"The Woodland is at war — and you answer to no one."
Root: The Roleplaying Game adapts Leder Games' woodland board game into a Powered by the Apocalypse RPG. While great factions — the Marquisate, the Eyrie Dynasties, the Woodland Alliance — wage war over the forest, you play the Vagabonds caught between them: scoundrels, thieves, rangers, and tinkers with their own agendas. Roll 2d6 plus a stat, manage your Reputation with each faction, and let roguish feats, travel, and weapon moves carry you clearing to clearing.
The Woodland is a world of mice, foxes, rabbits, and birds locked in a war of empire, rebellion, and survival. The cat Marquisate rules through steel and taxes, the Eyrie Dynasties cling to ancient right, and the Woodland Alliance rallies the downtrodden. Between them roam the Vagabonds — rootless outsiders whose small deeds can tip a very large war.
Moves on 2d6 (PbtA)
Every risky action is a move: roll 2d6 plus a stat. 10+ succeeds cleanly, 7–9 succeeds with a cost, 6 or under hands the GM trouble. Light rules, fiction-first drama.
Reputation & factions
You carry a Reputation track with each great faction — Marquisate, Eyrie, Woodland Alliance. Helping or harming them shifts your standing, unlocking aid, prices, and consequences as the Woodland's war grinds on.
Weapon Moves & Harm
Combat runs on Weapon Moves — your playbook's blade, bow, or improvised tricks. You mark Harm and Exhaustion on your sheet, choosing tactics like parry, storm, or strike instead of trading raw hit points.
Roguish feats & travel
Roguish feats cover picking locks, sneaking, and blindsiding; travel moves carry you between clearings across the map. The denizens, prices, and dangers of each clearing keep exploration front and center.
Open in Session Zero to let every player vote and see the results.
