Hero Creation
Vagabond Core Rulebook · pp.20–22
Open source p.20Hero 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.
| d8 | Ancestry | d8 | Ancestry | |
|---|---|---|---|---|
| 1-5 | Human | 7 | Elf | |
| 6 | Dwarf | 8 | Halfling |
| d66 | Class | d66 | Class |
|---|---|---|---|
| 11-12 | Alchemist | 41-42 | Magus |
| 13-14 | Barbarian | 43-44 | Merchant |
| 15-16 | Bard | 45-46 | Pugilist |
| 21-22 | Dancer | 51-52 | Revelator |
| 23-24 | Druid | 53-54 | Rogue |
| 25-26 | Fighter | 55-56 | Sorcerer |
| 31-32 | Gunslinger | 61-62 | Vanguard |
| 33-34 | Hunter | 63-64 | Witch |
| 35-36 | Luminary | 65-66 | Wizard |
| d12 | Stats | d12 | Stats | ||
|---|---|---|---|---|---|
| 1 | 5, 5, 5, 4, 4, 3 | 7 | 6, 6, 5, 3, 2, 2 | ||
| 2 | 5, 5, 5, 5, 3, 2 | 8 | 7, 4, 4, 4, 4, 2 | ||
| 3 | 6, 5, 4, 4, 4, 3 | 9 | 7, 4, 4, 4, 3, 3 | ||
| 4 | 6, 5, 5, 4, 3, 2 | 10 | 7, 5, 4, 3, 3, 2 | ||
| 5 | 6, 6, 4, 3, 3, 3 | 11 | 7, 5, 5, 2, 2, 2 | ||
| 6 | 6, 6, 4, 4, 3, 2 | 12 | 7, 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.
| Speed | Crawl | Travel | |
|---|---|---|---|
| 2 - 3 | 25’ | 75’ | 5mi |
| 4 - 5 | 30’ | 90’ | 6mi |
| 6 - 7 | 35’ | 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.