GM's Toolkit

Browser trackers, generators and a basic-move quick reference to keep open while you run Root: The Roleplaying Game.

🧰 About This Toolkit

These tools run in your browser. Nothing is saved: reload the page and everything resets, so copy anything you want to keep into your own notes. They are a fan-made aid for this guide, and the core rulebook is always the final word.

Rolling dice? Rolls have their own page. The Dice Roller handles 2d6 + stat rolls, sorts the result into a strong hit (10+), weak hit (7–9) or miss (6 or less), and shows the exact odds.

πŸ›οΈ Reputation Tracker

πŸ“Š Faction Standing

Each vagabond has a reputation with each faction, from βˆ’3 to +3. Marking prestige pushes it up and marking notoriety pushes it down. How many boxes a step takes depends on where you stand, so check your sheet.

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The Travelers & Outsiders and Ruins & Expeditions expansions add more factions. If your table uses one, add it here.

🎯 What Your Standing Means

The Denizens are the ordinary, unaligned folk of the clearings rather than a faction at war, but the core game still tracks your reputation with them as a group.

β€οΈβ€πŸ©Ή Harm Tracker

🩹 Injury, Exhaustion and Depletion

A vagabond has three harm tracks. Each starts with at least 4 boxes, and advances can raise a track to 6. Tick a box to mark it.

  • Injury (your body): clears with medical care or long rest.
  • Exhaustion (your energy and will): clears with rest, or when you act on your nature.
  • Depletion (your supplies): clears when you resupply by buying, foraging or stealing. You can also mark it to say you packed something useful, and one box counts as 1 Value.

When a track fills up, the vagabond is in serious trouble. The rulebook gives the exact consequences.

😨 NPC Morale

NPCs and groups track morale instead. When it fills, they break or flee. You set the number of boxes for each foe.

πŸŽ’ Gear, Wear and Load

πŸ“¦ Load Calculator

A significant item counts as 1 load (a large one counts as 2). You are Burdened when your load is above 4 + Might, and your Max Load is twice that number.


Burdened above
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Max Load
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Current load
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βž• Add an Item




Wear: each item has its own wear boxes. If you have to mark wear and can't, the item breaks. Repairs cost 1 Value per box. When armor fits the harm in the story, you can mark 1 wear on it instead of 1 injury.

πŸ—ΊοΈ Travel Planner

🧭 Path or Forest?

Between clearings you either travel along the path or through the forest, and choose how fast to go. This planner just reminds you what each choice trades off. The rulebook's travel moves decide what happens.



Route

Pace

Pick a route and pace, then press "Plan the Journey".

🎭 Random Generators

🎲 Quick Inspiration

Need something fast? These tables are original and generic, written for this guide. They are not the rulebook's clearing-building tables. Species come from the core species list, and factions are the three core ones.

Press the button to meet a woodland local.
Press the button for a job offer.
Press the button for a twist.
Press the button for a clearing sketch.

πŸ“ˆ Session Tracker

🎯 Drives and Advances

Root has no experience points. Each vagabond has two drives, and fulfilling a drive earns one advance, at most once per drive per session. That makes two advances a session at most.





Ways to spend an advance

  • +1 to a stat
  • A new move from your playbook (up to 5) or from another playbook (up to 2)
  • A new weapon skill (up to 7) or roguish feat (up to 6)
  • An extra box on a harm track (up to 6 per track)
  • New connections

End of session: each vagabond may replace their nature, one drive, or one connection to show how they have changed.

πŸ“ Session Notes

πŸ“– Basic Moves Quick Reference

⚑ The Eight Basic Moves

Every basic move is a 2d6 + stat roll except Help or Interfere. On a 10+ you get what you wanted, on a 7–9 you get it with a cost or complication, and on a 6 or less the GM makes a move. Press a move for a summary. The full move text is in the rulebook.

Press a move above to see its summary.