{
 "Bramble": {
  "name": "Bramble",
  "playbook": "Adventurer",
  "species": "Mouse",
  "pronouns": "she/her",
  "demeanor": "Agreeable",
  "details": "Simple clothes, pouches with pretty stones",
  "nature": "Extrovert",
  "drive1": "Ambition: to be the first name every clearing asks for",
  "drive2": "Principles: a job taken is a job finished",
  "conn1": "Friend: Juniper. Vouches for her charms in every new clearing.",
  "conn2": "Partner: Hesk. They split the guard jobs and the pay.",
  "charm": "+2",
  "cunning": "+2",
  "finesse": "+0",
  "luck": "+0",
  "might": "-1",
  "ft_counterfeit": true,
  "ft_sleightofhand": true,
  "ws_parry": true,
  "moves": "Fast Friends: Mark exhaustion and roll Cunning to win over someone you just met: a truthful answer or a small favour, more on a 10+.\nTalon on the Pulse: Roll Cunning to learn a clearing's power, dissidents, fears, hopes and openings.\nSterling Reputation: Mark one extra prestige whenever you mark prestige; you may clear prestige instead of marking notoriety.",
  "rep1v": "0",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Staff",
  "g1t": "Close; Parry; Blunted",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "4",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "2",
  "funds": "2 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Furrowmere clearing.\nWhy a vagabond: I want to explore the Woodland.\nWhom have you left behind? My family.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Cunning. Moves: Fast Friends, Talon on the Pulse, Sterling Reputation. Weapon skill: Parry.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 9 = 7 on gear + 2 coin.\nPlay: fresh from creation.\nGM choice: home clearing named for the sample; band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Bramble the Mouse).",
  "companions": "Band: The Lantern Road Company. 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.\nRoster: Bramble (mouse Adventurer); Hesk (badger Arbiter); Cobb (beaver Tinker); Juniper (fox Vagrant)."
 },
 "Hesk": {
  "name": "Hesk",
  "playbook": "Arbiter",
  "species": "Badger",
  "pronouns": "he/him",
  "demeanor": "Brusque",
  "details": "Old, faded military insignia",
  "nature": "Defender",
  "drive1": "Justice: against bullies with a badge",
  "drive2": "Protection: whichever clearing hired him this week",
  "conn1": "Partner: Bramble. She finds the work, he does the standing in doorways.",
  "conn2": "Protector: Cobb. He walks beside her on the road.",
  "charm": "+2",
  "cunning": "+0",
  "finesse": "+0",
  "luck": "-1",
  "might": "+2",
  "ft_blindside": true,
  "ws_parry": true,
  "injuryMax": "5",
  "moves": "Guardian: Roll Might to shield someone from an immediate threat, and draw it, open it up or push it back.\nCarry a Big Stick: Roll Charm to halt a fight between others: they stop or pay 2 exhaustion to carry on.\nHardy: One extra injury box; clear 2 injury when time passes or you reach a new clearing.",
  "rep1v": "0",
  "rep1p": "2",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Quarterstaff",
  "g1t": "Close; Parry; Reach, Blunted",
  "g1w": "0 of 3",
  "g1l": "1",
  "g1v": "6",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 1",
  "g3l": "1",
  "g3v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Stonebank clearing.\nWhy a vagabond: I want to fight injustice.\nWhom have you left behind? My peer and friend.\nServed most: The Marquisate (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: A retired militia captain who still can't walk past a bully. Hires out as a guard to any clearing that can pay - and to several that can't.\nCreation: +1 Charm. Moves: Guardian, Carry a Big Stick, Hardy. Weapon skill: Parry. Feats: Blindside.\nBackground marks: 2 prestige with The Marquisate; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 10 = 9 on gear + 1 coin.\nPlay: fresh from creation.\nGM choice: pronouns (the guide gives none); his militia served under the Marquisate; band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Hesk the Badger).",
  "companions": "Band: The Lantern Road Company. 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.\nRoster: Bramble (mouse Adventurer); Hesk (badger Arbiter); Cobb (beaver Tinker); Juniper (fox Vagrant)."
 },
 "Cobb": {
  "name": "Cobb",
  "playbook": "Tinker",
  "species": "Beaver",
  "pronouns": "she/her",
  "demeanor": "Thoughtful",
  "details": "Ink-stained paws, a battered notebook",
  "nature": "Radical",
  "drive1": "Protection: her notebook of designs",
  "drive2": "Ambition: a bridge nobody can use for war",
  "conn1": "Family: Hesk. The closest thing to an uncle she has.",
  "conn2": "Professional: Juniper. She made Juniper's charms look real.",
  "charm": "-1",
  "cunning": "+2",
  "finesse": "+2",
  "luck": "+0",
  "might": "+0",
  "ft_counterfeit": true,
  "ft_disabledevice": true,
  "ft_picklock": true,
  "ws_improviseaweapon": true,
  "moves": "Repair: Fix broken gear with your toolbox by meeting a GM condition; clear wear for 1 Value or depletion per box.\nToolbox: Your kit of tools (two features, one drawback): name a project and the GM sets 1 to 4 conditions. Yours: assorted scrap wood and esoteric hand tools; drawback: bulky & obvious.\nJury Rig: Roll Cunning to build a makeshift device that works once, better on a 10+.",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep2p": "2",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Toolbox",
  "g1t": "assorted scrap wood; esoteric hand tools; drawback: bulky & obvious",
  "g1l": "1",
  "g2n": "Smithy Hammer",
  "g2t": "Intimate, Close; Cleave; Heavy Bludgeon",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "5",
  "g3n": "Leather Armor",
  "g3t": "Flexible",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "3",
  "funds": "No coin left after gear. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: a place far from here.\nWhy a vagabond: I need to keep my most dangerous design safe.\nWhom have you left behind? My leader.\nServed most: The Eyrie Dynasties (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Finesse. Moves: Repair, Toolbox, Jury Rig. Weapon skill: Improvise a Weapon.\nBackground marks: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Marquisate.\nGear: starting Value 8 = 8 on gear + 0 coin.\nPlay: fresh from creation.\nGM choice: the bridges were built for the Eyrie Dynasties; band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Cobb the Beaver).",
  "companions": "Band: The Lantern Road Company. 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.\nRoster: Bramble (mouse Adventurer); Hesk (badger Arbiter); Cobb (beaver Tinker); Juniper (fox Vagrant)."
 },
 "Juniper": {
  "name": "Juniper",
  "playbook": "Vagrant",
  "species": "Fox",
  "pronouns": "she/her",
  "demeanor": "Charming",
  "details": "A bag of cheap trinkets",
  "nature": "Hustler",
  "drive1": "Thrills: the bigger the crowd, the better the pitch",
  "drive2": "Wanderlust: never two market days in one clearing",
  "conn1": "Watcher: Cobb. The Tinker made my 'lucky charms' look real - and now we both owe a lot of angry customers.",
  "conn2": "Family: Bramble. Bramble's family took her in one hard winter.",
  "charm": "+2",
  "cunning": "+1",
  "finesse": "-1",
  "luck": "+1",
  "might": "+0",
  "ft_picklock": true,
  "ft_sleightofhand": true,
  "ws_improviseaweapon": true,
  "moves": "Pleasant Facade: Roll Charm to flatter someone and hold chances to turn their suspicion elsewhere.\nLet's Play: Roll Charm over a game of skill to loosen a tongue; losing on purpose costs depletion.\nDesperate Smile: Trust fate by begging or grovelling with Charm instead of Luck.",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Walking stick (staff)",
  "g1t": "Close; Parry; Blunted",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "4",
  "g2n": "Bag of cheap trinkets",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "2",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 3",
  "g3l": "1",
  "g3v": "3",
  "funds": "3 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: the forest.\nWhy a vagabond: I am on the run for my lies.\nWhom have you left behind? My partner in crime.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Luck. Moves: Pleasant Facade, Let's Play, Desperate Smile. Weapon skill: Improvise a Weapon.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate.\nGear: starting Value 9 = 6 on gear + 3 coin.\nPlay: fresh from creation.\nGM choice: the Vagrant starts at Charm +2, the creation cap, so her creation +1 went to Luck, as the guide's build says; walking stick built as the armory Staff; trinkets priced by wear; band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example and Example Build (Juniper the Fox).",
  "companions": "Band: The Lantern Road Company. 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.\nRoster: Bramble (mouse Adventurer); Hesk (badger Arbiter); Cobb (beaver Tinker); Juniper (fox Vagrant)."
 },
 "Ashby": {
  "name": "Ashby",
  "playbook": "Ranger",
  "species": "Wolf",
  "pronouns": "she/her",
  "demeanor": "Watchful",
  "details": "Burn scars along one arm",
  "nature": "Cynic",
  "drive1": "Revenge: the officer who burned her family's den",
  "drive2": "Protection: the refugees she guides",
  "conn1": "Protector: Skip. She keeps the bird alive on the forest stretches.",
  "conn2": "Watcher: Marlo. She is waiting for the cat to act like a cat.",
  "charm": "-1",
  "cunning": "+1",
  "finesse": "+1",
  "luck": "+0",
  "might": "+2",
  "ft_hide": true,
  "ft_sneak": true,
  "ws_viciousstrike": true,
  "moves": "Silent Paws: When sneaking or hiding, mark 2 exhaustion to turn a miss into a weak hit.\nForager: Entering the forest, clear up to 3 depletion, 2 exhaustion or 2 injury before you travel.\nSlip Away: Roll Finesse to escape through an opening; the weaker the roll, the more the escape costs.",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Foxfolk Longsword",
  "g1t": "Close; Disarm, Vicious Strike; Foxfolk Steel",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "5",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 1",
  "g3l": "1",
  "g3v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: the forest.\nWhy a vagabond: I seek escape from the wars.\nWhom have you left behind? No one: I lost those who mattered to me (1 notoriety with The Eyrie Dynasties, who are responsible).\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Might. Moves: Silent Paws, Forager, Slip Away. Weapon skill: Vicious Strike.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 9 = 8 on gear + 1 coin.\nPlay: fresh from creation.\nGM choice: the officer serves the Eyrie Dynasties (the guide only says she trusts neither cats nor birds); band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Ashby the Wolf).",
  "companions": "Band: The Ash Trail. 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.\nRoster: Ashby (wolf Ranger); Marlo (cat Ronin); Tansy (raccoon Scoundrel); Skip (bluejay Harrier)."
 },
 "Marlo": {
  "name": "Marlo",
  "playbook": "Ronin",
  "species": "Cat",
  "pronouns": "he/him",
  "demeanor": "Quiet",
  "details": "A sword-captain's coat with the badges cut off",
  "nature": "Survivor",
  "drive1": "Principles: no village burns while he can stop it",
  "drive2": "Revenge: whoever gave the order to burn it",
  "conn1": "Partner: Tansy. They free prisoners from the same garrisons.",
  "conn2": "Watcher: Ashby. He keeps an eye on her blind side.",
  "charm": "+0",
  "cunning": "+2",
  "finesse": "+0",
  "luck": "-1",
  "might": "+2",
  "ft_blindside": true,
  "ws_stormagroup": true,
  "moves": "The Rules of War: Roll Might to bind a reasonable foe to a rule of war such as mercy or a fair fight.\nFealty: Swear an oath to a worthy cause; mark exhaustion to reroll toward it; keeping or breaking it moves your reputation.\nWell-Mannered: Roll Cunning in a mannered setting to hold chances to smooth, shame, charm or impress.",
  "rep1v": "0",
  "rep1p": "2",
  "rep1o": "1",
  "rep2v": "0",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Garrison sabre",
  "g1t": "Close; Storm a Group, Disarm; Sharp",
  "g1w": "0 of 3",
  "g1l": "1",
  "g1v": "6",
  "g2n": "Chainmail",
  "g2t": "Tightly Woven, Weighty",
  "g2w": "0 of 3",
  "g2l": "2",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "2",
  "funds": "2 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: a place far from here.\nWhy a vagabond: I am hunted by old foes.\nWhat happened to your last master? Betrayal.\nServed most: The Marquisate (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Cunning. Moves: The Rules of War, Fealty, Well-Mannered. Weapon skill: Storm a Group.\nBackground marks: 2 prestige with The Marquisate; 1 notoriety with The Marquisate.\nGear: starting Value 11 = 9 on gear + 2 coin.\nPlay: fresh from creation.\nGM choice: pronouns (the guide gives none); his last master (the garrison commander) betrayed the village; the sabre is built by the Value formula; band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Marlo the Cat).",
  "companions": "Band: The Ash Trail. 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.\nRoster: Ashby (wolf Ranger); Marlo (cat Ronin); Tansy (raccoon Scoundrel); Skip (bluejay Harrier)."
 },
 "Tansy": {
  "name": "Tansy",
  "playbook": "Scoundrel",
  "species": "Raccoon",
  "pronouns": "she/her",
  "demeanor": "Cheerful",
  "details": "A crowbar and a grin",
  "nature": "Arsonist",
  "drive1": "Chaos: every faction's supply lines",
  "drive2": "Infamy: a better drawing on the next poster",
  "conn1": "Friend: Skip. Skip tells her which carts are coming.",
  "conn2": "Partner: Marlo. He holds the gate while she tips the cart.",
  "charm": "+1",
  "cunning": "-1",
  "finesse": "+1",
  "luck": "+2",
  "might": "+0",
  "ft_acrobatics": true,
  "ft_hide": true,
  "ft_sneak": true,
  "ft_blindside": true,
  "ws_improviseaweapon": true,
  "moves": "Create to Destroy: Roll Finesse to rig a dangerous one-use device from what is to hand; it has a quirk or two.\nDaredevil: Diving into danger unplanned, you wear 1-wear \"Luck Armor\" until the danger passes.\nIt's a Distraction!: Gain Blindside (outside your limit); blindside someone distracted by a disaster with Luck.",
  "rep1v": "0",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Dagger",
  "g1t": "Intimate, Close; Parry, Vicious Strike; Quick",
  "g1w": "0 of 1",
  "g1l": "0",
  "g1v": "5",
  "g2n": "Crowbar",
  "g2t": "Close; Heavy Bludgeon",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "funds": "No coin left after gear. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Hollowmarsh clearing.\nWhy a vagabond: I want to be free from society's bonds.\nWhom have you left behind? My best friend.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Finesse. Moves: Create to Destroy, Daredevil, It's a Distraction!. Weapon skill: Improvise a Weapon.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 8 = 8 on gear + 0 coin.\nPlay: fresh from creation.\nGM choice: pronouns (the guide gives none); the crowbar is built by the Value formula; band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Tansy the Raccoon).",
  "companions": "Band: The Ash Trail. 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.\nRoster: Ashby (wolf Ranger); Marlo (cat Ronin); Tansy (raccoon Scoundrel); Skip (bluejay Harrier)."
 },
 "Skip": {
  "name": "Skip",
  "playbook": "Harrier",
  "species": "Bluejay",
  "pronouns": "they/them",
  "demeanor": "Energetic",
  "details": "A satchel of other people's letters",
  "nature": "Dutiful",
  "drive1": "Discovery: what the next letter says",
  "drive2": "Wanderlust: every clearing on the map, twice",
  "conn1": "Friend: Tansy. They trade gossip for cart routes.",
  "conn2": "Professional: Ashby. They scout the trails before her refugees walk them.",
  "charm": "+0",
  "cunning": "+0",
  "finesse": "+2",
  "luck": "+1",
  "might": "+0",
  "ft_acrobatics": true,
  "ft_sneak": true,
  "ft_counterfeit": true,
  "ws_quickshot": true,
  "moves": "Don't Shoot the Messenger: Gain Counterfeit (outside your limit); pose as a harmless messenger to trick with Luck.\nTraveler Extraordinaire: On a journey give +1 to the roll or clear harm, and ask the GM two questions about the next clearing.\nSmuggler's Path: Mark exhaustion and roll Luck to find a secret way in or out, and perhaps something valuable on it.",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep2p": "2",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Shortbow",
  "g1t": "Close; Quick Shot; Short Limbs",
  "g1w": "0 of 4",
  "g1l": "1",
  "g1v": "6",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "funds": "No coin left after gear. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: the forest.\nWhy a vagabond: I feel a deep wanderlust.\nWhom have you left behind? My teacher.\nServed most: The Eyrie Dynasties (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Cunning. Moves: Don't Shoot the Messenger, Traveler Extraordinaire, Smuggler's Path. Weapon skill: Quick Shot.\nBackground marks: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Marquisate.\nGear: starting Value 9 = 9 on gear + 0 coin.\nPlay: fresh from creation.\nGM choice: pronouns (the guide gives none); band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Skip the Bluejay).",
  "companions": "Band: The Ash Trail. 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.\nRoster: Ashby (wolf Ranger); Marlo (cat Ronin); Tansy (raccoon Scoundrel); Skip (bluejay Harrier)."
 },
 "Nettle": {
  "name": "Nettle",
  "playbook": "Thief",
  "species": "Opossum",
  "pronouns": "she/her",
  "demeanor": "Quiet",
  "details": "Inconspicuous, a stolen scarf",
  "nature": "Rebellious",
  "drive1": "Freedom: the refugees who eat at the kitchen",
  "drive2": "Greed: the purses of corrupt officials",
  "conn1": "Friend: Gorse. He lets her in the back door at any hour.",
  "conn2": "Professional: Tamsin Reedwater. Tamsin turns her loot into honest coin.",
  "charm": "+0",
  "cunning": "+0",
  "finesse": "+2",
  "luck": "+2",
  "might": "-1",
  "ft_pickpocket": true,
  "ft_sneak": true,
  "ft_hide": true,
  "ft_picklock": true,
  "ws_parry": true,
  "moves": "Disappear Into the Dark: Mark exhaustion to vanish into shadow while unnoticed; strike from it at +3.\nNose for Gold: Figuring someone out or reading a situation, always learn the most valuable thing there, even on a miss.\nBreaking and Entering: Getting into or out of a place you have been before, mark exhaustion to count as a 10+.",
  "rep1v": "0",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Dagger",
  "g1t": "Intimate, Close; Parry, Vicious Strike; Quick",
  "g1w": "0 of 1",
  "g1l": "0",
  "g1v": "5",
  "g2n": "Bag of coin",
  "g2t": "mark 1 wear per Value spent",
  "g2w": "0 of 1",
  "g2l": "1",
  "g2v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Lowford clearing.\nWhy a vagabond: I am being hunted by a powerful official.\nWhom have you left behind? My family.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Luck. Moves: Disappear Into the Dark, Nose for Gold, Breaking and Entering. Weapon skill: Parry. Feats: Pickpocket, Sneak, Hide, Pick Lock.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 6 = 5 on gear + 1 coin.\nPlay: fresh from creation.\nGM choice: playing dead is her own trick, not a move; band, connections and background answers chosen for the sample.\nFrom the guide: Playbooks page example (Nettle the Opossum).",
  "companions": "Band: The Soup Line. 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.\nRoster: Nettle (opossum Thief); Wick (hawk Ronin); Tamsin Reedwater (otter Adventurer); Gorse (rabbit Arbiter)."
 },
 "Wick": {
  "name": "Wick",
  "playbook": "Ronin",
  "species": "Hawk",
  "pronouns": "she/her",
  "demeanor": "Formal",
  "details": "A patched travelling cloak",
  "nature": "Pilgrim",
  "drive1": "Principles: win back her name through deeds, not bloodshed",
  "drive2": "Wanderlust: a road that leads away from her disgrace",
  "conn1": "Partner: Gorse. They hold the kitchen door together.",
  "conn2": "Watcher: Nettle. She keeps the thief out of the worst trouble.",
  "charm": "+0",
  "cunning": "+1",
  "finesse": "+1",
  "luck": "-1",
  "might": "+2",
  "ft_blindside": true,
  "ws_viciousstrike": true,
  "moves": "Fealty: Swear an oath to a worthy cause; mark exhaustion to reroll toward it; keeping or breaking it moves your reputation.\nWell-Mannered: Roll Cunning in a mannered setting to hold chances to smooth, shame, charm or impress.\nKnowing a Lord's Will: Read or play subordinate to the powerful using Might instead of Charm or Cunning.",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep2p": "2",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Old Eyrie sword",
  "g1t": "Close; Vicious Strike; Eaglecraft",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "4",
  "g2n": "Patched travelling cloak",
  "g2w": "0 of 2",
  "g2l": "0",
  "g2v": "2",
  "g3n": "Sealed letter (never opened)",
  "g3l": "0",
  "g3v": "0",
  "g4n": "Bag of coin",
  "g4t": "mark 1 wear per Value spent",
  "g4w": "0 of 5",
  "g4l": "1",
  "g4v": "5",
  "funds": "5 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: a place far from here.\nWhy a vagabond: I seek a cause to redeem myself.\nWhat happened to your last master? Unjust imprisonment.\nServed most: The Eyrie Dynasties (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: A disgraced warrior trying to win back her name through deeds rather than bloodshed.\nCreation: +1 Finesse. Moves: Fealty, Well-Mannered, Knowing a Lord's Will. Weapon skill: Vicious Strike.\nBackground marks: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Marquisate.\nGear: starting Value 11 = 6 on gear + 5 coin.\nPlay: fresh from creation.\nGM choice: same stats as Moss, as the guide says; sword, cloak and letter priced by the Value formula (the cloak at 2, as a travelling cloak is); band, connections and background answers chosen for the sample.\nFrom the guide: Equipment & Survival page example (Wick the Hawk).",
  "companions": "Band: The Soup Line. 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.\nRoster: Nettle (opossum Thief); Wick (hawk Ronin); Tamsin Reedwater (otter Adventurer); Gorse (rabbit Arbiter)."
 },
 "Tamsin Reedwater": {
  "name": "Tamsin Reedwater",
  "playbook": "Adventurer",
  "species": "Otter",
  "pronouns": "she/her",
  "demeanor": "Diplomatic",
  "details": "Colourful, a carved flute",
  "nature": "Peacemaker",
  "drive1": "Justice: the refugees robbed of their homes",
  "drive2": "Clean Paws: selling Nettle's loot without a stain",
  "conn1": "Friend: Nettle. The opossum saved her from a press-gang.",
  "conn2": "Partner: Wick. Wick swore an oath to her cause.",
  "charm": "+2",
  "cunning": "+1",
  "finesse": "+1",
  "luck": "+0",
  "might": "-1",
  "ft_counterfeit": true,
  "ft_sleightofhand": true,
  "ws_disarm": true,
  "moves": "Orator: Roll Charm to rouse a clearing to act; on a hit they go and do it, with fewer complications on a 10+.\nFast Friends: Mark exhaustion and roll Cunning to win over someone you just met: a truthful answer or a small favour, more on a 10+.\nSubduing Strikes: Fight with Cunning instead of Might when you only mean to subdue, but never for serious harm.",
  "rep1v": "0",
  "rep1p": "2",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Rabbitfolk Axe",
  "g1t": "Close; Disarm; Rabbitfolk Steel",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "4",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "2",
  "funds": "2 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Lowford clearing.\nWhy a vagabond: I want to help the Woodland.\nWhom have you left behind? My student.\nServed most: The Marquisate (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Finesse. Moves: Orator, Fast Friends, Subduing Strikes. Weapon skill: Disarm.\nBackground marks: 2 prestige with The Marquisate; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 9 = 7 on gear + 2 coin.\nPlay: fresh from creation.\nGM choice: band, connections and background answers chosen for the sample.",
  "companions": "Band: The Soup Line. 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.\nRoster: Nettle (opossum Thief); Wick (hawk Ronin); Tamsin Reedwater (otter Adventurer); Gorse (rabbit Arbiter)."
 },
 "Gorse": {
  "name": "Gorse",
  "playbook": "Arbiter",
  "species": "Rabbit",
  "pronouns": "he/him",
  "demeanor": "Honest",
  "details": "Large, repaired clothes",
  "nature": "Defender",
  "drive1": "Protection: the kitchen and everyone in the queue",
  "drive2": "Loyalty: Tamsin, who gave him the job",
  "conn1": "Partner: Wick. They share the night watch.",
  "conn2": "Protector: Nettle. He hides her when the officials come.",
  "charm": "+1",
  "cunning": "+0",
  "finesse": "+1",
  "luck": "-1",
  "might": "+3",
  "ft_acrobatics": true,
  "ws_disarm": true,
  "moves": "Guardian: Roll Might to shield someone from an immediate threat, and draw it, open it up or push it back.\nBrute: +1 Might (to +3).\nCrash and Smash: Roll Might to smash through the scenery to reach someone; the hit comes with a cost or two.",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep2p": "2",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Rabbitfolk Axe",
  "g1t": "Close; Disarm; Rabbitfolk Steel",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "4",
  "g2n": "Chainmail",
  "g2t": "Tightly Woven, Weighty",
  "g2w": "0 of 3",
  "g2l": "2",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 3",
  "g3l": "1",
  "g3v": "3",
  "funds": "3 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Burrowdown clearing.\nWhy a vagabond: I wish to make up for a past transgression.\nWhom have you left behind? My ward.\nServed most: The Eyrie Dynasties (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: A big rabbit who once broke up a food riot by standing in the middle of it. Now he stands at the kitchen door.\nCreation: +1 Finesse. Moves: Guardian, Brute, Crash and Smash. Weapon skill: Disarm. Feats: Acrobatics.\nBackground marks: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Marquisate.\nGear: starting Value 10 = 7 on gear + 3 coin.\nPlay: fresh from creation.\nGM choice: band, connections and background answers chosen for the sample.",
  "companions": "Band: The Soup Line. 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.\nRoster: Nettle (opossum Thief); Wick (hawk Ronin); Tamsin Reedwater (otter Adventurer); Gorse (rabbit Arbiter)."
 },
 "Scraps": {
  "name": "Scraps",
  "playbook": "Thief",
  "species": "Raccoon",
  "pronouns": "she/her",
  "demeanor": "Fast-talking",
  "details": "Worn, a large bag",
  "nature": "Rebellious",
  "drive1": "Freedom: get the evidence to someone who will act on it",
  "drive2": "Ambition: clear her name",
  "conn1": "Friend: Moss. He was the first who believed her.",
  "conn2": "Professional: Fitch Swiftwhisker. He knows the smugglers' roads out of Marquisate land.",
  "charm": "+0",
  "cunning": "+1",
  "finesse": "+2",
  "luck": "+1",
  "might": "-1",
  "ft_picklock": true,
  "ft_sneak": true,
  "ft_hide": true,
  "ft_sleightofhand": true,
  "ws_improviseaweapon": true,
  "moves": "Disappear Into the Dark: Mark exhaustion to vanish into shadow while unnoticed; strike from it at +3.\nBreaking and Entering: Getting into or out of a place you have been before, mark exhaustion to count as a 10+.\nNose for Gold: Figuring someone out or reading a situation, always learn the most valuable thing there, even on a miss.",
  "rep1v": "0",
  "rep1p": "2",
  "rep1o": "1",
  "rep2v": "0",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Lockpicks",
  "g1w": "0 of 1",
  "g1l": "0",
  "g1v": "1",
  "g2n": "Poison-detection kit (stolen from her old job)",
  "g2w": "0 of 2",
  "g2l": "0",
  "g2v": "2",
  "g3n": "Letter proving the conspiracy",
  "g3l": "0",
  "g3v": "0",
  "g4n": "Bag of coin",
  "g4t": "mark 1 wear per Value spent",
  "g4w": "0 of 3",
  "g4l": "1",
  "g4v": "3",
  "funds": "3 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Highkeep clearing (the Marquisate stronghold).\nWhy a vagabond: I am being hunted by a powerful official.\nWhom have you left behind? My family.\nServed most: The Marquisate (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: 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.\nCreation: +1 Cunning. Moves: Disappear Into the Dark, Breaking and Entering, Nose for Gold. Weapon skill: Improvise a Weapon. Feats: Pick Lock, Sneak, Hide, Sleight of Hand.\nBackground marks: 2 prestige with The Marquisate; 1 notoriety with The Marquisate.\nGear: starting Value 6 = 3 on gear + 3 coin.\nPlay: fresh from creation.\nGM choice: the guide lists her gear; lockpicks and kit priced by wear, the letter has no Value; band, connections and background answers chosen for the sample.\nFrom the guide: Introduction example vagabond (\"Scraps\" the Raccoon Thief).",
  "companions": "Band: The Witness Run. 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.\nRoster: Scraps (raccoon Thief); Moss (wolf Ronin); Fitch Swiftwhisker (squirrel Harrier); Velvet (lizard Vagrant)."
 },
 "Moss": {
  "name": "Moss",
  "playbook": "Ronin",
  "species": "Wolf",
  "pronouns": "he/him",
  "demeanor": "Blunt",
  "details": "A string of trophies from old fights",
  "nature": "Survivor",
  "drive1": "Thrills: a fight worth telling about",
  "drive2": "Wanderlust: any road he has not walked yet",
  "conn1": "Partner: Velvet. Velvet talks, he looms.",
  "conn2": "Watcher: Scraps. He swore to see her evidence delivered.",
  "charm": "+0",
  "cunning": "+1",
  "finesse": "+1",
  "luck": "-1",
  "might": "+2",
  "ft_blindside": true,
  "ws_cleave": true,
  "ws_improviseaweapon": true,
  "moves": "Always Armed: Gain Improvise a Weapon (outside your limit); improvised weapons deal +1 harm.\nThe Rules of War: Roll Might to bind a reasonable foe to a rule of war such as mercy or a fair fight.\nFealty: Swear an oath to a worthy cause; mark exhaustion to reroll toward it; keeping or breaking it moves your reputation.",
  "rep1v": "0",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Heavy woodcutter's axe",
  "g1t": "Close; Cleave; Sharp, Weighty",
  "g1w": "0 of 3",
  "g1l": "2",
  "g1v": "4",
  "g2n": "Battered leather armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "String of trophies from old fights",
  "g3w": "0 of 1",
  "g3l": "0",
  "g3v": "1",
  "g4n": "Bag of coin",
  "g4t": "mark 1 wear per Value spent",
  "g4w": "0 of 3",
  "g4l": "1",
  "g4v": "3",
  "funds": "3 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: the forest.\nWhy a vagabond: I want to build a masterless life.\nWhat happened to your last master? Justified overthrow.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: A brawler who solves problems by walking straight through them.\nCreation: +1 Finesse. Moves: Always Armed, The Rules of War, Fealty. Weapon skill: Cleave.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 11 = 8 on gear + 3 coin.\nPlay: fresh from creation.\nGM choice: pronouns (the guide gives none); same stats as Wick, as the guide says; axe and trophies priced by the Value formula; the armor is the armory Leather Armor; band, connections and background answers chosen for the sample.\nFrom the guide: Equipment & Survival page example (Moss the Wolf).",
  "companions": "Band: The Witness Run. 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.\nRoster: Scraps (raccoon Thief); Moss (wolf Ronin); Fitch Swiftwhisker (squirrel Harrier); Velvet (lizard Vagrant)."
 },
 "Fitch Swiftwhisker": {
  "name": "Fitch Swiftwhisker",
  "playbook": "Harrier",
  "species": "Squirrel",
  "pronouns": "he/him",
  "demeanor": "Excited",
  "details": "Half-started maps, a wide-brimmed hat",
  "nature": "Competitive",
  "drive1": "Crime: one more crate past one more checkpoint",
  "drive2": "Discovery: a gap in the fence nobody else knows",
  "conn1": "Friend: Velvet. They share a talent for not being where they are looked for.",
  "conn2": "Professional: Scraps. She paid him to get her out.",
  "charm": "+0",
  "cunning": "-1",
  "finesse": "+3",
  "luck": "+2",
  "might": "+0",
  "ft_acrobatics": true,
  "ft_sneak": true,
  "ws_trickshot": true,
  "moves": "Parkour: Roll Finesse to dash through a chaotic scene, holding chances to slip to or away from things.\nSmuggler's Path: Mark exhaustion and roll Luck to find a secret way in or out, and perhaps something valuable on it.\nFleet of Foot and Hand: +1 Finesse (to +3).",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Crossbow",
  "g1t": "Far; Trick Shot; Oiled String, Iron Bolts",
  "g1w": "0 of 3",
  "g1l": "1",
  "g1v": "6",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "funds": "No coin left after gear. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: the forest.\nWhy a vagabond: I am on the run for my crimes.\nWhom have you left behind? My idol.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: A smuggler who knows every gap in the Marquisate border fences, and charges by the gap.\nCreation: +1 Luck. Moves: Parkour, Smuggler's Path, Fleet of Foot and Hand. Weapon skill: Trick Shot.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate.\nGear: starting Value 9 = 9 on gear + 0 coin.\nPlay: fresh from creation.\nGM choice: band, connections and background answers chosen for the sample.",
  "companions": "Band: The Witness Run. 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.\nRoster: Scraps (raccoon Thief); Moss (wolf Ronin); Fitch Swiftwhisker (squirrel Harrier); Velvet (lizard Vagrant)."
 },
 "Velvet": {
  "name": "Velvet",
  "playbook": "Vagrant",
  "species": "Lizard",
  "pronouns": "they/them",
  "demeanor": "Fast-talking",
  "details": "Fine robes gone threadbare",
  "nature": "Glutton",
  "drive1": "Chaos: one corrupt official toppled per clearing",
  "drive2": "Clean Paws: never caught holding the match",
  "conn1": "Family: Fitch Swiftwhisker. They adopted each other on a smugglers' road.",
  "conn2": "Watcher: Moss. They watch the wolf's temper for him.",
  "charm": "+2",
  "cunning": "+2",
  "finesse": "-1",
  "luck": "+0",
  "might": "+0",
  "ft_picklock": true,
  "ft_sleightofhand": true,
  "ws_viciousstrike": true,
  "ws_confusesenses": true,
  "moves": "Charm Offensive: Roll Cunning to needle a foe's fears mid-fight and open them up for an attack.\nInstigator: Tricking one NPC into fighting another, strike one option from their 7-9 list.\nPocket Sand: Gain Confuse Senses (outside your limit) and throw at close range with Cunning.",
  "rep1v": "0",
  "rep2v": "0",
  "rep2p": "2",
  "rep3v": "0",
  "rep3o": "1",
  "rep4v": "0",
  "g1n": "Dagger",
  "g1t": "Intimate, Close; Parry, Vicious Strike; Quick",
  "g1w": "0 of 1",
  "g1l": "0",
  "g1v": "5",
  "g2n": "Robes",
  "g2t": "Unassuming",
  "g2w": "0 of 1",
  "g2l": "1",
  "g2v": "2",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "2",
  "funds": "2 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: a place far from here.\nWhy a vagabond: I seek to depose corrupt and dangerous leaders.\nWhom have you left behind? My boss.\nServed most: The Eyrie Dynasties (2 prestige).\nSpecial enmity: The Woodland Alliance (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: A soft-voiced lizard preacher of nothing in particular, who talks crowds into turning on their keepers.\nCreation: +1 Cunning. Moves: Charm Offensive, Instigator, Pocket Sand. Weapon skill: Vicious Strike.\nBackground marks: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Woodland Alliance.\nGear: starting Value 9 = 7 on gear + 2 coin.\nPlay: fresh from creation.\nGM choice: band, connections and background answers chosen for the sample.",
  "companions": "Band: The Witness Run. 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.\nRoster: Scraps (raccoon Thief); Moss (wolf Ronin); Fitch Swiftwhisker (squirrel Harrier); Velvet (lizard Vagrant)."
 },
 "Pip Marrowby": {
  "name": "Pip Marrowby",
  "playbook": "Thief",
  "species": "Mouse",
  "pronouns": "she/her",
  "demeanor": "Friendly",
  "details": "Inconspicuous, a soaked seed sack",
  "nature": "Rebellious",
  "drive1": "Freedom: the clearings behind the checkpoints",
  "drive2": "Thrills: right under the guards' noses",
  "conn1": "Friend: Kettle. Kettle starts the fires that cover her runs.",
  "conn2": "Professional: Quenby. Quenby builds her hidden compartments.",
  "charm": "+0",
  "cunning": "+1",
  "finesse": "+2",
  "luck": "+2",
  "might": "-1",
  "ft_sneak": true,
  "ft_hide": true,
  "ft_picklock": true,
  "ft_acrobatics": true,
  "ft_pickpocket": true,
  "ws_parry": true,
  "moves": "Breaking and Entering: Getting into or out of a place you have been before, mark exhaustion to count as a 10+.\nSmall Hands: Grapple bigger foes with Finesse instead of Might.\nRope-a-Dope: Roll Finesse to dodge and tire a foe; mark exhaustion to make them mark more.\nDisappear Into the Dark: Mark exhaustion to vanish into shadow while unnoticed; strike from it at +3.",
  "rep1v": "−1",
  "rep2v": "0",
  "rep3v": "+1",
  "rep4v": "0",
  "g1n": "Dagger",
  "g1t": "Intimate, Close; Parry, Vicious Strike; Quick",
  "g1w": "0 of 1",
  "g1l": "0",
  "g1v": "5",
  "g2n": "Bag of coin",
  "g2t": "mark 1 wear per Value spent",
  "g2w": "0 of 1",
  "g2l": "1",
  "g2v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Weirford clearing.\nWhy a vagabond: I have no better way to get food, water, shelter, and money.\nWhom have you left behind? My partner-in-crime.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "1) Session 1, Thrills: roguish feat Pickpocket.\n2) Session 2, Freedom: playbook move Disappear Into the Dark.\n3) Session 3, Thrills: +1 Luck.",
  "notes": "Story: Runs seed, letters and medicine past Marquisate checkpoints for her Woodland Alliance contacts. Once slipped a sack of seed under a guarded river bridge.\nCreation: +1 Cunning. Moves: Breaking and Entering, Small Hands, Rope-a-Dope. Weapon skill: Parry. Feats: Sneak, Hide, Pick Lock, Acrobatics.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate.\nGear: starting Value 6 = 5 on gear + 1 coin.\nPlay: 3 sessions. Marked in play: 3 prestige with The Woodland Alliance; 2 notoriety with The Marquisate.\nAdvances: 1) Session 1, Thrills: roguish feat Pickpocket. 2) Session 2, Freedom: playbook move Disappear Into the Dark. 3) Session 3, Thrills: +1 Luck.\nGM choice: the guide gives her stats (Finesse +2, Cunning +1, Charm +0) and reputation (+1 Alliance, -1 Marquisate) but no playbook: only the Thief fits those stats; that reputation needs play, so she is an advanced sample; band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).\nFrom the guide: Playing Solo, An Example of Play.",
  "companions": "Band: The Seed Runners. 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.\nRoster: Pip Marrowby (mouse Thief); Orrin Hollowbark (owl Ranger); Kettle (squirrel Scoundrel); Quenby (rabbit Tinker)."
 },
 "Orrin Hollowbark": {
  "name": "Orrin Hollowbark",
  "playbook": "Ranger",
  "species": "Owl",
  "pronouns": "he/him",
  "demeanor": "Grave",
  "details": "Moss-green cloak, a bundle of arrows",
  "nature": "Loner",
  "drive1": "Protection: the seed caches",
  "drive2": "Discovery: every hollow tree in the Woodland",
  "conn1": "Protector: Pip Marrowby. He flies cover over her runs.",
  "conn2": "Watcher: Kettle. He keeps her fires from spreading to the caches.",
  "charm": "-1",
  "cunning": "+2",
  "finesse": "+2",
  "luck": "+0",
  "might": "+1",
  "ft_hide": true,
  "ft_sneak": true,
  "ft_picklock": true,
  "ws_harryagroup": true,
  "ws_disarm": true,
  "ws_trickshot": true,
  "exhaustionMax": "5",
  "moves": "Dirty Fighter: You took Disarm and Trick Shot (outside your limit).\nPoisons and Antidotes: Mark depletion to brew a poison of sleep, weakness, drink or death; learn and brew antidotes.\nThreatening Visage: Persuade with open threats or bare steel using Might instead of Charm.\nTraveler Extraordinaire (Harrier): On a journey give +1 to the roll or clear harm, and ask the GM two questions about the next clearing.",
  "rep1v": "0",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep3p": "4",
  "rep4v": "0",
  "g1n": "Trick Bow",
  "g1t": "Close; Harry a Group, Trick Shot",
  "g1w": "0 of 3",
  "g1l": "1",
  "g1v": "5",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 1",
  "g3l": "1",
  "g3v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: the forest.\nWhy a vagabond: I want to wander the Woodland.\nWhom have you left behind? My student.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "1) Session 1, Protection: +1 Finesse.\n2) Session 2, Discovery: move Traveler Extraordinaire from the Harrier playbook.\n3) Session 3, Protection: one more exhaustion box.\n4) Session 3, Discovery: roguish feat Pick Lock.",
  "notes": "Story: An owl who keeps the band's seed caches in hollow trees across three forests, and remembers every one.\nCreation: +1 Cunning. Moves: Dirty Fighter, Poisons and Antidotes, Threatening Visage. Weapon skill: Harry a Group.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 9 = 8 on gear + 1 coin.\nPlay: 3 sessions. Marked in play: 2 prestige with The Woodland Alliance.\nAdvances: 1) Session 1, Protection: +1 Finesse. 2) Session 2, Discovery: move Traveler Extraordinaire from the Harrier playbook. 3) Session 3, Protection: one more exhaustion box. 4) Session 3, Discovery: roguish feat Pick Lock.\nGM choice: band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Seed Runners. 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.\nRoster: Pip Marrowby (mouse Thief); Orrin Hollowbark (owl Ranger); Kettle (squirrel Scoundrel); Quenby (rabbit Tinker)."
 },
 "Kettle": {
  "name": "Kettle",
  "playbook": "Scoundrel",
  "species": "Squirrel",
  "pronouns": "she/her",
  "demeanor": "Wild",
  "details": "A soot-black mask",
  "nature": "Combative",
  "drive1": "Crime: every toll-house on the river road",
  "drive2": "Thrills: the closer the guards, the better",
  "conn1": "Friend: Pip Marrowby. They grew up in the same clearing.",
  "conn2": "Partner: Quenby. Quenby builds what Kettle sets alight.",
  "charm": "+2",
  "cunning": "-1",
  "finesse": "+1",
  "luck": "+2",
  "might": "+0",
  "ft_acrobatics": true,
  "ft_hide": true,
  "ft_sneak": true,
  "ws_quickshot": true,
  "ws_confusesenses": true,
  "moves": "Arsonist: Wreck things with fire or explosives using Luck instead of Might.\nDanger Mask: A calling-card mask (2 wear): masked, notoriety doubles, prestige halves, +1 to trust fate and Scoundrel moves.\nBetter Lucky than Good: Mark exhaustion to make any weapon move with Luck instead of its stat.",
  "rep1v": "−1",
  "rep1o": "2",
  "rep2v": "0",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Shortbow",
  "g1t": "Close; Quick Shot; Short Limbs",
  "g1w": "0 of 4",
  "g1l": "1",
  "g1v": "6",
  "g2n": "Robes",
  "g2t": "Unassuming",
  "g2w": "0 of 1",
  "g2l": "1",
  "g2v": "2",
  "g3n": "Danger mask",
  "g3t": "Danger Mask move",
  "g3w": "0 of 2",
  "g3l": "0",
  "funds": "No coin left after gear. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Weirford clearing.\nWhy a vagabond: I wish to defeat a faction.\nWhom have you left behind? My teacher.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "1) Session 1, Crime: +1 Charm.\n2) Session 2, Thrills: weapon skill Confuse Senses.",
  "notes": "Story: Wears a soot-black kettle-lid mask when she burns Marquisate toll-houses, and a sweet smile when she does not.\nCreation: +1 Finesse. Moves: Arsonist, Danger Mask, Better Lucky than Good. Weapon skill: Quick Shot.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate.\nGear: starting Value 8 = 8 on gear + 0 coin.\nPlay: 3 sessions. Marked in play: 4 notoriety with The Marquisate.\nAdvances: 1) Session 1, Crime: +1 Charm. 2) Session 2, Thrills: weapon skill Confuse Senses.\nGM choice: in-play notoriety already counts the mask's doubling; band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Seed Runners. 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.\nRoster: Pip Marrowby (mouse Thief); Orrin Hollowbark (owl Ranger); Kettle (squirrel Scoundrel); Quenby (rabbit Tinker)."
 },
 "Quenby": {
  "name": "Quenby",
  "playbook": "Tinker",
  "species": "Rabbit",
  "pronouns": "she/her",
  "demeanor": "Precise",
  "details": "Sewing needles stuck in her collar",
  "nature": "Perfectionist",
  "drive1": "Greed: enough Value to rebuild her workshop",
  "drive2": "Protection: the band's carts and hidden compartments",
  "conn1": "Family: Pip Marrowby. Pip pulled her out of the fire.",
  "conn2": "Professional: Kettle. They trade fuses for favours.",
  "charm": "-1",
  "cunning": "+2",
  "finesse": "+2",
  "luck": "+0",
  "might": "+0",
  "ft_counterfeit": true,
  "ft_disabledevice": true,
  "ft_picklock": true,
  "ws_trickshot": true,
  "depletionMax": "6",
  "moves": "Repair: Fix broken gear with your toolbox by meeting a GM condition; clear wear for 1 Value or depletion per box.\nToolbox: Your kit of tools (two features, one drawback): name a project and the GM sets 1 to 4 conditions. Yours: assorted gears and springs and sewing kit; drawback: fragile.\nBig Pockets: Two extra depletion boxes.\nNimble Mind: Mark depletion to attempt feats with locks and mechanisms using Cunning instead of Finesse.",
  "rep1v": "0",
  "rep1o": "1",
  "rep2v": "0",
  "rep3v": "0",
  "rep3p": "3",
  "rep4v": "0",
  "g1n": "Toolbox",
  "g1t": "assorted gears and springs; sewing kit; drawback: fragile",
  "g1l": "1",
  "g2n": "Crossbow",
  "g2t": "Far; Trick Shot; Oiled String, Iron Bolts",
  "g2w": "0 of 3",
  "g2l": "1",
  "g2v": "6",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "2",
  "funds": "2 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Ashgrove clearing.\nWhy a vagabond: I need to rebuild my workshop anew in a safe place.\nWhom have you left behind? My mentor.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "1) Session 1, Greed: playbook move Nimble Mind.",
  "notes": "Story: Builds false bottoms, hollow axles and seed-sacks that look like flour. Her old workshop burned; this band is her new one.\nCreation: +1 Finesse. Moves: Repair, Toolbox, Big Pockets. Weapon skill: Trick Shot.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate.\nGear: starting Value 8 = 6 on gear + 2 coin.\nPlay: 3 sessions. Marked in play: 1 prestige with The Woodland Alliance.\nAdvances: 1) Session 1, Greed: playbook move Nimble Mind.\nGM choice: band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Seed Runners. 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.\nRoster: Pip Marrowby (mouse Thief); Orrin Hollowbark (owl Ranger); Kettle (squirrel Scoundrel); Quenby (rabbit Tinker)."
 },
 "Barnaby Fernhollow": {
  "name": "Barnaby Fernhollow",
  "playbook": "Adventurer",
  "species": "Badger",
  "pronouns": "he/him",
  "demeanor": "Charming",
  "details": "A medal of service, beaded jewelry",
  "nature": "Extrovert",
  "drive1": "Justice: travellers fleeced at the tollgates",
  "drive2": "Principles: never leave a client on the road",
  "conn1": "Friend: Tolly Brightfoot. He pulled the rabbit out of the toll-house brawl.",
  "conn2": "Partner: Hulda. They have split every fee for two seasons.",
  "charm": "+2",
  "cunning": "+2",
  "finesse": "+0",
  "luck": "+0",
  "might": "+0",
  "ft_counterfeit": true,
  "ft_sleightofhand": true,
  "ws_harryagroup": true,
  "ws_parry": true,
  "moves": "Sterling Reputation: Mark one extra prestige whenever you mark prestige; you may clear prestige instead of marking notoriety.\nOrator: Roll Charm to rouse a clearing to act; on a hit they go and do it, with fewer complications on a 10+.\nTalon on the Pulse: Roll Cunning to learn a clearing's power, dissidents, fears, hopes and openings.\nWell-Read: +1 Cunning (to +3).",
  "rep1v": "0",
  "rep2v": "+1",
  "rep2p": "1",
  "rep3v": "0",
  "rep3o": "1",
  "rep4v": "0",
  "g1n": "Trick Bow",
  "g1t": "Close; Harry a Group, Trick Shot",
  "g1w": "0 of 3",
  "g1l": "1",
  "g1v": "5",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 1",
  "g3l": "1",
  "g3v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Oldbridge clearing.\nWhy a vagabond: I must keep a promise to a loved one.\nWhom have you left behind? My loved one.\nServed most: The Eyrie Dynasties (2 prestige).\nSpecial enmity: The Woodland Alliance (1 notoriety).",
  "advances": "1) Session 1, Justice: weapon skill Parry.\n2) Session 2, Principles: playbook move Well-Read.",
  "notes": "Story: A jovial badger who promised his late partner he would see every traveller safely down the toll roads.\nCreation: +1 Might. Moves: Sterling Reputation, Orator, Talon on the Pulse. Weapon skill: Harry a Group.\nBackground marks: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Woodland Alliance.\nGear: starting Value 9 = 8 on gear + 1 coin.\nPlay: 2 sessions. Marked in play: 4 prestige with The Eyrie Dynasties.\nAdvances: 1) Session 1, Justice: weapon skill Parry. 2) Session 2, Principles: playbook move Well-Read.\nGM choice: in-play prestige already counts Sterling Reputation; band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Tollgate Escort. 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.\nRoster: Barnaby Fernhollow (badger Adventurer); Hulda (owl Arbiter); Tolly Brightfoot (rabbit Harrier); Silas Fairweather (cat Vagrant)."
 },
 "Hulda": {
  "name": "Hulda",
  "playbook": "Arbiter",
  "species": "Owl",
  "pronouns": "she/her",
  "demeanor": "Intimidating",
  "details": "Scarred, an eyepatch",
  "nature": "Punisher",
  "drive1": "Justice: tollkeepers who overcharge",
  "drive2": "Loyalty: Barnaby",
  "conn1": "Partner: Barnaby Fernhollow. Two seasons of shared fees.",
  "conn2": "Protector: Silas Fairweather. She has decided the cat needs looking after.",
  "charm": "+1",
  "cunning": "+1",
  "finesse": "+0",
  "luck": "+0",
  "might": "+2",
  "ft_hide": true,
  "ws_cleave": true,
  "injuryMax": "6",
  "moves": "Guardian: Roll Might to shield someone from an immediate threat, and draw it, open it up or push it back.\nCarry a Big Stick: Roll Charm to halt a fight between others: they stop or pay 2 exhaustion to carry on.\nHardy: One extra injury box; clear 2 injury when time passes or you reach a new clearing.",
  "rep1v": "0",
  "rep1o": "2",
  "rep2v": "0",
  "rep2p": "4",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Smithy Hammer",
  "g1t": "Intimate, Close; Cleave; Heavy Bludgeon",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "5",
  "g2n": "Plate Armor",
  "g2t": "Arrow-proof, Cumbersome, Weighty",
  "g2w": "0 of 4",
  "g2l": "2",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "2",
  "funds": "2 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: a place far from here.\nWhy a vagabond: I have been exiled from most clearings.\nWhom have you left behind? My commander.\nServed most: The Eyrie Dynasties (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "1) Session 1, Loyalty: one more injury box.\n2) Session 2, Justice: +1 Luck.",
  "notes": "Story: An exiled owl knight who hammers on tollgate doors until the overcharged get their coin back.\nCreation: +1 Cunning. Moves: Guardian, Carry a Big Stick, Hardy. Weapon skill: Cleave. Feats: Hide.\nBackground marks: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Marquisate.\nGear: starting Value 10 = 8 on gear + 2 coin.\nPlay: 2 sessions. Marked in play: 2 prestige with The Eyrie Dynasties; 1 notoriety with The Marquisate.\nAdvances: 1) Session 1, Loyalty: one more injury box. 2) Session 2, Justice: +1 Luck.\nGM choice: band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Tollgate Escort. 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.\nRoster: Barnaby Fernhollow (badger Adventurer); Hulda (owl Arbiter); Tolly Brightfoot (rabbit Harrier); Silas Fairweather (cat Vagrant)."
 },
 "Tolly Brightfoot": {
  "name": "Tolly Brightfoot",
  "playbook": "Harrier",
  "species": "Rabbit",
  "pronouns": "he/him",
  "demeanor": "Flighty",
  "details": "Sewn bandana, a ball and cup",
  "nature": "Dutiful",
  "drive1": "Wanderlust: the far end of every toll road",
  "drive2": "Discovery: what lies past the last tollgate",
  "conn1": "Friend: Barnaby Fernhollow. The badger who pulled him out of the brawl.",
  "conn2": "Professional: Hulda. She pays him to run messages ahead.",
  "charm": "+1",
  "cunning": "-1",
  "finesse": "+2",
  "luck": "+1",
  "might": "+0",
  "ft_acrobatics": true,
  "ft_sneak": true,
  "ws_disarm": true,
  "exhaustionMax": "5",
  "moves": "Traveler Extraordinaire: On a journey give +1 to the roll or clear harm, and ask the GM two questions about the next clearing.\nParkour: Roll Finesse to dash through a chaotic scene, holding chances to slip to or away from things.\nCross Country: One extra exhaustion box; with the track full you may take injury instead of dropping out.",
  "rep1v": "0",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Foxfolk Longsword",
  "g1t": "Close; Disarm, Vicious Strike; Foxfolk Steel",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "5",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 1",
  "g3l": "1",
  "g3v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Thimbleton clearing.\nWhy a vagabond: I am on the run from a commitment at home.\nWhom have you left behind? My family.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: Ran away the week before his wedding and has not stopped running since. Joined the escort to see the far end of the toll roads.\nCreation: +1 Charm. Moves: Traveler Extraordinaire, Parkour, Cross Country. Weapon skill: Disarm.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 9 = 8 on gear + 1 coin.\nPlay: fresh from creation.\nGM choice: band, connections and background answers chosen for the sample.",
  "companions": "Band: The Tollgate Escort. 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.\nRoster: Barnaby Fernhollow (badger Adventurer); Hulda (owl Arbiter); Tolly Brightfoot (rabbit Harrier); Silas Fairweather (cat Vagrant)."
 },
 "Silas Fairweather": {
  "name": "Silas Fairweather",
  "playbook": "Vagrant",
  "species": "Cat",
  "pronouns": "he/him",
  "demeanor": "Agreeable",
  "details": "Fine clothes, one good hat",
  "nature": "Glutton",
  "drive1": "Chaos: both families' plans for him",
  "drive2": "Thrills: one more dance under the tollkeeper's window",
  "conn1": "Family: Tolly Brightfoot. Two runaways from two weddings.",
  "conn2": "Watcher: Hulda. He watches her temper so she does not have to.",
  "charm": "+2",
  "cunning": "+1",
  "finesse": "-1",
  "luck": "+1",
  "might": "+0",
  "ft_picklock": true,
  "ft_sleightofhand": true,
  "ws_quickshot": true,
  "ws_confusesenses": true,
  "moves": "Pleasant Facade: Roll Charm to flatter someone and hold chances to turn their suspicion elsewhere.\nDesperate Smile: Trust fate by begging or grovelling with Charm instead of Luck.\nPocket Sand: Gain Confuse Senses (outside your limit) and throw at close range with Cunning.",
  "rep1v": "0",
  "rep1p": "2",
  "rep2v": "0",
  "rep2o": "1",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Shortbow",
  "g1t": "Close; Quick Shot; Short Limbs",
  "g1w": "0 of 4",
  "g1l": "1",
  "g1v": "6",
  "g2n": "Robes",
  "g2t": "Unassuming",
  "g2w": "0 of 1",
  "g2l": "1",
  "g2v": "2",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 1",
  "g3l": "1",
  "g3v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: a place far from here.\nWhy a vagabond: I can't settle down with the denizen I truly love.\nWhom have you left behind? My loved one.\nServed most: The Marquisate (2 prestige).\nSpecial enmity: The Eyrie Dynasties (1 notoriety).",
  "advances": "None yet: fresh from creation.",
  "notes": "Story: A Marquisate cat who fell for an Eyrie tollkeeper's daughter and has been on the wrong side of both families ever since.\nCreation: +1 Luck. Moves: Pleasant Facade, Desperate Smile, Pocket Sand. Weapon skill: Quick Shot.\nBackground marks: 2 prestige with The Marquisate; 1 notoriety with The Eyrie Dynasties.\nGear: starting Value 9 = 8 on gear + 1 coin.\nPlay: fresh from creation.\nGM choice: band, connections and background answers chosen for the sample.",
  "companions": "Band: The Tollgate Escort. 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.\nRoster: Barnaby Fernhollow (badger Adventurer); Hulda (owl Arbiter); Tolly Brightfoot (rabbit Harrier); Silas Fairweather (cat Vagrant)."
 },
 "Yarrow": {
  "name": "Yarrow",
  "playbook": "Ranger",
  "species": "Lizard",
  "pronouns": "she/her",
  "demeanor": "Cold",
  "details": "Sawdust in every scale",
  "nature": "Loner",
  "drive1": "Freedom: the workers still chained at the sawmill",
  "drive2": "Revenge: the sawmill overseer",
  "conn1": "Protector: Gus Tallowmere. She gets him out when the fuses are lit.",
  "conn2": "Watcher: Cinder. She watches which way the fire runs.",
  "charm": "-1",
  "cunning": "+2",
  "finesse": "+2",
  "luck": "+0",
  "might": "+1",
  "ft_hide": true,
  "ft_sneak": true,
  "ws_disarm": true,
  "ws_cleave": true,
  "ws_confusesenses": true,
  "ws_viciousstrike": true,
  "injuryMax": "5",
  "moves": "Slip Away: Roll Finesse to escape through an opening; the weaker the roll, the more the escape costs.\nSilent Paws: When sneaking or hiding, mark 2 exhaustion to turn a miss into a weak hit.\nDirty Fighter: You took Confuse Senses and Vicious Strike (outside your limit).\nParkour (Harrier): Roll Finesse to dash through a chaotic scene, holding chances to slip to or away from things.",
  "rep1v": "−1",
  "rep1o": "1",
  "rep2v": "0",
  "rep3v": "+1",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Foxfolk Longsword",
  "g1t": "Close; Disarm, Vicious Strike; Foxfolk Steel",
  "g1w": "0 of 2",
  "g1l": "1",
  "g1v": "5",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "g3n": "Bag of coin",
  "g3t": "mark 1 wear per Value spent",
  "g3w": "0 of 1",
  "g3l": "1",
  "g3v": "1",
  "funds": "1 Value of coin, in the bag on the Equipment list. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: the forest.\nWhy a vagabond: I seek escape from the wars.\nWhom have you left behind? My best friend.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "1) Session 1, Freedom: +1 Cunning.\n2) Session 2, Revenge: move Parkour from the Harrier playbook.\n3) Session 3, Freedom: weapon skill Cleave.\n4) Session 4, Revenge: one more injury box.",
  "notes": "Story: Worked the log flumes at the Marquisate sawmill until the overseer chained the workers in. Now she knows every way out of it.\nCreation: +1 Finesse. Moves: Slip Away, Silent Paws, Dirty Fighter. Weapon skill: Disarm.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate.\nGear: starting Value 9 = 8 on gear + 1 coin.\nPlay: 4 sessions. Marked in play: 5 prestige with The Woodland Alliance; 3 notoriety with The Marquisate.\nAdvances: 1) Session 1, Freedom: +1 Cunning. 2) Session 2, Revenge: move Parkour from the Harrier playbook. 3) Session 3, Freedom: weapon skill Cleave. 4) Session 4, Revenge: one more injury box.\nGM choice: band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Sawmill Saboteurs. 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.\nRoster: Yarrow (lizard Ranger); Cinder (fox Scoundrel); Gus Tallowmere (otter Tinker)."
 },
 "Cinder": {
  "name": "Cinder",
  "playbook": "Scoundrel",
  "species": "Fox",
  "pronouns": "they/them",
  "demeanor": "Calm",
  "details": "Singed whiskers, a tinderbox",
  "nature": "Arsonist",
  "drive1": "Chaos: the sawmill's war machines",
  "drive2": "Infamy: a name the Marquisate whispers",
  "conn1": "Friend: Yarrow. She dragged them out of their first fire.",
  "conn2": "Partner: Gus Tallowmere. He builds the charges, they light them.",
  "charm": "+1",
  "cunning": "+0",
  "finesse": "+0",
  "luck": "+2",
  "might": "+1",
  "ft_acrobatics": true,
  "ft_hide": true,
  "ft_sneak": true,
  "ft_blindside": true,
  "ws_viciousstrike": true,
  "moves": "Arsonist: Wreck things with fire or explosives using Luck instead of Might.\nCreate to Destroy: Roll Finesse to rig a dangerous one-use device from what is to hand; it has a quirk or two.\nDaredevil: Diving into danger unplanned, you wear 1-wear \"Luck Armor\" until the danger passes.\nJury Rig (Tinker): Roll Cunning to build a makeshift device that works once, better on a 10+.",
  "rep1v": "−1",
  "rep1o": "4",
  "rep2v": "0",
  "rep3v": "0",
  "rep3p": "2",
  "rep4v": "0",
  "g1n": "Dagger",
  "g1t": "Intimate, Close; Parry, Vicious Strike; Quick",
  "g1w": "0 of 1",
  "g1l": "0",
  "g1v": "5",
  "g2n": "Leather Armor",
  "g2t": "Flexible",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "3",
  "funds": "No coin left after gear. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Brackenford clearing.\nWhy a vagabond: I am on the run for a destructive crime.\nWhom have you left behind? My only defender.\nServed most: The Woodland Alliance (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "1) Session 1, Chaos: move Jury Rig from the Tinker playbook.\n2) Session 2, Infamy: +1 Cunning.\n3) Session 4, Chaos: roguish feat Blindside.",
  "notes": "Story: Burned down their own master's forge to stop it making Marquisate siege engines, and found they liked it.\nCreation: +1 Might. Moves: Arsonist, Create to Destroy, Daredevil. Weapon skill: Vicious Strike.\nBackground marks: 2 prestige with The Woodland Alliance; 1 notoriety with The Marquisate.\nGear: starting Value 8 = 8 on gear + 0 coin.\nPlay: 4 sessions. Marked in play: 6 notoriety with The Marquisate.\nAdvances: 1) Session 1, Chaos: move Jury Rig from the Tinker playbook. 2) Session 2, Infamy: +1 Cunning. 3) Session 4, Chaos: roguish feat Blindside.\nGM choice: band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Sawmill Saboteurs. 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.\nRoster: Yarrow (lizard Ranger); Cinder (fox Scoundrel); Gus Tallowmere (otter Tinker)."
 },
 "Gus Tallowmere": {
  "name": "Gus Tallowmere",
  "playbook": "Tinker",
  "species": "Otter",
  "pronouns": "he/him",
  "demeanor": "Gruff",
  "details": "Oil-black paws, a ring of keys",
  "nature": "Radical",
  "drive1": "Revenge: the engineer who stole his designs",
  "drive2": "Ambition: a workshop with his name over the door",
  "conn1": "Family: Cinder. He took in the singed fox kit.",
  "conn2": "Professional: Yarrow. She maps the mill, he plans the job.",
  "charm": "-1",
  "cunning": "+2",
  "finesse": "+2",
  "luck": "+0",
  "might": "+1",
  "ft_counterfeit": true,
  "ft_disabledevice": true,
  "ft_picklock": true,
  "ft_sneak": true,
  "ws_cleave": true,
  "depletionMax": "5",
  "moves": "Repair: Fix broken gear with your toolbox by meeting a GM condition; clear wear for 1 Value or depletion per box.\nToolbox: Your kit of tools (two features, one drawback): name a project and the GM sets 1 to 4 conditions. Yours: minor explosives and assorted gears and springs; drawback: heavy.\nDismantle: Take apart broken equipment or machinery to clear 2 depletion.\nJury Rig: Roll Cunning to build a makeshift device that works once, better on a 10+.",
  "rep1v": "−1",
  "rep1p": "2",
  "rep2v": "0",
  "rep3v": "0",
  "rep4v": "0",
  "g1n": "Toolbox",
  "g1t": "minor explosives; assorted gears and springs; drawback: heavy",
  "g1l": "2",
  "g2n": "Smithy Hammer",
  "g2t": "Intimate, Close; Cleave; Heavy Bludgeon",
  "g2w": "0 of 2",
  "g2l": "1",
  "g2v": "5",
  "g3n": "Leather Armor",
  "g3t": "Flexible",
  "g3w": "0 of 2",
  "g3l": "1",
  "g3v": "3",
  "funds": "No coin left after gear. Depletion boxes stand in for supplies and spending money (1 Value each).",
  "background": "Home: Brackenford clearing.\nWhy a vagabond: I refuse to keep my ideas to myself.\nWhom have you left behind? My best friend.\nServed most: The Marquisate (2 prestige).\nSpecial enmity: The Marquisate (1 notoriety).",
  "advances": "1) Session 1, Revenge: playbook move Jury Rig.\n2) Session 2, Ambition: roguish feat Sneak.\n3) Session 3, Revenge: +1 Finesse.\n4) Session 4, Ambition: one more depletion box.",
  "notes": "Story: Designed the sawmill's great saws before the Marquisate stole the plans and threw him out. He means to take them apart, bolt by bolt.\nCreation: +1 Might. Moves: Repair, Toolbox, Dismantle. Weapon skill: Cleave.\nBackground marks: 2 prestige with The Marquisate; 1 notoriety with The Marquisate.\nGear: starting Value 8 = 8 on gear + 0 coin.\nPlay: 4 sessions. Marked in play: 2 notoriety with The Marquisate.\nAdvances: 1) Session 1, Revenge: playbook move Jury Rig. 2) Session 2, Ambition: roguish feat Sneak. 3) Session 3, Revenge: +1 Finesse. 4) Session 4, Ambition: one more depletion box.\nGM choice: band, connections and background answers chosen for the sample; gear shown as at creation (play was paid for with depletion).",
  "companions": "Band: The Sawmill Saboteurs. 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.\nRoster: Yarrow (lizard Ranger); Cinder (fox Scoundrel); Gus Tallowmere (otter Tinker)."
 }
}
