spot, your choice.

Confuse Senses

When you throw something to confuse an opponent's senses at close or intimate range, roll with Finesse. On a hit, you've thrown them off balance, blinded them, deafened them, or confused them, and given yourself an opportunity. On a 10+, they have to take some time to get their bearings and restore their senses before they can act clearly again. On a 7–9, you have just a few moments.

Disarm

When you target an opponent's weapon with your strikes at close range, roll with Finesse. On a hit, they have to mark 2-exhaustion or lose their weapon—it's well out of their reach. On a 10+, they have to mark 3-exhaustion instead of 2.

Frightful Flourish no tag R&E

When you flourish your weapon in a fanciful and terrifying way when you engage a new enemy, roll with Charm. On a hit, your new opponent suffers 2-morale harm as you demonstrate your battle prowess, but your must mark an exhaustion as you over-exert yourself in the frightening performance. On a 10+, your martial display only bolsters your resolve; you do not mark exhaustion.

Hammerpaws no tag T&O

When you come to blows with an armed opponent at close or intimate range while you are unarmed, roll with Finesse. On a hit, they inflict their harm on you. On a 7–9, choose 2. On a 10+, choose 3.

  • you inflict 2-exhaustion on your opponent
  • you shift your range one step
  • you deflect some of their incoming blows; suffer little (-1) harm
  • you inflict wear on their equipment with precise strikes
  • you take an object from them; they must mark exhaustion to stop you
Harry a Group

When you harry a group of enemies at far range, mark wear and roll with Cunning. On a 10+, both. On a 7–9, choose 1:

  • inflict 2-morale harm
  • they are pinned or blocked
Hurl no tag T&O

When you hurl a weapon or dangerous object not intended for throwing at an enemy at far range, mark exhaustion and roll with Might. On a hit, your hurled weapon strikes your target; mark wear on the weapon and inflict 1-injury and 1-exhaustion on your target. On a 7–9, choose 1. On a 10+, choose 2.

  • mark an additional wear on the hurled item to inflict an additional 1-injury
  • the hurled item rebounds to somewhere reachable, instead of out of sight or out of reach
  • your target is knocked off their feat by the throw
Improvise a Weapon no tag

When you make a weapon out of improvised materials around you, roll with Cunning. On a hit, you make a weapon; they GM will tell you its range tag and at least one other beneficial tag based on the materials you used. On a 7–9, the weapon also has a weakness tag.

Long Shot T&O

When you pull hard on your bow's draw to extend its range beyond far, mark wear and exhaustion to roll any far range weapon move (target someone, pinpoint shot, etc.) with Might instead of the move's normal stat, paying the additional cost(s) of the weapon move as well. This weapon skill requires your weapon to be tagged with far range, this skill, and the tag for whatever weapon move you are using (if needed).

Lunge T&O

When you make an outright lunge at a foe within close range, choose an amount injury between 1-injury and 3-injury and roll with Finesse. On a hit, you inflict that amount of injury—ignoring armor—but if your target survives (or if other foes are present) they can take advantage of your over-extension to inflict the same amount on you. On a 7–9, they can inflict 1-injury more upon you than you had originally chosen to inflict upon them.

Paired Fighting T&O

When you and another vagabond pair fight back to back against foes at close range, you each mark exhaustion and one of you rolls with the following modifiers (max +3):

  • +1 if you have a connection with each other
  • +1 if you are outnumbered
  • +1 for every 2 additional exhaustion you mark between the two of you

On a hit, you together inflict 1-injury on every foe within close range (or 3-injury total against a group), and you each suffer 1-injury. On a 7–9, choose 1. On a 10+, choose 2.

  • you each suffer little (-1) harm
  • you inflict an additional 2-injury to any single target (including a single group) of your choice
  • you inflict 2-morale harm
  • you create a path for the two of you to retreat or advance
Parry

When you try to parry the attacks of an enemy at close range, mark exhaustion and roll with Finesse. On a hit, you consume their attention. On a 10+, all 3. On a 7–9, pick 1.

  • you inflict morale or exhaustion harm (GM's choice)
  • you disarm your opponent; their weapon is out of hand, but in reach
  • you don't suffer any harm
Pinpoint Shot T&O

When you take the time to fire a shot at far range with pinpoint accuracy, roll with Cunning. On a hit, you put the shot exactly where you choose:

  • if you target an NPC's weak point, inflict 3-injury (unblockable by armor)
  • if you target a piece of equipment's weak point, inflict 2-wear
  • if you target something in the environment, you strike it, cut it, or break it as appropriate

On a 7–9, your current vantage point isn't quite right; you need to move to a better one before you can make the perfect shot. Mark exhaustion to scramble there, and then choose as normal.

Point-Blank Shot T&O

When you fire a shot at point-blank range (intimate range), mark any combination of up to 2-wear and up to 2-exhaustion, and roll with Luck. On a hit, you put your shot into your target; inflict injury equivalent to the wear and exhaustion you marked, combined. On a 10+, you can also skip back after your shot, moving to close range before your opponent can grab you or otherwise retaliate. Your weapon does not need to be tagged with intimate range to use this weapon skill.

Pommel Strike R&E

When you deftly use the enlarged pommel of your weapon to strike an enemy at intimate range (even with a weapon not tagged for intimate range), roll with Luck. On a hit, they mark 2-exhaustion. On a 10+, they must also pick 1:

  • you seize an advantageous position in the fight
  • you shake their confidence; inflict 1-morale harm
  • you knock them off-kilter; their next blow does -1 harm
Quick Shot

When you fire a snap shot at an enemy at close range, roll with Luck. On a hit, inflict injury. On 7–9, choose 1. On a 10+, choose 2.

  • you don't mark wear
  • you don't mark exhaustion
  • you move quickly and change your position (and, if you choose, range)
  • you keep your target at bay—they don't move
Storm a Group

When you storm a group of foes in melee, mark exhaustion and roll with Might. On a hit, trade harm. On a 10+, choose 2. On a 7–9, choose 1.

  • you show them up; you inflict 2-morale harm
  • you keep them off-balance and confused; you inflict 2-exhaustion
  • you avoid their blows to the best of your ability; you suffer little (-1) harm
  • you use them against each other; mark exhaustion again and they inflict their harm against themselves
Surprise Jab R&E

When you strike with a surprise weapon at intimate range, mark exhaustion and roll with Finesse. On a hit, inflict your weapon's harm. On a 10+ pick 3. On a 7–9, pick 1.

  • you inflict serious (+1) harm (you may pick this option multiple times)
  • your enemy must mark 2-exhaustion or drop what they are holding
  • you seize something vulnerable from them (item, position, etc.)
Sweep R&E

When you sweep your bow at an enemy or group or enemies at close range (even with a bow not tagged with close range), mark exhaustion and roll with Finesse. On a 7–9, you succeed; they scatter and fall back a range, creating an opportunity for you or your allies. On a 10+, pick one as well:

  • they stumble and slip, buying you more time
  • they crash into each other; inflict 1-injury
  • they are frightened or dismayed; inflict 1-morale harm
Switch Hands

When you shift your grip to change your dominant hand in the middle of an extended bout with a foe, roll with Finesse. On a 7–9, choose 1. On a 10+, choose 2:

  • your new dominant hand is fresher; clear 2-exhaustion
  • your opponent is startled by the shift; they mark morale harm
  • your shift gives you an immediate opportunity; mark exhaustion to seize it and inflict 2-injury
Trick Shot

When you fire a clever shot designed to take advantage of the environment at any range, mark wear and roll with Finesse. On a 7–9, choose 2. On a 10+, choose 3.

  • your shot lands in any target of your choice within range, even if it's behind cover or hidden (inflicting injury or wear if appropriate)
  • your shot strikes a second available target of your choice
  • your shot cuts something, breaks something, or knocks something over, your choice
  • your shot distracts an opponent and provides an opportunity
Vicious Strike

When you viciously strike an opponent where they are weak at intimate or close range, mark exhaustion and roll with Might. On a hit, they suffer serious (+1) harm and cannot mark wear on their armor to block it. On a 10+, you get away with the strike. On a 7–9, they score a blow against you as well.

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Reputation Moves

Ask for a Favor

When you ask for a reasonable favor based on your reputation, roll with Reputation with the appropriate faction. On a hit, they'll grant you what you want. On a 7–9, it costs your rep a bit; clear prestige or mark notoriety, your choice. On a miss, they refuse and view you with suspicion; mark notoriety.

Reputation Favor
+2, +3 Minor military backup, 5- or 6-Value in monetary or physical resources
+1 Free equipment repair, full depletion resupply, a comfortable place to stay
+0 Information, one or two boxes of depletion resupply, a barebones place to stay
-1 A few moments to hear you out
-2, -3 A head start
Meet Someone Important

When you meet with someone important for the first time, roll with Reputation for their faction. On a hit, you're aware of their reputation (if any), and they're aware of yours (if any). On a 7–9, pick one. On a 10+, both.

  • you've heard stores; ask a question about them, and the GM will tell you one story you've heard about them or their interests as an answer
  • they've heard something in your favor; take +1 forward when you first try to play up your connection with them and their faction

On a miss, you only know the basics about them, and they've heard stores about you and things you've done, true or false—prepare for major complications.

Endorse a New Leader +1 T&O

When you openly endorse an individual as the new leader of a faction's forces and/or presence in a clear, roll with Reputation with that faction. On a hit, you throw your support behind that individual and the faction's representatives in that clearing react. On a 7–9, the GM chooses 2. On a 10+, the GM chooses 1.

  • the faction's current leadership in the clearing is directly opposed; you need to handle them before your endorsed candidate can take over
  • the denizens of the clearing aren't on board; you need to speak to denizen leadership and convince them, or expect direct opposition
  • the faction's enemies in the clearing want to take advantage of the shift in power; keep an eye out for conspiracies and plots

On a miss, after you publicly announce your support something new and dangerous is revealed about the leadership or the individual you endorsed that reframes the situation.

Vilify a Leader +1 T&O

When you openly vilify an existing leader of a faction's forces and/or presence in a clearing, roll with Reputation with that faction. On a hit, you've stirred up dissent—the leader's departure from power is set in motion. They will be removed from power when the next time passes…unless they take other action (alliances, use of force, etc.) to quash the dissent. In the meantime, on a 7–9, the GM chooses 2. On a 10+, the GM chooses 1.

  • your words are taken up and elaborated upon; resistance to the leader you targeted threatens to get out of control, involving violence or arson
  • the leader (or their defenders and supporters) grows more radical in their defensiveness; they will respond to any threats to their position with force
  • you are singled out for your blunt outspokenness; expect reprisals

On a miss, your words wind up stoking opposition—more denizens, agents, and faction members come out in support of the leader you tried to vilify.

Draw Attention -2

When you try to publicly draw attention to yourself as an enemy of a faction, roll with Reputation for that faction, treating it as positive (+2 or +3) for this roll. On a hit, you draw out the faction's resources to oppose you; brace yourself. On a 7–9, choose 1; on a 10+, choose 2.

  • the faction employs significant military strength to chase you down
  • the faction deploys an available, capable NPC agent (of your choice) to chase you down
  • the faction is rattled by your threat; mark 2-notoriety with them

On a miss, your enemies are already moving against you quietly; the GM tells you how they catch you unprepared.

Intimidate Enemy Troops -2 T&O

When you draw attention to yourself and threaten enemy troops by wielding your Reputation through an intimidating display, roll with Reputation with the enemy's faction, treating it as positive (+2 or +3) for this roll. On a hit, you put feat into the enemy. On a 7–9, pick 1. On a 10+, pick 2.

  • the enemy troops won't act until their leader makes a rallying speech or cry to them—the leader is exposed and vulnerable to attack
  • the enemy troops will target you, above all else, when they attack
  • the enemy troops are rattled; inflict 2-morale harm on the group

On a miss, the enemy is invigorated by their anger at you, and they act right now, in full force.

Forge Resistance +2 R&E

When you promise to lead a group of downtrodden NPCs when they are faced with a frightful situation, desperate odds, or organized oppression, roll with your Reputation for their faction. On a hit, they rally, finding new strength in your words; they coalesce into an appropriately-sized group that will follow you. On a 10+, a capable leader also emerged from the group to lead alongside you; they will tell you what you need to do to inspire them to lead on their own. On a miss, your attempt to hearten the downtrodden draws unwanted attention from their enemies, trampling the hope you wished to foster; mark 2-notoriety with those you tried to lead and brace yourself for their enemies.

Sway an NPC +2

When you try to sway an open or vulnerable NPC by appealing to their belief in your reputation roll with Reputation for their faction. On a hit, you can change their mind about the world; say what you want them to believe, and the GM will rewrite their drive accordingly. On a 7–9, you use up some goodwill; clear 3-prestige. If you don't have enough prestige to clear, mark the remainder in notoriety. On a miss, the NPC takes the wrong message away from what you say; the GM will rewrite their drive accordingly.

Call Upon the Enemies of Your Enemies -3 R&E

When you spread word that you're looking for allies against a powerful foe in the area, roll with your Reputation with that foe's faction, treating Reputation as positive (+3) for this roll. On a hit, you discover powerful allies who are willing to help, but they're beset by their own internal squabbles. On a 7–9, you realize that your foe has eyes and ears amongst them; you risk exposing your new friends to serious consequences if you move them to action while the traitor is still active. On a miss, your foolish call for help leads you right into a trap set by your enemies.

Make a Pointed Threat -3

When you make a pointed threat to an NPC by wielding your reputation, roll with Reputation for their faction, treating it as positive (+3) for this roll. On a 10+, they are rattled; they must surrender, retreat, or charge, GM's choice. On a 7–9, you must make a demonstration of your dangerous intent first, before they are rattled. On a miss, your reputation precedes you; they reveal how they prepared for someone like you.

Command Resources +3

When you command an NPC to give your significant, valuable resources, roll with Reputation for their faction. On a 10+, you get what you need as soon as they can get it to you. On a 7–9, they impose a condition on how you can use the resources, or what you must return to the faction in recompense. On a miss, they don't have what you need, but they tell you a way you can get it at a steep cost or some serious difficulty.

Lead Troops in Battle +3

When you lead troops of a faction in battle, roll with Reputation with that faction. On a hit, they accept you as their commander for the fight. On a 7–9, hold 2. On a 10+, hold 3. Spend your hold 1-for-1 during the fight to commit them to:

  • take a hold a location
  • rout a substantial enemy presence
  • take an enemy leader captive
  • destroy a fortification or resource
  • defend a group or location

On a miss, your troops engage in battle but with a confused command structure—they wind up embroiled in chaotic battle across the entire area, and in their confusion, they're losing.

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Travel Moves

Travel Through the Forest

When you travel from clearing to clearing through the forest, the band collectively decides how it travels and one member of the band rolls for the group:

  • slowly, foraging heavily: everyone clears 2-depletion; the band collectively marks an exhaustion for each band member; -1 to the roll
  • carefully, avoiding trouble: the band collectively marks one depletion or exhaustion for each band member; +1 to the roll
  • as quickly as possible: everyone marks exhaustion and depletion; +2 to the roll

On a hit, you pass through the forest to any clearing on the other side. Along the way, one of you spots an interesting site; you leave markers so you can return after you finish your trip. On a 10+, the transit is largely safe. On a 7–9, something from the forest is following you; you can let it track you, or every vagabond marks exhaustion to lose it. On a miss, you run afoul of one of the forest's dangers during the trip, and you can't escape it easily; deal with it before you can reach the clearing on the other side.

Travel Along the Path

When you travel from clearing to clearing along the path, the band collectively decides how it travels and one member of the band rolls for the group:

  • at a relaxing pace: everyone clears 3-exhaustion; the band collectively marks a total of 2-depletion; -1 to the roll
  • at an average pace: everyone clears 2-exhaustion; the band collectively marks 1-depletion; +0 to the roll
  • safely, quickly, and under the radar: the band collectively marks 1-depletion for supplies; +1 to the roll
  • urgently fast: everyone marks exhaustion; +2 to the roll

On a hit, you reach the next clearing in a timely fashion. On a 10+, the trip is uninterrupted and quick. On a 7–9, you encounter something noteworthy on the path— a caravan, a battleground, or something else odd passing through. On a miss, you are caught in the middle of a dangerous situation before you arrive at the next clearing.

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Session Moves

Check Drives

When the session ends, one at a time, each player reads their drives out loud. The players and GM discuss whether the player fulfilled their drive during the session in an instance that wasn't already called out during the session. If they did, and they did not already advance this session for the drive in question, then they advance.

Update Playbook

When the session ends, one at a time, each player may choose one element of their playbook to update or change. They do not have to choose anything, if they don't want to. They may choose one of the following options:

  • Replace one drive with a new drive from any playbook
  • Replace nature with a new nature from any playbook
  • Replace a connection (both type and subject) with a new connection from any playbook
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Ruin Moves

Search for Ruins R&E

When you travel into the forest to search for ruins, one member of the band rolls for the group:

  • if the band has a detailed map of the area, take +1
  • if any vagabond has +2 Luck or greater, take +1
  • if any vagabond has more than 1-injury marked, take -1
  • if the band doesn't have a local guide, take -1

On a hit, you find the site you seek, safely arriving at the gates of the ruins! On a 10+, you discover a safe and inviting area nearby; everyone can clear an exhaustion if you make camp before delving deeper. On a 7–9, you instead spot a threat of the ruins blocking your path forward; you'll have to find a way past or through it to enter the ruins themselves. On a miss, the ruins find you; a threat of the ruins drags you deeper in before you have time to prepare for your delve.

Return from a Forest Ruin R&E

When you return from a forest ruin, the band collectively decides how it travels and one member of the band rolls for the group:

  • calmly and quietly, taking time to retrace your steps: the band collectively marks 1-depletion for each member; +0 to the roll
  • quickly and efficiently, conserving resources: everyone marks 1-exhaustion; +1 to the roll
  • fleeing toward safety: everyone marks 2-exhaustion or 2-injury—their choice—and 2-wear; +2 to the roll

On a hit, you make it to a nearby clearing—carrying whatever you obtained on your delve—and largely avoid the dangers and obstacles of the forest. On a 7–9, your return to civilization, however, is marred by a reminder of the War and its consequences. On a miss, something catches up with you before you can make it out of the forest…or you discover too late that someone you don't trust awaits your return!

Press Forward R&E

When you press forward into a new area of the deep ruins, a member of the band must mark 1-depletion; if you can't or won't mark depletion, a threat of the ruin comes to bear on your band.

Delve Deeper R&E

When you delve deeper into a ruin toward a new level through an open pathway, one member of the band rolls for the group:

  • if every member of the band is free of injury, take +1
  • if the band collectively marks 2-depletion and 2-wear, take +1
  • if the band is dealing with an active threat or crisis, take -2

On a hit, your band moves to the next level of the deep ruins. On a 10+, your descent is auspicious; you find some natural resources or a secure place to camp, your choice. On a miss, you descend…but a serious threat of the ruins comes to bear, trapping you on the lower level until you deal with it or find another route.

Scavenge for Resources R&E

When your band scavenges for resources in the deep ruins, one member of the band rolls a number of dice equal to the level you are on currently, plus however many safe chambers are adjacent to the band's location. Individual vagabonds in the band can spend these dice by their value to:

  • 1–2: recover 1-depletion
  • 3–4: recover 1-depletion and 1-wear
  • 5–6: clear 2-depletion or discover an item worth 3-value

The band can only make this move once per level of the ruins; you must descend to a new level in order to scavenge again.

Make Camp in the Ruins R&E

When your band makes camp in the deep ruins, each member of the band marks any amount of depletion, and one member of the band rolls with the total (max +4, including the bonuses below).

  • if there's a useful resource nearby (water, food, etc.), take +1
  • if there's shelter or security (caves, stone doors, etc.), take +1
  • if a member of the band forgoes any benefits to stand watch, take +1

On a hit, the band gets some rest; each member clears an exhaustion. On a 7-9, each member also picks 1. On a 10+, they instead pick 2:

  • you get some sleep; clear an additional exhaustion
  • you have time for makeshift repairs; clear 1-wear
  • you map the area; take an extra die when scavenging this level

On a miss, the supplies you spend are wasted as a threat of the ruin suddenly comes to bear; tell the GM the watch order, and they will tell you who first spots the danger now upon you.

Retreat Back to the Surface R&E

When you retreat from the ruins back to the surface, one member of the band rolls for the group:

  • if you can chart a course out through safe rooms, take +1
  • if each member of the band marks 1-exhaustion, take +1
  • if the band is retreating in the face of an active threat, take -1
  • if any member of the band is burdened, take -2

On a 10+, you scramble back to the surface, emerging to relative safety wherever you first entered the ruins. On a 7-9, one threat of the ruins blocks your escape; you must deal with it before you can claw your way out. On a miss, you find yourself trapped between an obstacle that blocks your path forward and a threat that won't stop advancing.

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Natures

Activist T&O

Clear your exhaustion track when you publicly confront the leadership fo a clearing about changes you think are vital to the community's success.

Advisor R&E

Clear your exhaustion track when you help uplift an NPC to an influential or leadership position.

Advocate T&O

Clear your exhaustion track when you confront a powerful NPC about their mistreatment of the powerless or weak.

Agent T&O

Clear your exhaustion track when you convince someone influential to allow you to represent their interests.

Arsonist

Clear your exhaustion track when you use needlessly destructive or damaging methods to solve a problem.

Avenger T&O

Clear your exhaustion track when you openly attack those who have wronged you or your sworn vassals and wards.

Bandit T&O

Clear your exhaustion track when you try to use the threat of force to secure valuables from formidable opposition.

Believer T&O

Clear your exhaustion track when you publicly call out a symbol or authority dedicated to beliefs opposed to yours.

Braggart T&O

Clear your exhaustion track when you confidently and publicly accept an excessively perilous challenge.

Broker R&E

Clear your exhaustion track when you convince someone influential to enter a mutually beneficial partnership.

Charitable R&E

Clear your exhaustion track when you gift a valuable treasure to the leaders of a clearing.

Combative

Clear your exhaustion track when you try to start a fight against overwhelming opposition.

Commander T&O

Clear your exhaustion track when you assert authority over a group of non-vagabonds in a tense situation.

Companion T&O

Clear your exhaustion track when you effusively praise a friend to a powerful person or group.

Competitive

Clear your exhaustion track when you take dramatically unnecessary risks to show off.

Cowardly T&O

Clear your exhaustion track when you willingly surrender to hostile forces.

Curious T&O

Clear your exhaustion track when you enter danger to investigate an interesting situation or location further.

Cynic

Clear your exhaustion track when you openly and directly ask dangerous questions about an accepted "truth".

Defender

Clear your exhaustion track when you put yourself in harm's way to defend someone against injustice or dire threat.

Defiant R&E

Clear your exhaustion track when you set out alone to deal with a serious problem without consulting your band.

Dissident R&E

Clear your exhaustion track when you publicly align yourself with someone wronged by the powers-that-be.

Dove R&E

Clear your exhaustion track when you convince a hostile group to give up their fight and disband.

Dutiful

Clear your exhaustion track when you take on a dangerous or difficult task on behalf of another.

Exemplar T&O

Clear your exhaustion track when you publicly take on a challenging task on behalf of the just and those they represent.

Explorer T&O

Clear your exhaustion track when you enter a ruin or other dangerous area of the forest.

Extrovert

Clear your exhaustion track when you share a moment of real warmth, friendship, or enjoyment with someone.

Fool R&E

Clear your exhaustion track when you embarrass an authority by publicly stating a truth no one else wants to tell them.

Generous T&O

Clear your exhaustion track when you provide meaningful quantities of supplies to those in need.

Glutton

Clear your exhaustion track when you overindulge on vices like drink, food, and gambling.

Gossip T&O

Clear your exhaustion track when you reveal new and important information to someone who can act on it.

Handy R&E

Clear your exhaustion track when you agree to help a clearing by repairing a much-needed tool or resource.

Healer T&O

Clear your exhaustion track when you attempt to start a dialogue between two foes from different factions.

Hero T&O

Clear your exhaustion track when you outright attack a dangerous, oppressive, or villainous NPC.

Historian T&O

Clear your exhaustion track when you refuse to allow someone to cover up or obscure the truth.

Hustler T&O

Clear your exhaustion track when you try to spring a con on a powerful or dangerous mark.

Improviser T&O

Clear your exhaustion track when you attempt to solve a technical problem without appropriate tools or skills.

Inspiring T&O

Clear your exhaustion track when you take action that clears the morale track of an NPC or group of NPCs.

Kingpin R&E

Clear your exhaustion rack when you make a public example of someone threatening your business interests.

Kleptomaniac

Clear your exhaustion track when you try to selfishly steal something valuable or important.

Legend T&O

Clear your exhaustion track when you put on a performance in front of a large, attentive audience.

Loner

Clear your exhaustion track when you enter a dangerous situation alone, without backup or assistance.

Martyr T&O

Clear your exhaustion track when you engage overwhelming odds to protect others.

Merchant T&O

Clear your exhaustion track when you carry valuable goods or treasure past danger, difficulty, or blockade.

Muckraker T&O

Clear your exhaustion track when you enter somewhere off-limits to discover incriminating secrets.

Observer T&O

Clear your exhaustion track when you enter a dangerous situation to try to witness a significant or secret event or meet an important individual.

Peacemaker

Clear your exhaustion track when you resolve a dangerous conflict nonviolently.

Perfectionist

Clear your exhaustion track when you replace someone else's existing tool or resource with something truly great.

Perfectionist (alt) R&E

Clear your exhaustion track when you disdainfully refuse something (a deal, an item, payment, etc.) because your (unreasonably) demand better.

Pilgrim

Clear your exhaustion track when you find an expert in a skill you don't possess.

Populist T&O

Clear your exhaustion track when you publicly try to rally a group of denizens to take action against injustice.

Provider R&E

Clear your exhaustion track when you provide comfort, solace, or sustenance to someone otherwise bereft at a cost to yourself or your comrades.

Punisher

Clear your exhaustion track when you tell a powerful ro dangerous villain to their face that you will punish them.

Radical

Clear your exhaustion track when you espouse dangerous ideas to the wrong audience.

Rebellious

Clear your exhaustion track when you grievously insult, defy, or anger figures of authority.

Rescuer R&E

Clear your exhaustion track when you sacrifice an advantage to prioritize saving the lives of the vulnerable.

Rogue T&O

Clear your exhaustion track when you attempt to doublecross, triplecross, or betray a powerful or dangerous NPC.

Romantic R&E

Clear your exhaustion track when you make yourself vulnerable to someone you hope you can trust.

Sage R&E

Clear your exhaustion track when you convince an ordinary denizen to give up on a custom, tradition, or role that no longer serves them.

Schemer T&O

Clear your exhaustion track when you promise valuable resources to a dangerous Woodland figure to secure their aid.

Scion T&O

Clear your exhaustion track when you enter danger to attack the enemies or defend the allies of your parents.

Scrappy R&E

Clear your exhaustion track when you take out a dangerous foe without marking depletion or wear.

Skeptic R&E

Clear your exhaustion track when you openly and dangerously question the motives of a powerful character.

Survivor

Clear your exhaustion track when you try to flee or cover allies' flight from a dangerous or overwhelming situation.

Sworn T&O

Clear your exhaustion track when you openly commit to resolve a dangerous conflict on behalf of someone vulnerable.

Trailblazer T&O

Clear your exhaustion track when you depart ona wild and risky new course of action with others.

Vain T&O

Clear your exhaustion when you make a big show of intervening in a situation that doesn't involve you to help or protect someone.

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Drives

Ambition

Advance when you increase your Reputation with any faction.

Antimilitarist T&O

Advance when you sabotage a non-denizen faction's armies or their ability to wage war.

Atonement T&O

Advance when you earn forgiveness from someone you or your allies previously harmed.

Chaos

Advance when you topple a tyrannical or dangerously overbearing figure or order.

Clean Paws

Advance when you accomplish an illicit, criminal goal while maintaining a believable veneer of innocence.

Crime

Advance when you illicitly score a significant prize or pull off an illegal caper against impressive odds.

Development T&O

Advance when you contribute to a lasting development or improvement to an entire clearing.

Devotion T&O

You follow an organized or folk religion; name it and describe its beliefs. Advance when you get a non-believer to share in one your beliefs or practices.

Discord T&O

Advance when your actions create or intensify a serious conflict between two factions.

Diplomacy R&E

Advance when you aid in forging a treaty, diplomatic venture, or formal agreement between two (or more) conflicting groups.

Discovery

Advance when you encounter a new wonder or ruin in the forests.

Dowser R&E

Advance when you help a clearing discover and claim a valuable natural resource.

Esprit de Corps T&O

Advance when you win a battle against enemy soldiers alongside friends and allies.

Folk Hero T&O

Advance when you perform a significant act of service or heroism on behalf of the denizens.

Folklorist R&E

Advance when you prove a local folktale or legend true or false.

Freedom

Advance when you free a group of denizens from oppression.

Glory T&O

Advance when you defeat a worthy foe in single combat.

Greed

Advance when you secure a serious payday or treasure.

Guardian R&E

Advance when you protect a clearing from a large beast by defeating it or chasing it away.

Infamy

Advance when you decrease your Reputation with any faction.

Justice

Advance when you achieve justice for someone wronged by a powerful, wealthy, or high-status individual.

Loyalty

You're loyal to someone; name them. Advance when you obey their order at a great cost to yourself.

Mysteries T&O

Advance when you discover the truth behind strange phenomena or goings-on within a clearing.

Principles

Advance when you express or embody your moral principles at great cost to yourself or your allies.

Partisan T&O

Name a faction. Advance when you successfully complete a mission given to you by an important member of that faction.

Protection

Name your ward. Advance when you protect them from significant danger, or when time passes and your ward is safe.

Revenge

Name your foe. Advance when you cause significant harm to them or their interests.

Thrills

Advance when you escape from certain death or incarceration.

Traveler T&O

Advance when you replace a valuable or meaningful item with one that represents the local culture.

Wanderlust

Advance when you finish a journey to a clearing.

Wanted T&O

You've got a bounty on your head; name your crime(s). Advance when you defeat or evade capture by a serious threat trying to cash in on your bounty.

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Connections

Battle-Sibling T&O

When you fight side-by-side or back-to-back with them, take +1 ongoing to weapon moves as long as you remain within intimate range of each other.

Confidant T&O

When they come to you in confidence with a problem, mark exhaustion to suggest a course of action to resolve it; if they do as you to the best of their ability, they clear their exhaustion track.

Enabler T&O

When you plead with them to join you in reckless action and they agree, they take +1 ongoing to follow the plan in addition to clearing exhaustion.

Ex-Convict R&E

When you fill in this connection, you each mark 2-notoriety with one faction. When you read a tense situation, you can always ask "What is most valuable here?" for free, even on a miss. Both you and your connection get a +1 when acting on any of your answers.

Family

When you help them fulfill their nature, you both clear your exhaustion track.

Friend

When you help them, you can mark 2-exhaustion to give +2, instead of 1-exhaustion for a +1.

Lover T&O

Once per session when you share a quiet moment of intimacy, just the two of you, choose one:

  • offer them affection; if they accept it, they clear 3-exhaustion
  • make them a promise; you take +1 ongoing to keep your word
Loyalist R&E

When you fill in this connection, you each mark 2-prestige with the faction you once served together. When you ask for a favor from that faction, you may bark 2-exhaustion to take 10+ instead of rolling.

Partner

When you fill in this connection, you each mark 2-prestige with the faction you helped, and mark 2-notoriety with the faction you harmed. During play, if you are spotted together, then any prestige and notoriety gains with those factions are doubled for the two of you.

Professional

If you share information with them after reading a tense situation, you both benefit from the +1 for acting on the answers. If you help them while they attempt a roguish feat, you gain choices on the help move as if you had marked 2-exhaustion when you mark 1-exhaustion.

Protégé T&O

Once per game session, when you spend time training with them, choose one and hold 1:

  • learn tricks of the trade; they choose which roguish feat they teach you, and you may spend hold to attempt that roguish feat as if you had it
  • spar with them; they choose which weapon skill they teach you, and you may spend hold to use that weapon skill as if you had it
  • ask them about how they see the world; spend hold to take +1 forward to prove them right or wrong
Protector

When they are in reach, mark exhaustion to take a blow meant for them. If you do, take +1 ongoing to weapon moves for the rest of the scene.

Refugee R&E

You and your connection are from a clearing that no longer exists. You both share a common cultural practice; when you mark depletion to practice it publicly, a local denizen—either another survivor like yourselves or someone sympathetic to your loss—comes forward to offer you comfort and aid.

Rival T&O

When you challenge them to take a completely unnecessary and excessive risk to prove themselves, they take +1 forward to accept and meet your provocation; if they decline, they mark exhaustion instead

Veteran R&E

When you fight side-by-side or back-to-back with them, both of you have access to the parry weapon move regardless of weapon type, as long as you remain within intimate range of each other. If you choose to inflict morale or exhaustion upon a successful parry, you inflict an additional morale or exhaustion.

Watcher

When you figure them out, you always hold 1, even on a miss. When you plead with them to go along with you, you can let them clear 2-exhaustion instead of 1.

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GM Reference

GM Moves
  • Inflict injury, exhaustion, wear, depletion, or morale (as established)
  • Reveal an unwelcome truth
  • Show signs of an approaching threat
  • Capture someone
  • Put someone in a spot
  • Disrupt someone's plans and schemes
  • Make them an offer to get their way
  • Show them what a faction thinks of them
  • Turn their move back on them
  • Activate a downside of their background, reputation, or equipment
  • After every move, "what do you do?"
Baseline NPCs
  • 1 injury, 1 exhaustion, 0 wear, 1 morale, inflicts 1-exhaustion An average denizen without any real equipment or protection. Fights with claw and paw.
  • 1 injury, 1 exhaustion, 1 wear, 1 morale, inflicts 1-injury An average clearing guard with no notable training or equipment. Fights with chipped swords.
  • 2 injury, 1 exhaustion, 2 wear, 2 morale, inflicts 1-injury Decently trained and equipped guard or soldier, not a conscript. Fights with maintained swords.
  • 3 injury, 2 exhaustion, 3 wear, 2 morale, inflicts 2-injury and 1-wear A brute or a bruiser. A real threat to any individual vagabond, and even tough enough to threaten the band. Fights with a giant axe.
  • 1 injury, 2 exhaustion, 1 wear, 3 morale, inflicts 1-injury A leader, not a fighter. Someone more likely to be in charge, and not try to fight on their own. Fights with a ceremonial weapon.
  • 2 injury, 2 exhaustion, 3 wear, 3 morale, inflicts 1-injury and 1-exhaustion A lieutenant, committed to serving another's cause. Capable and well-trained. Fights with a rapier and dagger combination.
  • 5 injury, 5 exhaustion, 2 wear, 4 morale, inflicts 3-injury A bear. Run.
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