Character Creation
Setup Your Character
1 Choose a playbook. Your playbook is an archetype that
represents the overarching kind of vagabond you are, what
special moves you have, and what kind of jobs you perform.
2 Choose a name, species, and details. Your species
describes what kind of animal you are, and might affect
how other denizens see you. Your details refer to your outward
presentation and demeanor. Circle as many options as apply.
3 Choose where to add +1 to your stats. Your stats represent
your particular strengths and weaknesses, and are used
when you trigger moves. You can add +1 to a stat of your
choice, but you cannot raise a stat beyond +2 at this point.
4 Choose your background. Background questions help
fill in detail about your character’s history. Answer each
background question, either choosing an option and fleshing
it out with some details, or describing a different answer. Your
last two background questions have you mark prestige and
notoriety; mark it on your reputation track as appropriate.
5 Choose your nature. Your nature represents your
character’s innermost self, and way of relieving stress.
Fulfilling your nature helps you clear exhaustion. Select one
nature from the two options.
6 Choose your drives. Your drives represent your character’s
goals and desires. Fulfilling drives earns advancements
for your character. Each drive can earn one advancement per
session. Select two drives from the four options.
7 Choose your moves. Most playbooks get three total moves.
Most get to choose from their list. Choose your special
moves, abilities unique to your character (for now).
8 Choose your roguish feats (if needed). Roguish feats
are special larcenous skills; if they are marked on your
playbook, you are particularly adept at those tasks. Many
playbooks start with feats selected; some have you choose.
9 Choose your weapon skill(s). Weapon skills are special
moves you use with suited weapons. Choose as your
playbook instructs, usually a single skill from the bold options.
10 Spend starting value on equipment. Your starting value
is listed, and you can choose and create equipment with
it. Anything you don’t spend, you keep as coin. Make sure you
fill in your “Burdened” and “Max” Load values.
11 Once everyone is done with their character creation
through step 10, go around and introduce them.
12 Then go around again and do connections. Connections
represent the bonds between the vagabonds. Each player
fills in another vagabond’s name in each connection.
Species
badger • beaver • bluejay • cat • fox • hawk • lizard • mouse
opossum • otter • owl • raccoon • rabbit • squirrel • wolf
Advancements
When you advance by following a drive, choose one from the list:
• Take +1 to a stat (max +2)
• Take a new move from your playbook (max 5 moves from
your own playbook)
• Take a new move from another playbook (max 2 moves from
other playbooks)
• Take up to two new weapon skills (max 7 total)
• Take up to two new roguish feats (max 6 total)
• Add 1 box to any one harm track (max 6 each)
• Take up to two new connections (max 6 total)
You cannot take more than one advance per drive per session.
Names
Aimee • Alvin • Anders • Alyse • Bhea • Billi • Braden • Buford
Cesspyr • Cloak • Cinder • Constance • Dawna • Dewly • Doneel
Dugan • Ellaine • Emmie • Ewan • Eward • Flannera • Fog • Foster
Frink • Gemma • Golden • Greta • Gustav • Harper • Henny
Hinnic • Howerd • Igrin • Ilso • Inda • Irwen • Jacly • Jasper • Jinx
Johann • Kagan • Keilee • Keera • Konnor • Laina • Lindyn • Lockler
Longtooth • Masgood • Mint • Monca • Murty • Nail • Nan • Nigel
Nomi • Olaga • Omin • Orry • Oxley • Pattee • Phona • Pintin
Prewitt • Quay • Quentin • Quill • Quinella • Reece • Rhodia • Roric
Rose • Sarra • Selwin • Sorin • Stasee • Tammora • Thickfur • Timber
Tondric • Ulveny • Ulvid • Ummery • Urma • Vance • Vennic • Vittora
Vost • Wanda • Wettlecress • Whickam • Woodleaf • Xander • Xara
Xeelie • Xim • Yasmin • Yates • Yolenda • Yotterie • Zachrie • Zain
Zoic • Zola
Connections
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.
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 or
notoriety gains with those factions are doubled for the two of you.
Watcher
When you figure them out, you always hold 1, even on a miss. When
you plead with them to go along with you, you can let them clear
2-exhaustion instead of 1.
Friend
When you help them, you can mark 2-exhaustion to give a +2, instead
of 1-exhaustion for a +1.
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.
Family
When you help them fulfill their nature, you both clear your
exhaustion track.