Chapter the Third
Four steps, the numbers they produce, and the traps that catch first-time players. Page numbers refer to the Vagabond core rulebook.
Hero creation is four steps: Ancestry, Class, Stats, Gear.p. 19 Every one of them can be rolled randomly if you'd rather not choose — the book gives a die for each — and for a first character that's a perfectly good way to skip an hour of agonising.
Everything else on your sheet is derived. You won't allocate hit points or pick a defence value; those fall out of your Stats automatically. Do the arithmetic once, write it down, and never think about it again.
Class first, actually. Your Class tells you which Stat matters, which Training you get, and which Starting Pack fits — so choosing it before you assign Stats saves you rearranging everything twice.
Ancestry sets your Being Type and Size and grants Traits.p. 23 The core book has seven; the GM decides which exist in the world. There is no Stat penalty anywhere, and no Ancestry is a bad fit for any Class. If you'd rather not choose, the book offers a d8: 1–5 Human, 6 Dwarf, 7 Elf, 8 Halfling — Draken, Goblin and Orc aren't on that die, so take them by choice.
| Ancestry | Type | What it gives you |
|---|---|---|
| Human | Humanlike | Knack: an extra Perk and an extra Training. Strong Potential: +1 to a Stat (max 7) |
| Dwarf | Humanlike | Darksight; Favor on Saves vs Frightened, Sickened and Shoved; bonus Max HP equal to your Level |
| Elf | Fae | Training in Arcana, Mysticism, Influence or Ranged; Favor on sight-based Detect; knows one Spell, cast with a Skill of your choice |
| Halfling | Humanlike | +5' Speed and ignores Hinder on Reflex Saves; moves through others' space; +1 Luck when Resting |
| Draken | Cryptid | A 15' cone breath attack for 2d6! (once per Rest, or take Fatigue); +1 Armor Rating; half damage from one chosen source |
| Goblin | Cryptid | Darksight; +5' Speed and ignores Hinder on Reflex Saves; Favor on Endure vs Sickened |
| Orc | Cryptid | Darksight; Favor on Grapple and Shove, and on Saves against them; +2 Item Slots |
Human is the strongest mechanical pick and it isn't close — an extra Perk at 1st Level is worth a great deal, and the +1 Stat can push a key Stat to 7. Dwarf is the best pick for a fragile character who wants to survive, since the bonus HP scales with Level. Note that the lore attached to each Ancestry is explicitly optional; the game has no canon setting.
Eighteen Classes, each granting Training and a Feature at every Level to 10th.p. 27 There are no subclasses and no multiclassing. The "Complexity" rating below is the book's own; for a first character, one or two hammers is the honest recommendation.
| Class | Key Stat | Cplx | Role | Weapon Training |
|---|---|---|---|---|
| Fighter | MIT or AWR | 1 | Mid-defence striker, flexible range | Melee, Ranged |
| Barbarian | MIT | 2 | Frontline bruiser, hits very hard | Melee |
| Bard | PRS | 2 | Support — improves the party's d20 rolls | — |
| Dancer | DEX | 2 | Support, hands out Actions | — |
| Hunter | AWR | 2 | High-crit striker, melee or ranged | Melee, Ranged |
| Pugilist | MIT | 2 | Frontline brawler, unarmed | — |
| Rogue | DEX or AWR, LUK | 2 | Midline harasser, one deadly shot | Ranged |
| Druid | AWR | 3 | Caster — support, control, shapechanging | — |
| Gunslinger | AWR | 3 | Backline high-crit striker | Ranged |
| Luminary | AWR | 3 | Caster — the healer | — |
| Merchant | RSN or PRS | 3 | Support via inventory and resources | — |
| Revelator | MIT, PRS | 3 | High-defence frontline half-caster | Melee |
| Sorcerer | PRS | 3 | Caster — burst damage | — |
| Vanguard | MIT | 3 | High-defence tank, control by shoving | Melee |
| Witch | AWR | 3 | Caster — debuffs and Statuses | — |
| Wizard | RSN | 3 | Caster — blaster, widest spell list | — |
| Alchemist | RSN | 4 | Backline blaster via crafted items | — |
| Magus | RSN | 4 | Half-caster, highly build-dependent | Melee |
There are no required roles. What a party actually needs is coverage of four things: someone with Detect so you aren't surprised, someone who can take a hit, someone who can deal with a locked or trapped obstacle, and — ideally — some way to restore hit points.
| Players | What to think about |
|---|---|
| 2 | Both Heroes need to be self-sufficient. Take the Plot Armor Luck variant if neither of you heals: at 0 HP, spend 1 Luck to regain d6.p. 22 Ask the GM about starting at 2nd Level or taking a Hireling each |
| 3–4 | The comfortable range. One frontliner, one caster, one flexible. Everything is covered without anyone feeling redundant |
| 5–6 | Specialise hard — Training is binary, so overlap is wasted. This is where the odd Classes shine: Merchant, Bard, Dancer, Alchemist all scale with the number of allies they have to work with |
| 7+ | Expect the GM to split you into two Groups with separate Turns. Pick a Class with a clear job so you know what you're doing when your Turn comes |
The Fighter is rated one hammer and remains genuinely strong at every Level. Nobody at a big table needs to take a four-hammer Class to keep up.
There's no point buy. You take one of twelve fixed arrays, either chosen or rolled on a d12, and assign the six numbers to Stats in any order.p. 19
| d12 | Array | d12 | Array |
|---|---|---|---|
| 1 | 5, 5, 5, 4, 4, 3 | 7 | 6, 6, 5, 3, 2, 2 |
| 2 | 5, 5, 5, 5, 3, 2 | 8 | 7, 4, 4, 4, 4, 2 |
| 3 | 6, 5, 4, 4, 4, 3 | 9 | 7, 4, 4, 4, 3, 3 |
| 4 | 6, 5, 5, 4, 3, 2 | 10 | 7, 5, 4, 3, 3, 2 |
| 5 | 6, 6, 4, 3, 3, 3 | 11 | 7, 5, 5, 2, 2, 2 |
| 6 | 6, 6, 4, 4, 3, 2 | 12 | 7, 6, 4, 2, 2, 2 |
Arrays 1 and 2 are flat and forgiving; 11 and 12 are spiky specialists with real holes. For a first character, something in the middle — 3, 4 or 6 — gives you a strong key Stat without a Save you'll dread.
| Might | Max HP (× Level), Item Slots (8 + MIT), Endure Save, Melee and Brawl Checks, minimum for wearing armour |
| Dexterity | Speed, half of Reflex, Finesse and Sneak Checks |
| Awareness | Half of Reflex, Detect, Mysticism, Survival, Ranged attacks |
| Reason | Half of Will, Arcana, Craft, Medicine |
| Presence | Half of Will, Influence, Leadership, Performance |
| Luck | Your pool of Luck points, refreshed on a Rest |
Two of these have hidden weight. Might is never a dump stat — it's your hit points, your carrying capacity, your Endure Save and your ability to Block. And Luck is not a throwaway: it's how often you can buy Favor, and the Hero with the lowest current Luck is the one bad things randomly happen to.
You begin with 3 gold (300 silver) to spend.p. 19 The fast route is a Starting Pack — 36 pre-built kits, each spending most of the 3g and leaving you some change.p. 75 Each Class lists the packs that suit it. Every pack also includes a backpack, bedroll, five days' rations, two torches and a waterskin, plus casual clothes and a pouch that don't count against your money.
| Type | Rating | Cost | Slots | Min Might |
|---|---|---|---|---|
| Light (leather, hide, padded) | 1 | 50s | 2 | 3 |
| Medium (chain, scale) | 2 | 1g | 2 | 4 |
| Heavy (plate, splint) | 3 | 2g | 3 | 5 |
Armor Rating is subtracted from the damage of every attack that hits you. Against enemies dealing d4s and d6s, that is enormous. Wear the heaviest armour your Might allows — if your Might is below the listed minimum you're Restrained by it, which is disastrous. Heavy Armor also Hinders your Dodge, so heavy wearers Block instead.
| Weapon | Dmg | Properties | Cost |
|---|---|---|---|
| Dagger | d4 | Finesse, Keen, Thrown | 10s |
| Shortsword | d6 | Finesse, Keen | 20s |
| Longsword | d8 | Keen, Versatile (d10 in two hands) | 40s |
| Greataxe | d10 | Brutal, Cleave, two-handed | 1g 40s |
| Longbow | d8 | Keen, Ranged, two-handed | 80s |
| Standard shield | d4 | Shield — no Hinder when Blocking Ranged; can Shove | 75s |
Properties matter more than the die size. Keen lowers your Crit threshold by 1; Brutal adds a damage die on a Crit; Finesse lets you attack with Dexterity instead of Might; Cleave splits half damage onto a second target.p. 76
You can carry 8 + Might Slots' worth. Each point of Fatigue also fills a Slot, so an exhausted Hero starts having to drop things.
Training doubles a Stat before it's subtracted from 20 — so it's worth as much as the Stat itself, and it's the biggest single decision on the sheet.
Read that last line twice. A maxed Stat without Training is worse than a middling Stat with it. Untrained Checks are a bad bet at every Stat value in the game, which is why "can I find another way to do this?" is usually a better question than "what do I roll?".
Your Class grants your Training; Humans get one more, and Elves get one from a short list. Later, the New Training Perk buys another.
| MIT | Melee, Brawl |
| DEX | Finesse, Sneak |
| AWR | Detect, Mysticism, Survival, Ranged |
| RSN | Arcana, Craft, Medicine |
| PRS | Influence, Leadership, Performance |
Thirteen skills plus Melee and Ranged weapon training. Detect deserves special mention: it's what keeps you from being surprised, and in a two-person party somebody should have it.
Once Stats are set, everything else is arithmetic done once.
| Value | Formula |
|---|---|
| Max HP | Might × Level (+ Level if Dwarf) |
| Item Slots | 8 + Might (+2 if Orc) |
| Speed | DEX 2–3 → 25' · DEX 4–5 → 30' · DEX 6–7 → 35' |
| Luck pool | = Luck Stat |
| Endure Save | 20 − (MIT × 2) |
| Reflex Save | 20 − (DEX + AWR) |
| Will Save | 20 − (RSN + PRS) |
| Any Skill Check | 20 − Stat, or 20 − (Stat × 2) if Trained |
| Armor Rating | from armour worn; subtracted from attack damage |
The Character Sheet does all of this as you build, flags illegal choices — too much Training, armour your Might can't carry, Perks whose prerequisites you don't meet — and prints to PDF when you're done.
And one non-trap: the book explicitly says that if you're not enjoying a choice you made, discuss changing it with the GM.p. 5 Nothing here is permanent.
These are the Heroes from Sheet 01, built from scratch.
Note the Will Save of 13 — he passes it 40% of the time. That's the cost of RSN 3 and PRS 4, and it's a real weakness a GM will find.
Endure 14 means she passes an Endure Save 35% of the time, and Blocking is effectively off the table — she Dodges. Three hit points is not a mistake in the build; it's what a 1st-Level Wizard has. She survives by standing behind Brann.
Levels run 1 to 10 and there's no multiclassing to think about.p. 27 Every Level:
You can also start the campaign at Level 0: pick Ancestry, Stats and Gear, take no Class at all, and count as Level 1 for HP. It's a good option if you want the first session to be about who your Hero becomes rather than what they already are.