Hero Creation

Vagabond Core Rulebook · pp.20–22

Open source p.20

Hero Creation

Protagonists of the Story, Heroes are the main focus of any game of Vagabond. Hero creation is a four-step process:

1. Ancestry

Choose an Ancestry, which determines your Being Type, Size, and grants you Traits. You can roll above instead.

2. Class

Choose a Class, which gives you Training and Features. You can roll above instead.

3. Stats

Choose your Stats and assign them in any order. You can roll above instead.

4. Gear

You start with 3g (300s) of Wealth to purchase your Gear. There are also Starting Packs you can choose from on (p. 75).

Skills & Passives

The numbers that determine results of rolls are known as Stats. There are six Stats: Might, Dexterity, Awareness, Reason, Presence, and Luck. They are associated with Passives, Saves, Skills, and Weapons.

Might

Might is used for Max HP, Inventory Slots, Endure Saves, Brawl and Melee Checks.

Max HP PASSIVE

Your Maximum Hit Points (Max HP) are equal to your Might × your Level. You regain lost HP when you Rest (p. 11), and by other means in-game.

Inventory Slots PASSIVE

Your number of Inventory Slots is equal to (8 + Might). For more on Slots, see the Gear Chapter (p. 74). You can’t carry any items that would exceed your maximum Slots.

Melee SKILL

Attacking with Melee Weapons.

Brawl SKILL

Exerting physical force. Used for Grapples, Shoves, and attacks with Brawl Weapons.

Attack: With Brawl Weapons (p. 76).

Grapples and Shoves: You can try to grapple or shove Beings that are your size or smaller.

Grapple: Grappling rules appear on (p. 11).

Shove: On a pass, you either shove it 5 feet or Prone. You must have a Brawl or Shield Weapon Equipped.

d8Ancestryd8Ancestry
1-5Human7Elf
6Dwarf8Halfling
d66Classd66Class
11-12Alchemist41-42Magus
13-14Barbarian43-44Merchant
15-16Bard45-46Pugilist
21-22Dancer51-52Revelator
23-24Druid53-54Rogue
25-26Fighter55-56Sorcerer
31-32Gunslinger61-62Vanguard
33-34Hunter63-64Witch
35-36Luminary65-66Wizard
d12Statsd12Stats
15, 5, 5, 4, 4, 376, 6, 5, 3, 2, 2
25, 5, 5, 5, 3, 287, 4, 4, 4, 4, 2
36, 5, 4, 4, 4, 397, 4, 4, 4, 3, 3
46, 5, 5, 4, 3, 2107, 5, 4, 3, 3, 2
56, 6, 4, 3, 3, 3117, 5, 5, 2, 2, 2
66, 6, 4, 4, 3, 2127, 6, 4, 2, 2, 2

Dexterity

Dexterity determines Speed, and is used for Reflex, Finesse, and Sneak Checks.

Speed PASSIVE

DEX How far you can Move on solid ground. Your Speed refreshes at the start of your Turn.

Finesse SKILL

Coordination and concealing your actions. Also used for thievery, and when attacking with Finesse Weapons.

Attack: With Finesse Weapons (p. 76).

Pickpocket: Check to steal or plant one unsecured Item of 1 Slot or less.

Lockpick: Check to pick a lock, which requires a lockpick (p. 17).

Sneak SKILL

Concealing your location.

Stealth: Attempt to sneak up on a Being you are aware of. You can’t do so with a torch or similar effect that sheds Light.

Awareness

Awareness is used for Reflex, Detect, Mysticism, and Survival Checks and Ranged Attacks.

Detect SKILL

Reflexively sensing others.

Mysticism SKILL

Understanding of the supernatural. Used by Druids, Luminaries, and Witches to Cast.

Survival SKILL

Tracking and a knowledge of beasts, plants, and other aspects of nature.

Ranged SKILL

Attacking with Ranged Weapons.

Reason

Reason is used for Will, Arcana, Craft, and Medicine Checks.

Arcana SKILL

Application and knowledge of magic. Used by Magus and Wizards to Cast.

Craft SKILL

Your skill to appraise and make Items. Difficulty with Craft determines the highest Value of items you can Craft (p. 19).

Medicine SKILL

Education in non-magical healing.

SpeedCrawlTravel
2 - 325’75’5mi
4 - 530’90’6mi
6 - 735’105’7mi

Presence

Presence is used for Will, Influence, Leadership, and Performance Checks.

Influence SKILL

Social ability of coercion, deception, or negotiation. Used by Sorcerers to Cast.

Parley: Convince an Enemy to end hostilities.

Leadership SKILL

Social motivation and diplomacy. Used by Revelators to Cast.

Command: Command those that wish to follow your orders.

Performance SKILL

Cultural talent and ability to inspire awe.

Luck

Luck allows players to tip the scales of Fate.

Luck Pool

You have a pool of points of Luck equal to your Luck Stat, which you can spend as detailed below. You regain spent Luck when you Rest. You can spend 1 Luck to do the following:

Advantage: Grant Favor on a roll.

Fluke: Reroll an unresolved die you rolled.

VARIANT USE: PLOT ARMOR For Solo/Co-Op play and Guided play without a healer, this variant use for Luck is recommended: Plot Armor: Once per Round, if you are reduced to 0 HP, you can spend 1 Luck to regain HP.

Misfortune and Chance

When the game needs to randomly determine what Hero is subjected to an effect, the Hero(s) with the lowest current Luck is typically subjected.

Saves

Saves are Checks that represent your instincts and natural defenses against harm. The three Saves are Endure, Reflex, and Will.

Endure

Withstand physical harm, such as poisons, extreme heat, restraints, and petrification. Endure Difficulty = (20 - (MIT × 2))

Reflex

Evade physical harm, such as explosions, quick traps, slipping grasp, and dragon’s breath. Reflex Difficulty = (20 - (DEX + AWR))

Will

Resist mental harm, such as charms, dreadful terrors, psychic enthrallment, and your resolve. Will Difficulty = (20 - (RSN + PRS))

Tables on pp.20–22 (3)

1. Ancestry

No table.

2. Class

No table.

3. Stats

No table.