Basics
Vagabond Core Rulebook · pp.7–8
Open source p.7Basics
Vagabond is a tabletop roleplaying game where Players play the role of a Hero in the world created by the Game Master (GM). You describe your Hero's actions in the scene. When the success of these actions is uncertain, you will make dice rolls called Checks to determine the outcome.
The Dice
You'll need a four-sided (), six-sided (), eight-sided (), ten-sided (), twelve-sided (), and twenty-sided () die.
Cumulative Roll (xd6)
Numbers before dice (such as ) use that many dice for the roll, and add the dice together for the result.
Exploding Roll (d6!)
Exploding rolls use an exclaimation mark, and add a bonus die of the same size if it rolls its highest value (ex: 6 on a !). It continues doing so on any bonus dice rolls as well.
The Dice
Countdown Dice (Cdx)
Roll Countdown dice each Round. If it rolls a 1, it shrinks one size (ex: to ). A roll of 1 on a C ends the countdown.
d66 Rolls
Roll two . Use the first for the tens value and the second for the ones value.
Stats
Stats are the six numbers that describe your Hero's characteristics. They range from 2 to 7, and determine your Passives, Attack Difficulties, Skill Difficulties, and Saves.
Might: Endurance, strength, and vitality.
Dexterity: Agility, coordination, and reflex.
Awareness: Accuracy, perception, and wisdom.
Reason: Deduction, intelligence, and logic.
Presence: Charisma, soul, and wit.
Luck: Destiny, fate, and success. Stats are covered further in (Heroes, p. 20).
Checks
To make a Check, roll a and compare the result against that Check's Difficulty to determine if the Check is a Crit, Pass, or Fail:
Crit: rolls an unmodified 20.
Pass: rolls equal to or above Difficulty.
Fail: rolls below Difficulty. To determine this Difficulty, subtract the Check's Stat from 20. If you are Trained with the Check, double the Stat. Difficulty = 20 − (Stat (×2 if Trained))
Crits
When you Crit on a Check to Attack or Cast or a Save, you gain a benefit:
Attack/Cast
You can deal damage to the Target(s) equal to the Stat used.
Save
You aren't affected by what provoked the Save, and can use an Action.
Favor & Hinder
Circumstances may Favor or Hinder a Check:
Favored: roll with a bonus.
Hindered: roll with a penalty. Favor and Hinder cancel each other out 1-for, and they don't stack. A roll is either Favored or Hindered and only one is rolled for either. FAVOR/HINDER EXAMPLE A Hunter is shooting an arrow at a shark. The Target is underwater, which Hinders the Ranged Check. In this case, a and a are rolled, subtracting the result from the result for the Check. However, an Ally Sorcerer sees the Hunter is trying to make a shot, so they Cast a Spell that Restrains the shark and Favors the Check. The Hinder is now cancelled by the Favor, and a normal roll is used. Then, as luck would have it, the Hunter's Relic Longbow magically hones-in on its Targets, which Favors the Check! The roll is Favored, so a and a are rolled, adding the result to the result for the Check. ENEMY CHECKS & SAVES? Anything under the control of the GM does not roll for its Checks and Saves. They are assumed to pass unless the Heroes’ Check or Save succeeds.
Hit Points & Damage
Hit Points (HP) indicate condition, stamina, and ability to avoid death. Damage causes you to lose HP. To determine your HP, see (p. 20).
Damage
During play, you will deal and take Damage, which is subtracted from the Hit Points (HP) of who takes the damage. Damage has a minimum of 0 (you can't take negative damage).
Damage Source
Rather than specific damage types, the GM decides if an Ability applies to a source of damage. When you attack with a weapon, describe how you do, such as piercing with a sword or slashing. Spells are more specific, with Freeze being cold, or Gas's poison stench.
Dying
Beings can die in any of the following ways:
- Their HP is reduced to 0,
- Their body is destroyed,
- They have 5 Fatigue (p. 13).
Dead Beings can’t regain HP. UPON DEATH If your Hero dies, you are encouraged to make a new one and rejoin the party when possible. If your group can devise a reason for why your Hero survived, consider your options there. Quick play and fun should be prioritized.
Armor/Immune/Weak
Beings can have Armor, Immune, or Weak to certain damage, which affect it in the following ways:
Armor: Subtracted from Attack damage.
Immune: Unharmed by the damage.
Weak: Ignores Armor and Immune, and deals an extra damage die.