Reference

Basic Moves

The nine basic moves
Attempt a Roguish Feat. When you attempt a roguish feat you are skilled in, say your goal and roll with Finesse. On a hit, you achieve your goal. On a 7-9, mark exhaustion or one risk of your feat (GM's choice) comes to bear. When you attempt a roguish feat you are NOT skilled in, you are trusting fate.
Figure Someone Out. Roll with Charm. On a 10+, hold 3. On a 7-9, hold 1. While interacting with them, spend your hold 1 for 1 to ask their player a question: is your character telling the truth? what is your character really feeling? what does your character intend to do? what does your character wish I'd do? how could I get your character to ___?
Persuade an NPC with promises or threats. Roll with Charm. On a 10+, they see things your way, provided you have given them a strong motive or reasonable bribe. On a 7-9, they aren't sure; the GM will tell you what you need to do to sway them.
Read a Tense Situation. Roll with Cunning. On a 7-9, ask 1. On a 10+, ask 3. Take +1 when acting on the answers. What's my best way out/in/through? Who or what is the biggest threat? Who or what is most vulnerable to me? What should I be on the lookout for? Who is in control here?
Trick an NPC to get what you want. Roll with Cunning. On a hit, they take the bait and do what you want. On a 7-9, they can instead choose one: they hesitate (shake their confidence); they stumble (you gain a critical opportunity); they overreact (take +1 forward against them).
Trust Fate to get through trouble. Roll with Luck. On a hit you scrape by or barrel through; the GM will tell you what it costs you. On a 10+, fortune favors the bold; your panache also earns you a fleeting opportunity.
Wreck Something. Roll with Might. On a hit, you seriously break it; it can't be used again until it's repaired. On a 7-9, you're imprecise and dangerous; you cause collateral damage, attract attention, or end up in a bad spot, GM's choice.
Help or Interfere with another vagabond. Mark exhaustion to add +1 or -2 to their roll (after rolling). Mark exhaustion again to select one of: conceal your help or interference; create an opportunity or obstacle.
Plead with a PC to go along with you. They clear 1 exhaustion if they agree to what you've proposed. You may use this move only once per session.
Roguish Feats & Risks table
FeatDescriptionRisks
AcrobaticsAdeptly climbing, vaulting, jumpingBreak something, detection, plunge into danger
BlindsideBackstab, murder, sneak attack, suckerpunchDraw unwanted attention, leave evidence, plunge into danger
CounterfeitCopying, forgery, fakeryLeave evidence, take too long, weak result
Disable DeviceDisarming traps, turning off mechanismsBreak something, draw unwanted attention, expend resources
HideDisappear from view, remain hiddenExpend resources, leave evidence, take too long
Pick LockOpen a locked door, chest, etc.Break something, detection, plunge into danger
PickpocketSubtly steal from a pocketLeave evidence, take too long, weak result
Sleight of HandPalming, switching, ditching, flourishesDraw unwanted attention, leave evidence, weak result
SneakGet into or out of places without being seenBreak something, draw unwanted attention, plunge into danger
Risk definitions: Break Something — break something carried or in the environment, possibly mark wear. Detection — straight up get noticed. Draw Unwanted Attention — create hostile onlookers, or call attention without being detected. Expend Resources — mark depletion or exhaustion as the GM chooses. Leave Evidence — leaves a trail investigators or enemies can use later. Plunge into Danger — seize the chance to act and run into a more dangerous situation. Take Too Long — the situation changes around them. Weak Result — a hard choice, or they don't quite get everything they wanted.

Weapon Moves

All vagabonds can use Engage, Grapple, or Target with a weapon of the right range. Special moves require both the weapon's tag and the matching weapon skill (Improvise Weapon and Confuse Senses just need usable materials). Unarmed vagabonds deal 1-exhaustion harm by default; armed vagabonds deal 1-injury.
Basic weapon moves
Engage in Melee (close/intimate, Might). On a hit, trade harm. On a 10+, pick 3; on a 7-9, pick 1: inflict serious (+1) harm; suffer little (-1) harm; shift your range one step; impress, dismay, or frighten your foe.
Grapple an Enemy (intimate, Might). On a hit, choose simultaneously until someone disengages, falls unconscious, or dies (on a 10+, choose one first). Strike a fast blow (inflict injury); wear them down (they mark exhaustion); exploit weakness (mark exhaustion to inflict 2-injury); withdraw (disengage to close range).
Target Someone (far, Finesse). On a hit, inflict injury. On a 10+, strike again before they reach cover (inflict injury again) or keep your position hidden.
Special weapon moves
Cleave (close, Might, mark exhaustion). On a hit, inflict 3-wear. On a 7-9, mark wear or end up in a bad spot.
Confuse Senses (close/intimate, Finesse). On a hit, throw off balance/blind/deafen/confuse and get an opportunity. On a 10+, they need real time to recover; on a 7-9, only a moment.
Disarm (close, Finesse). On a hit, they mark 2-exhaustion or lose their weapon. On a 10+, 3-exhaustion instead.
Harry a Group (far, Cunning, mark wear). On a 10+, both; on a 7-9, choose 1: inflict 2-morale harm; they are pinned or blocked.
Improvise Weapon (Cunning). On a hit, make a weapon with a range tag and one beneficial tag. On a 7-9, it also has a weakness tag.
Parry (close, Finesse, mark exhaustion). On a 10+, all 3; on a 7-9, pick 1: inflict morale/exhaustion; disarm them; you suffer no harm.
Quick Shot (close, Luck). On a hit, inflict injury. On a 7-9, choose 1; on a 10+, choose 2: don't mark wear; don't mark exhaustion; move and change position/range; keep your target at bay.
Storm a Group (Might, mark exhaustion). On a hit, trade harm. On a 10+, choose 2; on a 7-9, choose 1: inflict 2-morale harm; inflict 2-exhaustion; suffer little (-1) harm; mark exhaustion again to turn them against each other.
Trick Shot (any range, Finesse, mark wear). On a 7-9, choose 2; on a 10+, choose 3: hit any target in range even behind cover; strike a second target; cut/break/knock something over; distract for an opportunity.
Vicious Strike (close/intimate, Might, mark exhaustion). On a hit, they suffer serious (+1) harm and can't mark wear to block it. On a 10+, you get away clean. On a 7-9, they score a blow back.

Travel & Reputation Moves

Travel Moves
Travel Through the Forest. The band decides its pace (slowly & foraging: -1 to roll, clear 2-depletion each, mark exhaustion each; carefully: +1, mark 1 dep-or-exh each; quickly: +2, mark exhaustion and depletion each). On a hit, reach any clearing on the other side. On a 10+, safe transit. On a 7-9, something's following — let it track you or everyone marks exhaustion to lose it. On a miss, run afoul of a forest danger before arriving.
Travel Along the Path. Pace options run from relaxing (-1, clear 3-exhaustion each, band marks 2-depletion total) to urgently fast (+2, everyone marks exhaustion). On a hit, arrive on time. On a 10+, quick and uninterrupted. On a 7-9, something noteworthy passes through. On a miss, caught in a dangerous situation before arrival.
Reputation Moves
Ask for a Favor — roll Reputation with the faction. Hit: they grant it. 7-9: costs rep (clear prestige or mark notoriety). Miss: refused, mark notoriety.
Meet Someone Important — roll Reputation. Hit: you know of each other's reputation. 7-9: pick one; 10+: both — you've heard a story about them, or they've heard well of you (+1 forward on first playing up the connection). Miss: you only know the basics, they've heard rumors true or false.
Sway an NPC (requires +2 or higher Reputation) — roll Reputation. Hit: rewrite their drive as you wish. 7-9: clear 3-prestige (or mark the remainder in notoriety if you don't have enough). Miss: the GM rewrites their drive, badly.
Command Resources (requires +3 Reputation) — roll Reputation. 10+: you get what you need. 7-9: a condition is attached. Miss: they don't have it, but know where at a steep cost.
Draw Attention (requires -2 or lower Reputation) — roll Reputation as if positive. Hit: the faction moves against you, brace yourself. 7-9: choose 1; 10+: choose 2 — military force, a capable agent, or mark 2-notoriety (they're rattled). Miss: they're already moving quietly against you.
Make a Pointed Threat (requires -3 Reputation) — roll Reputation as +3. 10+: they surrender, retreat, or charge (GM's choice). 7-9: you must demonstrate intent first. Miss: they reveal how they prepared for someone like you.

NPCs & Harm

Creating NPCs

Give them a name, a description (including species), a job, and a drive. When they get into a real fight or would mark harm, give them harm tracks and/or attacks — injury, exhaustion, wear, and morale, at least 1 and no more than 5 boxes each for a single character. Choose their weapon's range (intimate/close/far) and harm dealt.

Mobs: 5-10 denizens (small) = 3 boxes each track, x2 average harm. 10-20 (medium) = 5 boxes, x3 harm. 20+ (large) = 7 boxes, x4 harm.

NPC Harm Track presets
TypeInjuryExhaustionWearMorale
Standard denizen1111
Brute / bruiser3232
Leader, not a fighter1213
Lieutenant2233
A bear5524
NPC Attacks: standard blade — 1 injury. Large blade/axe — 2 injury. Tricky weapon (whip) — 1 injury, 1 exhaustion. Heavy weapon (two-handed hammer) — 1 injury, 1 wear. Skilled & cunning wielder — +1 exhaustion. Powerful & mighty wielder — +1 injury. Aiming for equipment only — convert all harm to wear, +1 wear.
Inflicting harm isn't a punishment — it's how you stay true to the fiction and honor the vagabonds' choices. If a vagabond jumps 40 feet from a tree, the best case on a trusted-fate 10+ might still be 1-injury, because it's just too high.
NPC names, species & drives
Names: Aimee, Alvin, Anders, Alyse, Bhea, Billi, Braden, Buford, Cesspyr, Cloak, Cinder, Constance, Dawna, Dewly, Doneel, Dugan, Ellaine, Emmie, Ewan, Eward, Flannera, Fog, Foster, Frink, Gemma, Golden, Greta, Gustav, Harper, Henny, Hinnic, Howerd, Igrin, Ilso, Inda, Irwen, Jacly, Jasper, Jinx, Johann, Kagan, Keilee, Keera, Konnor, Laina, Lindyn, Lockler, Longtooth, Masgood, Mint, Monca, Murty, Nail, Nan, Nigel, Nomi, Olaga, Omin, Orry, Oxley, Pattee, Phona, Pintin, Prewitt, Quay, Quentin, Quill, Quinella, Reece, Rhodia, Roric, Rose, Sarra, Selwin, Sorin, Stasee, Tammora, Thickfur, Timber, Tondric, Ulveny, Ulvid, Ummery, Urma, Vance, Vennic, Vittora, Vost, Wanda, Wettlecress, Whickam, Woodleaf, Xander, Xara Xeelie, Xim, Yasmin, Yates, Yolenda, Yotterie, Zachrie, Zain, Zoic, Zola.
Species: badger, beaver, bluejay, cat, fox, hawk, lizard, mouse, opossum, otter, owl, raccoon, rabbit, squirrel, wolf.
Drives: to get revenge, to get rich, to make family safe, to make home safe, to gain power, to explore, to build something magnificent, to resist invaders, to defend the weak, to destroy an enemy, to wage war, to prove worth, to undermine a figure of power, to find comfort, to serve a higher cause, to escape, to negotiate peaceful resolutions, to survive at all costs, to earn social status and position, to take control, to exert power and authority on others, to lay waste.

Equipment

Creating equipment

Equipment is always special or valuable — a rope or torch isn't "equipment" unless something about it is represented by tags or wear. Add up costs to find Value: each box of wear = 1 Value. A weapon gets 1 range free (intimate/close/far); an extra range costs 1 Value. Each weapon-move tag costs 1 Value. Each positive tag costs 1 Value; each negative (red) tag refunds 1 Value. Most equipment takes 1 Load; smaller items take none; larger items need a tag like Weighty.

Pre-made equipment
ItemValueLoadNotes
Chainmail32Tightly woven, Weighty
Dagger50Intimate/close · Parry, Vicious Strike · Quick
Leather Armor31Flexible
Mousefolk Short Sword51Close · Parry, Disarm · Mousefolk Steel
Plate Armor32Arrow-proof, Cumbersome, Weighty
Shortbow61Close · Quick Shot · Short Limbs
Equipment tags glossary
Arrow-proof: ignore the first arrow-injury hit each scene.
Blunted: inflicts exhaustion, not injury.
Ceremonial: +1 rep with an attached faction while displayed, -1 with others.
Comfortable: 1 fewer Load.
Cumbersome: mark exhaustion donning armor; clear it removing it.
Eaglecraft: mark wear in melee to trade an extra exchange of harm.
Fast: mark wear in melee to suffer 1 fewer harm, even on a miss.
Friendly: mark exhaustion to roll Reputation +1 meeting someone important.
Flexible: mark exhaustion grappling to ignore their first choice.
Foxfolk steel: ignore the first wear box marked each session.
Hair trigger: mark wear to target at close instead of far.
Healer's kit: mark wear to clear exhaustion; 2-wear to clear injury.
Heavy bludgeon: mark exhaustion to ignore armor.
Heavy Draw Weight: mark exhaustion for +1 injury with a bow.
Iron bolts: +1 wear when harm is absorbed by armor.
Large: mark exhaustion to inflict +1 harm.
Luxury: +3 Value after creation.
Mousefolk Steel: mark wear to melee with Cunning instead of Might.
Oiled string: mark wear to use Quick Shot without the skill.
Quick: mark exhaustion to melee with Finesse instead of Might.
Rabbitfolk Steel: mark wear to melee with Finesse instead of Might.
Reach: mark wear to inflict harm instead of trading it (not vs. another reach weapon).
Sharp: mark wear to inflict +1 harm.
Short Limbs: mark wear to fire Quick Shot at far range.
Slow: one fewer melee option; mark wear to ignore.
Thick: a shield only ever marks 1-wear blocking a hit.
Throwable: mark exhaustion to target at far range.
Tightly woven: clear 1-wear marked in a fight when you tend to it after.
Tricky: on a 7-9 trick, mark wear to remove an option before the NPC picks.
Unassuming: not seen as a threat until you harm someone.
Versatile: mark wear moving to/from its range to inflict 1-injury on anyone in range.
Weighty: +1 Load.