Sample Characters

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

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 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.

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.

The Soup Line

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.

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.

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.

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.

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.