27 ready-made vagabonds, three for every core playbook, gathered into seven bands that are ready to play.
Using These Vagabonds
Every vagabond here is built by the core rulebook's creation and advancement rules (see Playbooks and Equipment & Survival). Take a whole band for a one-shot, pick one as a pre-made character, use them as rival vagabonds for the GM, or read them as worked examples of how a playbook becomes a character. Rename anyone you like: the numbers still work.
There are three of each of the nine core playbooks, and every band mixes different playbooks, as a table usually does. The guide's own examples are here too, with every detail the guide gives them: Bramble, Hesk, Skip, Ashby, Marlo, Tansy, Nettle, Cobb and Juniper from Playbooks, Wick and Moss from Equipment & Survival, "Scraps" from the Introduction, and Pip Marrowby from the solo example of play.
How they were built
18 fresh vagabonds come straight from creation. 9 advanced vagabonds have played two to four sessions and taken one to four advances, each one earned by fulfilling a drive (each drive at most once a session). The Seed Runners and the Sawmill Saboteurs are advanced bands; the Tollgate Escort has two veterans and two newcomers.
Stats: the playbook's starting stats, plus +1 to one stat to a maximum of +2. Moves such as Master Thief or Brute add +1 to a maximum of +3, and an advance adds +1 to a maximum of +2.
Playbook choices: one of the two natures, two of the four drives, the playbook's two connections (each tied to a bandmate), the background questions, exactly three starting moves (the Tinker's Repair and Toolbox plus one more), the playbook's roguish feats and one weapon move from its list.
Reputation: everyone starts at 0 with every faction. The background marks 2 prestige with the faction you served most and 1 notoriety with the one you crossed. In play, 5 prestige raises your reputation to +1 (10 more to +2), and 3 notoriety lowers it to −1 (6 more to −2).
Advances: +1 to a stat (max +2), a new playbook move (up to 5), a move from another playbook (up to 2), a roguish feat (up to 6), a weapon skill (up to 7), or one more box on a harm track (up to 6). Harm tracks start at 4 boxes; Hardy, Cross Country and Big Pockets add boxes.
Gear: each playbook's starting Value spent on real items, where an item's Value is its wear boxes plus extra ranges, weapon-skill tags and helpful tags, minus drawbacks. Whatever is left is a bag of coin. Nobody is Burdened: load stays within 4 + Might.
Load them into your sheets. All 27 vagabonds on this page can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import. Each sheet has the stats (so every basic move's roll is worked out), nature, drives and connections, the playbook moves with what they do, feats and weapon skills ticked, harm tracks with any extra boxes, reputation with prestige and notoriety, and the gear with wear, load and Value (so the load limits work themselves out). Background has the background answers, Companions has the band's premise and roster, and Notes record the creation choices and, for advanced vagabonds, which drive earned which advance. Loading replaces any saved sheet with the same name and leaves your other sheets alone.
Each card shows:
The name, species, playbook and pronouns; the badge is the number of advances taken (gold for advanced vagabonds).
The five stats, then nature, drives, every playbook move, roguish feats, weapon skills and reputation highlights, and any advances with the session and drive that earned them.
A Kit line with each item's wear boxes and Value (V), and the total load against the Burdened limit of 4 + Might.
The Lantern Road Company
4 vagabonds, fresh from creation. They walk the long road between four quiet clearings taking honest work: Bramble finds the jobs, Hesk guards the carts, Cobb mends the mills and wells, and Juniper's charms pay for the inn. Built from the guide's own example vagabonds.
Bramble
Mouse · Adventurer · she/her
Fresh0
A farmhand who left home after one too many "small favours" turned into real adventures. Keeps a list of every job she's finished, and a longer one of jobs still owed to her.
Charm+2
Cunning+2
Finesse+0
Luck+0
Might−1
Nature
Extrovert
Drives
Ambition (to be the first name every clearing asks for); Principles (a job taken is a job finished)
Moves
Fast Friends, Talon on the Pulse, Sterling Reputation
Quarterstaff (wear 3, V6) · Leather Armor (wear 2, V3) · Bag of coin (wear 1, V1) · load 3 of 6
Cobb
Beaver · Tinker · she/her
Fresh0
Built bridges for whoever was in charge until she saw what they were used for. Now travels the Woodland mending mills and wells, and keeps a notebook of designs no faction will ever see.
Charm−1
Cunning+2
Finesse+2
Luck+0
Might+0
Nature
Radical
Drives
Protection (her notebook of designs); Ambition (a bridge nobody can use for war)
Sold "lucky charms" in a dozen clearings until one of them seemed to actually work. Now everyone wants a piece of her - and she is happy to sell each of them a different story.
Charm+2
Cunning+1
Finesse−1
Luck+1
Might+0
Nature
Hustler
Drives
Thrills (the bigger the crowd, the better the pitch); Wanderlust (never two market days in one clearing)
Walking stick (staff) (wear 2, V4) · Bag of cheap trinkets (wear 2, V2) · Bag of coin (wear 3, V3) · load 3 of 4
The Ash Trail
4 vagabonds, fresh from creation. They guide denizens out of burned clearings along hidden forest trails. Skip carries word ahead, Ashby finds the paths, Marlo keeps the rear and Tansy tips over the supply carts of whoever lit the fires.
Ashby
Wolf · Ranger · she/her
Fresh0
Grew up in the forest between clearings and trusts neither cats nor birds. Guides refugees along hidden trails while tracking the officer who burned her family's den.
Charm−1
Cunning+1
Finesse+1
Luck+0
Might+2
Nature
Cynic
Drives
Revenge (the officer who burned her family's den); Protection (the refugees she guides)
Foxfolk Longsword (wear 2, V5) · Leather Armor (wear 2, V3) · Bag of coin (wear 1, V1) · load 3 of 6
Marlo
Cat · Ronin · he/him
Fresh0
Once a sword-captain in a Marquisate garrison far from this Woodland; walked away the night the garrison was ordered to burn a village. The Marquisate wants the deserter back, and Marlo wants to know who gave that order.
Charm+0
Cunning+2
Finesse+0
Luck−1
Might+2
Nature
Survivor
Drives
Principles (no village burns while he can stop it); Revenge (whoever gave the order to burn it)
Moves
The Rules of War, Fealty, Well-Mannered
Feats
Blindside
Weapons
Storm a Group
Reputation
Marquisate 0 (2 prestige, 1 notoriety)
Kit
Garrison sabre (wear 3, V6) · Chainmail (wear 3, V3) · Bag of coin (wear 2, V2) · load 4 of 6
Tansy
Raccoon · Scoundrel · she/her
Fresh0
Has a grudge against every faction's supply lines and a talent for making carts tip over. Wanted posters in three clearings, each with a worse drawing than the last.
Charm+1
Cunning−1
Finesse+1
Luck+2
Might+0
Nature
Arsonist
Drives
Chaos (every faction's supply lines); Infamy (a better drawing on the next poster)
Carries letters between clearings for whoever pays the fee, and reads every one of them. Knows which faction is about to move long before the rest of the Woodland does.
Charm+0
Cunning+0
Finesse+2
Luck+1
Might+0
Nature
Dutiful
Drives
Discovery (what the next letter says); Wanderlust (every clearing on the map, twice)
Moves
Don't Shoot the Messenger, Traveler Extraordinaire, Smuggler's Path
4 vagabonds, fresh from creation. A refugee kitchen in a contested clearing runs on Nettle's stolen goods. Tamsin turns them into honest coin and goodwill, Gorse stands at the door, and Wick has sworn to keep the pots full.
Nettle
Opossum · Thief · she/her
Fresh0
Steals from corrupt officials of every faction and plays dead when caught - which works more often than it should. Sells what she takes and quietly funds a refugee kitchen.
Charm+0
Cunning+0
Finesse+2
Luck+2
Might−1
Nature
Rebellious
Drives
Freedom (the refugees who eat at the kitchen); Greed (the purses of corrupt officials)
Moves
Disappear Into the Dark, Nose for Gold, Breaking and Entering
Old Eyrie sword (wear 2, V4) · Patched travelling cloak (wear 2, V2) · Sealed letter (never opened) (V0) · Bag of coin (wear 5, V5) · load 2 of 6
Tamsin Reedwater
Otter · Adventurer · she/her
Fresh0
A river-ferry keeper who lost her ferry to a requisition. Now she argues the kitchen's case to every official who will listen, and sells Nettle's loot with a straight face.
Charm+2
Cunning+1
Finesse+1
Luck+0
Might−1
Nature
Peacemaker
Drives
Justice (the refugees robbed of their homes); Clean Paws (selling Nettle's loot without a stain)
Rabbitfolk Axe (wear 2, V4) · Chainmail (wear 3, V3) · Bag of coin (wear 3, V3) · load 4 of 7
The Witness Run
4 vagabonds, fresh from creation. Scraps carries proof that a Marquisate cook poisoned Woodland Alliance sympathisers. Moss, Fitch and Velvet escort her from clearing to clearing, looking for someone honest enough to hand it to.
Scraps
Raccoon · Thief · she/her
Fresh0
Former kitchen servant in a Marquisate stronghold who discovered the cook was poisoning Woodland Alliance sympathizers. Fled with evidence but became a wanted criminal. Lives job-to-job, using thieving skills to survive while trying to find someone trustworthy enough to give the evidence to.
Charm+0
Cunning+1
Finesse+2
Luck+1
Might−1
Nature
Rebellious
Drives
Freedom (get the evidence to someone who will act on it); Ambition (clear her name)
Moves
Disappear Into the Dark, Breaking and Entering, Nose for Gold
Feats
Hide, Pick Lock, Sleight of Hand, Sneak
Weapons
Improvise a Weapon
Reputation
Marquisate 0 (2 prestige, 1 notoriety)
Kit
Lockpicks (wear 1, V1) · Poison-detection kit (stolen from her old job) (wear 2, V2) · Letter proving the conspiracy (V0) · Bag of coin (wear 3, V3) · load 1 of 3
Moss
Wolf · Ronin · he/him
Fresh0
A brawler who solves problems by walking straight through them.
Charm+0
Cunning+1
Finesse+1
Luck−1
Might+2
Nature
Survivor
Drives
Thrills (a fight worth telling about); Wanderlust (any road he has not walked yet)
Heavy woodcutter's axe (wear 3, V4) · Battered leather armor (wear 2, V3) · String of trophies from old fights (wear 1, V1) · Bag of coin (wear 3, V3) · load 4 of 6
Fitch Swiftwhisker
Squirrel · Harrier · he/him
Fresh0
A smuggler who knows every gap in the Marquisate border fences, and charges by the gap.
Charm+0
Cunning−1
Finesse+3
Luck+2
Might+0
Nature
Competitive
Drives
Crime (one more crate past one more checkpoint); Discovery (a gap in the fence nobody else knows)
Dagger (wear 1, V5) · Robes (wear 1, V2) · Bag of coin (wear 2, V2) · load 2 of 4
The Seed Runners
4 vagabonds, all advanced. Three sessions in: they smuggle seed, letters and medicine past Marquisate checkpoints for the Woodland Alliance. Pip is the mouse from the guide's solo example of play; this is the band she runs with.
Pip Marrowby
Mouse · Thief · she/her
Advances3
Runs seed, letters and medicine past Marquisate checkpoints for her Woodland Alliance contacts. Once slipped a sack of seed under a guarded river bridge.
Charm+0
Cunning+1
Finesse+2
Luck+2
Might−1
Nature
Rebellious
Drives
Freedom (the clearings behind the checkpoints); Thrills (right under the guards' noses)
Moves
Breaking and Entering, Small Hands, Rope-a-Dope, Disappear Into the Dark
Feats
Acrobatics, Hide, Pick Lock, Pickpocket, Sneak
Weapons
Parry
Reputation
Marquisate −1; Woodland Alliance +1
Advances
S1 Thrills: Pickpocket; S2 Freedom: Disappear Into the Dark; S3 Thrills: +1 Luck
Kit
Dagger (wear 1, V5) · Bag of coin (wear 1, V1) · load 1 of 3
Orrin Hollowbark
Owl · Ranger · he/him
Advances4
An owl who keeps the band's seed caches in hollow trees across three forests, and remembers every one.
Charm−1
Cunning+2
Finesse+2
Luck+0
Might+1
Nature
Loner
Drives
Protection (the seed caches); Discovery (every hollow tree in the Woodland)
Moves
Dirty Fighter, Poisons and Antidotes, Threatening Visage, Traveler Extraordinaire (Harrier)
Toolbox · Crossbow (wear 3, V6) · Bag of coin (wear 2, V2) · load 3 of 4
The Tollgate Escort
4 vagabonds, 2 advanced, 2 fresh. Two sessions in: Barnaby and Hulda escort travellers along the Eyrie toll roads for a fair fee. Tolly and Silas have just joined (fresh from creation) after the band pulled them out of a toll-house brawl.
Barnaby Fernhollow
Badger · Adventurer · he/him
Advances2
A jovial badger who promised his late partner he would see every traveller safely down the toll roads.
Charm+2
Cunning+2
Finesse+0
Luck+0
Might+0
Nature
Extrovert
Drives
Justice (travellers fleeced at the tollgates); Principles (never leave a client on the road)
Moves
Sterling Reputation, Orator, Talon on the Pulse, Well-Read
Shortbow (wear 4, V6) · Robes (wear 1, V2) · Bag of coin (wear 1, V1) · load 3 of 4
The Sawmill Saboteurs
3 vagabonds, all advanced. Four sessions in: a veteran trio wrecking the war machines a Marquisate sawmill builds. Cinder lights the fires, Gus takes the machines apart and Yarrow gets them all out.
Yarrow
Lizard · Ranger · she/her
Advances4
Worked the log flumes at the Marquisate sawmill until the overseer chained the workers in. Now she knows every way out of it.
Charm−1
Cunning+2
Finesse+2
Luck+0
Might+1
Nature
Loner
Drives
Freedom (the workers still chained at the sawmill); Revenge (the sawmill overseer)