TEXT:  
  Main Roll 
  ☞ Permission​: Allows characters to attempt 
  certain actions. Don’t roll  w​/​o permission. 
   
  When you attempt an action that’s 
  difficult, relevant, and may cause an 
  unwanted outcome, ​roll 2d6​: 
   
  Helpful tags:  +1 
  Harmful tags:  -1 
  Max of +3 ​/ ​-3 per roll 
   
   
  High risk 
  +2 damage 
  Normal 
  most rolls 
  Low risk 
  -2 damage 
  Stance affects rewards and consequences. 
  In combat: “defensive vs aggressive”. 
   
  External Factors? Roll 3d6: 
  enemy Tags​/​abilities, hazards, surprise 
  Advantage 
  take best two 
  Disadvantage 
  take worst two 
   
  Results 
  6-  
  Failure. Things get worse. 
  7-9 
  Success + Complication. 
  10-12  Complete Success. No Issues. 
  13+ 
  Success + Additional Benefit. 
   
  You can only roll once per action  
  until circumstances change. 
   
  ☞ ​Handle traps as single roll. 
   
  Fighting 
  ☞ ​Enemies never roll attack ​/​ defense.  
  The GM may choose to roll enemy damage. 
  Cinematic Combat Roll 
  6-   Suffer highest d6 + enemy 
  modifier (usually +0 to +10). 
  7-12  Deal lowest d6 + Modifiers. 
  (Always deal at least l damage.) 
  13+  Double Damage (as above). 
   
  Normally let characters  
  take actions whenever makes sense.  
  During chaos/combat: 
  1.​ ​Players declare actions. ​Depending on 
  the action, different limbs and Tags apply. 
  Each Limb:  
  -1 Speed 
  Armor: 
  -1 Speed per 
  Tags: 
  Depends 
  2.​ ​Higher speeds go first.​ ​(PCs win ties) 
  Attack Roll 
  7-12  Deal lowest d6 + Modifiers.  
  ☞ ​Successful attacks deal at least l 
  13+  Double Damage (as above). 
   
  Defense Roll  
  6-  
  Suffer highest d6 + enemy 
  modifier (usually +0 to +10). 
  7-9 
  Suffer lowest d6 damage. 
  10+ 
  Suffer no damage. 
   
  Health & Healing 
  May receive ​one healing​ between Rests. 
  Magical healing has its own rules​. 
  Heal Self 
  7+ ​heal lowest d6 + 
  Modifiers 
  Heal Other 
  7+​ heal highest d6 + 
  Modifiers  
  Long Rest​: Recover all HP, or heal  
  a non-permanent Injury Tag. 
  ☞ ​If left untreated, become Permanent. 
   
  Death 
  When you drop below 1 HP, roll: 
  6-   Dead from a lethal attack;  
  else bleeding out. (10 mins) 
  7-12  Conscious, 1HP. Gain Injury Tag 
  13+  Conscious, lowest d6 + Modifiers 
    ☞ ​Injury Tags affect this roll. 
   
  End of Session 
  ⦿ Killed important enemy (+1 all) 
  ⦿ Made a meaningful discovery (+1 all) 
  ⦿ Approached a goal or a cause (+1 each) 
  ⦿ Downtime scenes (+1 to +3 depending) 
  ⦿ Acquired meaningful loot (+1 to +3 all) 
  ⦿ Meaningful social scene (+1 each) 
  ⦿ Completed a quest, mission,  
       or major objective (+1 to +3 all) 
   
   
    
   
  Reference by ​David Schirduan​ ⦿ ​Vagabonds of Dyfed​ by ​Sigil Stone Publishing 
  
   
  Principles 
  Impartiality 
  Challenge 
  Add termites, 
  shake the box 
  Impact 
  Ingenuity 
  Reward smarts, 
  dire consequence 
  Meaningful 
  Choices 
  No right option. 
  Every choice 
  has a cost 
   
  Speed & Travel 
   
  0 Speed  30ft per round 
  Rough terrain  
  -10 feet 
   
  Harsh terrain  
  -20 feet 
  X Speed  + ​/​ - 5 feet 
  -5 Speed Encumbered 
  -7 Speed Can’t Move 
  Travel Turn​: a few hours of travel. 
  Each player selects a role: Torchbearer, 
  Scout, Rearguard, Quartermaster, Mapper. 
  GM picks a player to ​focus​ on. They roll to 
  see how things go during this turn. 
   
  Converting Enemies 
  HP is (HD x 4) ​or as listed. 
  Ignore to-hit bonus​. (+4 is Advantage) 
  Roll damage​ as listed. 
  Saving Throws​ inform tags or abilities. 
  Movement Speed​: every 10ft above​/​below 
  30ft adds +1​ /​ -1 speed. Keep reductions. 
  Descending AC 
  ⦿ Armor = (10 - AC) ​÷​ 2, round down. 
  ⦿ If AC > 18: Players roll at disadvantage.  
  Ascending AC 
  ⦿ Armor = (AC - 10) ​÷​ 2 round down ​Max 4 
  ⦿ If AC > 18: Players roll at disadvantage.  
   
  Creating Enemies 
  If rolling for enemy damage: 
  Weak  
  1d6 - 2  
  Normal 
  1d6 
  Strong 
  1d6 + 2 
  Very  
  2d6 
   
  Speed 
  Health Points 
  Very slow​: -3 to -5 
  crabmen oxen slime 
  Fodder​: 1-9 
  humanoid goblin 
  Slow​: -3 to -1 
  orc dragon armored 
  Rugged​: 10 - 19 
  wolf orc bandit  
  Normal​: 0 
  most creatures 
  Tough​: 20 - 29 
  undead soldier 
  Fast​: 1 - 3 
  wolf elf goblin 
  Sturdy​: 30 - 39 
  dinosaur ogre 
  Very Fast​: 3 - 5 
  horse giant magic 
  Epic​: 40 - 50 
  dragon giant 
   
  Damage Modifier 
  Armor 
  Normal​: 0 
  novice animals 
  Unarmored​: 0 
  humanoid beast 
  Threatening​: +1-3 
  bandit goblin 
  Light​: 1 
  helmet shield 
  Dangerous​: +4-6 
  soldier orc undead 
  Medium​: 2 
  chainmail giant 
  Severe​: +7-9 
  dinosaur giant 
  Heavy​: 3 
  plate hydra demon 
  Deadly​: +10 
  assassin dragon 
  Impenetrable​: 4 
  full-plate dragon 
   
   
   
   
   
  Sample Equipment 
  Axe 
  2h, step, clumsy 
  Bow
  2h, long range, ammo 1,  
  bane vs unshielded, AP1 
  Dagger
  1h, arm, can be thrown 
  Mace 
  1h, arm, AP2 
  Mail 
  armor 2, worn 
  Plate 
  armor 3, worn, heavy 
  Polearm 
  2h, reach, AP2 
  Shield 
  1h, +1 armor 
  Sword 
  1h, arm, bane vs unarmored 
   
  Gear and Kits 
  Adventuring kit​: 5 uses. backpack, rope, 
  chalk, lanterns, and sundry other items.  
  Cartographer’s kit​: 5 uses, fragile 1. 
  Contains sheets of vellum, ink, a quill, 
  sextants, a protractor, etc. 
  Climbing kit​: worn, fragile 1. Contains 200 
  feet of rope, pitons, a climbing hammer, 
  and a climbing harness. 
  Hospitaller’s kit​: 5 uses. Bandages, 
  surgical equipment, salves, antitoxins, etc.  
  Thief’s kit​: 5 uses, fragile 1. Contains 
  lockpicks, weights, an hourglass, etc. 
  Bandages​: fragile 2. Advantage when 
  healing someone w/ mundane means. 
  Lantern​: 1h/worn, reload. 
  Rations​: 1 use. Food for a day. 
  Torch​: 1h, 1 use. Lasts about an hour. 
  Nugget of azoth​: worth about 50sp or 5gp. 
  ☞ Player armor cannot exceed 5. 
   
   
  Reference by ​David Schirduan​ ⦿ ​Vagabonds of Dyfed​ by ​Sigil Stone Publishing 
  
   
  Character Concept 
  ☞ ​Roll some d6s to randomly generate a 
  character, or just use these as examples. 
  Create Concept AFTER everything else. 
   
  Approach to Conflict 
     1-2  
     3-4  
  1​ Aggressive 
  2​ Violent 
  3 ​Patient 
  4 ​Calm 
  5 ​Cautious 
  6 ​Nervous 
  1 ​Deceptive 
  2 ​Guileful 
  3 ​Stealthy 
  4 ​Prepared 
  5 ​Fearful 
  6 ​Diplomatic 
  5-6 
  1 ​Resolve as quickly as possible. 
  2 ​Take simplest, most obvious approach. 
  3 ​Approach with misplaced confidence. 
  4 ​Whatever is flashiest; most impressive. 
  5 ​Support another with their approach. 
  6 ​Ignore your first two ideas, use the 3rd. 
   
  Goal, Cause, Ethos 
     1-2  
     3-4  
  1​ Honorbound 
  2​ Obey the law 
  3 ​Restore peace 
  4 ​Find the Truth 
  5 ​Overthrow King 
  6 ​Find perfect bow 
  1 ​Might is right 
  2 ​Vengeance 
  3 ​Raise a pet 
  4 ​Visit every city 
  5 ​Collect followers 
  6 ​Find meaning 
  5-6 
  1 ​Knowledge is power. 
  2 ​37 Treatises of Wisdom. 
  3-4 ​Acquire vast riches and retire. 
  5-6 ​Help another achieve their goals. 
   
  Gimmick, Impression 
     1-2  
     3-4  
  1​ Clothes all one color 
  2​ Multifaceted eyes 
  3 ​Embarrassing tattoo 
  4 ​Perfect hair, always 
  5 ​Strangely Sweaty 
  6 ​Mixes metaphors 
  1 ​Tell obvious lies 
  2 ​Forgets names 
  3 ​Strict diet 
  4 ​Enjoys arguing 
  5 ​Numb left arm 
  6 ​Smells smoky 
  5-6 
  1 ​Collects strange items/artifacts. 
  2 ​Cuts their arm before combat. 
  3 ​Slightly magnetic skin, hair. 
  4 ​One fancy worn item, all rest is trash. 
  5 ​Narrates self in 3rd person. 
  6 ​Tells that one joke over and over. 
   
  Background 
     1-2  
     3-4  
  1​ Born a slave 
  2​ Acolyte of Tynam 
  3 ​Merchant sailor 
  4 ​Court jester 
  5 ​Nomadic hunter 
  6 ​Dishonored monk 
  1 ​Street vagrant 
  2 ​Blacksmith 
  3 ​Dirt farmer 
  4 ​Engineer 
  5 ​Failed barkeep 
  6 ​Baron of Venmotte 
  5 
  1 ​32nd in line for the throne. 
  2 ​Exotic animal trainer. 
  3 ​Apprentice chemist. 
  4 ​Mail Delivery Rider. 
  5 ​Grew up in sewer overcame fear of sun. 
  6 ​Village destroyed in a fire they started. 
  6 
  Roll on the “​Who you are Now​” table. 
  And use the results as your background. 
   
  Who you are now 
     1-2  
     3-4  
  1​ Bounty hunter 
  2​ Pyromancer 
  3 ​Thieves’ Guildster 
  4 ​Ordained warrior 
  5 ​Artifact hunter 
  6 ​Champion of Ghor 
  1 ​Physicker 
  2 ​Boundary warden 
  3 ​Hedgewizard 
  4 ​Private Detective 
  5 ​Failed barkeep 
  6 ​Hunter/Tracker 
  5 
  1 ​Spy for nearby kingdom. 
  2 ​Mentor/Master for Hire. 
  3 ​Heir to a lost royal bloodline. 
  4 ​Corrupt Vizier seeking redemption. 
  5 ​Your “Wanted” poster is in every town. 
  6 ​Mayor of a small town. 
  6 
  Roll on the “​Background​” table. 
  And use the results as “Who you are now”. 
   
  Weakness 
     1-2  
     3-4  
  1​ Irrational temper 
  2​ Poor eyesight 
  3 ​Claustrophobic 
  4 ​Overconfident 
  5 ​Clumsy 
  6 ​Hedonist 
  1 ​Can’t count over 10 
  2 ​Can’t read 
  3 ​Regularly gets lost 
  4 ​Can’t start fire 
  5 ​Poor memory 
  6 ​Stutter 
  5 
  Roll on the ​Flaw​ table and come up with a 
  less severe version. That’s your weakness. 
  6 
  Pick a useful skill. You’re terrible at it. 
  Embarrassingly bad. How do you stand it? 
   
  Reference by ​David Schirduan​ ⦿ ​Vagabonds of Dyfed​ by ​Sigil Stone Publishing 
  
   
  Lineage 
     1-2                      Human                     (​+2HP​) 
  Gain +1 XP when: 
      - you take an injury tag. 
      - you Train during a downtime scene. 
      - you Succumb during downtime. 
  When doing something innovative, you get a 
  critical success on a 12+. 
     3                             Elf 
   
  +1 damage with bows & magic. You have 
  permission to attempt otherwise impossible 
  tasks to remember esoteric facts or to solve 
  puzzles. You may attempt to use magic even 
  without training or implements. Never fail 
  when attempting something in a painfully 
  patient or cautious way. 
     4                            Dwarf 
   
  Poison Immunity, Darkvision. Never fail when 
  attempting to execute your chosen craft. 
  When attempting something in an obstinate, 
  stubborn, and direct way, you get a critical 
  success on a 12+. 
     5                          Smallfolk 
   
  +2 damage to larger foes. You can always 
  squeeze into tight spaces, escape bonds, slip 
  through bars. When attempting something 
  selfless or brave, you get a critical success on 
  a 12+. Permission to attempt impossible tasks 
  when determining “correct” route. 
     3                             Beastkin 
   
  +1 speed; +3 in native environment. Select a 
  creature or order of creatures you resemble. 
  (feathered, furred, scaled, etc.) 
  Unarmed attacks can cut and stab. Never fail 
  at actions related to bloodline. 
   
  Flaws 
  A lie about the world; a crippling fear; a 
  selfishness or vice you can’t resist. 
     1         Fears 
     2        Vices 
  1​ Common creature 
  2 ​Blood/viscera 
  3 ​Being recognized 
  4-6 ​Normal situation 
  (heights, social, rivers, 
  dark, underground,) 
  1 ​Expensive finery 
  2 ​Specific plant 
  3 ​Specific drink 
  4 ​Religious fervor 
  5 ​Adrenaline 
  6 ​Gambling 
  3 
  1 ​Get lost at first opportunity.  
  2 ​Large debt to a dangerous organization. 
  3 ​Sacrifice anything to avoid failure. 
  4 ​Will not risk self for others. 
  5 ​Unwilling to admit wrong. Blame others. 
  6 ​Loudly share your unwanted opinions. 
  4 
  Roll on the ​Weakness​ table and come up 
  with a severe version. That’s your Flaw.  
  5 
  1​ Poor = Lazy or lesser. 
  2​ You’re better than most. List reasons. 
  3 ​Can’t keep a secret. Blabbermouth. 
  4 ​Unwilling to accept help from others. 
  5-6 ​When others suffer from their Flaw,  
  you suffer along with them. 
  6 
  Human​: Other races belong in the past. 
  Elf​: Looks down on those without magic. 
  Dwarf​: Sees non-craftsmen as Lazy. 
  Smallfolk​: Larger folk are loud, brutish 
  Beastkin​: Fears oppression/capture. 
   
  Technique    Roll 2d6 
   
    Doubles    ​(Optional)   2-3   Fleshcraft 
  Make new technique. 
  Maybe based on a 
  defeated foe, or a big 
  accomplishment.  
  1​ Healing Touch 
  2​ Magical Healing 
  3​ Soulsnare 
  4​ Undead Thrall 
  5-6​ Cure 
    4             Sage  
    5      Hunter 
  1 ​Linguist 
  2​ Provident Guidance 
  3​ Nose for Evil 
  4​ Eyeball It 
  5​ Arcanist 
  6​ Last Word 
  1​ Beastspeak 
  2​ Inner Compass 
  3​ Light Sleeper 
  4​ Pathfinder 
  5​ Tracker 
  6​ Favored Env. 
    6         Survivor  
    7        Fighter 
  1​ Bottomless Lungs 
  2​ Tough Hide 
  3​ Strong 
  4​ Iron Stomach 
  5​ Jelly Bones 
  6​ Mighty Leap 
  1​ Armorborn 
  2​ Assassinate 
  3​ Favored Enemy 
  4​ Favored Tactic 
  5​ Favored Weapon 
  6​ Frothy Rage 
    8            Divine  
    9         Thief  
  1​ Devoted: Augury 
  2​ Devoted: Bolster 
  3​ Devoted: Cleanse 
  4​ Devoted: Holy Ward 
  5​ Devoted: Invigorate 
  6​ Oathbound 
  1​ Cutpurse 
  2​ Better Safe… 
  3​ Ear to Ground 
  4​ Practice Shadow 
  5​ Trapcunning 
  6​ Wallclimb 
    10          Adept   
    11-12    Magus  
  1​ Distill Azoth 
  2​ Hand of Force 
  3​ Illuminate 
  4​ Inaudible  
  5​ Legerdemain  
  6​ Transfer Heat 
  1​ Shadowmeld 
  2​ Control Veg. 
  3​ Hellrift 
  4-5​ Pyro. 
  6​ Scry 
   
   
  Reference by ​David Schirduan​ ⦿ ​Vagabonds of Dyfed​ by ​Sigil Stone Publishing 
  
SOURCE: textdata/thevault/Vagabonds of Dyfed (PbtA)/Vagabonds of Dyfed - Reference.pdf