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Characters

What is a Pilgrim?

Players will be making characters known as Pilgrims. These traveling craftsfolk, road wardens, and mystics travel from one community to the next plying their trade, learning about the world, being impartial judges, hosting festivals, and being translators for the Spirits. All Pilgrims start as young adults: old enough to practice a trade, survive on the road, and feel the desire to make something of themselves.

The practice of Pilgrimage began due to a lack of skilled craftsfolk and mystics in communities both old and new. After the flood waters receded, nomadic flotillas and ships set roots where they ran aground. This led to isolated communities not having skilled craftsfolk. Thus, craftsfolk became nomadic travelers, working until they became too old and road-weary for long journeys. When they found a place to settle, these older craftsfolk took on apprentices who would carry on the nomadic tradition until they too became old and road-weary. Pilgrimage was born. It’s been generations since the recession of the waters, and you carry on this tradition.

Every character, player or non-player, in Pilgrim’s Passages is made up of three things: Traits, items, and Stamina Dice. Traits represent both positive and negative changes to the character. Stamina Dice represent a character’s over all well-being, such as energy levels, fatigue, minor injuries, and how heavy of a burden they carry. The character’s items are all of the useful, and sentimental, things they burden themselves with. Subsequent sections will describe these components in more detail. For now, let’s make a Pilgrim.

Character Sheets

Download Character Sheets Here

1. Assigning Traits

Traits are born from a character’s experiences, including any natural or magical effects they may have. There are two types of Traits: Skills and Scars. These positive and negative traits, when relevant, make a roll more or less challenging. Player characters (PCs) start with two Skills. Other non-player characters (NPCs) might start with any combination of Traits that equal their number of Stamina Dice.

1a. Getting a Trade

The first Skill assigned to a player character is their trade. To determine the Pilgrim’s Trade, roll or choose one from the following table. Add the items to the PCs inventory.

Trade Table

1D66 Skill: Trade Tools
11 Actor 1D10 Quill, 1D10 Vial of Ink, 1D10 Make-Up Set, 2D10 Costume
12 Apothecary 1D10 Quill, 1D10 Vial of Ink, 1D10 Make-Up Set, 2D10 Costume
13 Archaeologist 1D10 Brush, 1D10 Box of Chalk, 1D10 Rope, 1D10 Magnifying Glass, 1D10 Paper
14 Basket Weaver 1D10 Dried Reeds, 1D10 Knife, 1D10 Basket, 1D10 Basket, 1D10 Basket
15 Blacksmith 3D10 Anvil, 2D10 Smith’s Hammer
16 Bookbinder 2D10 Paper, 1D10 Leather, 1D10 Quill, 1D10 Vial of Ink
21 Botanist 1D10 Secateurs, 2D10 Press, 1D10 Paper, 1D10 Twine
22 Brewer 3D10 Barrel, 1D10 Measuring Cup, 1D10 Yeast
23 Carpenter 1D10 Hammer, 2D10 Saw, 2D10 Plane
24 Carver 1D10 Chisel, 1D10 Knife, 3D10 Sledge Hammer
25 Ceramicist 1D10 Brush. 1D10 Sculpting Tool, 1D10 Sponge, 2D10 Caliper
26 Cook 1D10 Knife, 3D10 Wok, 1D10 Ladel
31 Cooper 1D10 Hammer, 2D10 Saw, 2D10 Plane
32 Coroner 2D10 Saw, 1D10 Knife, 2D10 Book of Anatomy, 1D10 Formaldehyde
33 Dancer 2D10 Costume, 1D10 Make-Up Set, 1D10 Music Box
34 Glass Blower 1D10 Sack of Jacks, 2D10 Blowpipe, 2D10 Block
35 Jeweler 1D10 Magnifying Glass, 1D10 Mandrel, 1D10 Pliers, 1D10 Hammer, 1D10 File
36 Lapidarist 1D10 File, 1D10 Pick, 1D10 Magnifying Glass, 2D10 Shovel
41 Leatherworker 1D10 Awl, 1D10 Can of Oil, 1D10 Knife, 1D10 Needle Set, 1D10 12-Inch Ruler
42 Mason 3D10 Sledge Hammer, 1D10 Chisel, 1D10 Brush
43 Mechanic 1D10 Wrench, 1D10 Hammer, 1D10 Screwdriver, 1D10 File, 1D10 Vice
44 Musician 2D10 Instrument, 1D10 Paper, 1D10 Pencil, 1D10 Sack
45 Mystic 1D10 Candle, 1D10 Incense, 1D10 Box of Chalk, 1D10 Knife, 1D10 Flint
46 Naturalist 1D10 Binoculars, 2D10 Paper, 1D10 Pencil
51 Needleworker 1D10 Needle Set, 2D10 Yarn, 1D10 Scissors, 1D10 Measuring Tape
52 Painter 1D10 Brush, 1D10 Pencil, 2D10 Canvas, 1D10 Paint
53 Papermaker 1D10 Scissors, 2D10 Mold, 1D10 Sponge, 1D10 Masher
54 Photographer 3D10 Camera, 1D10 Engraving Plate, 1D10 Silver Nitrate
55 Physician 1D10 Knife, 1D10 Bandages, 1D10 Needle Set, 1D10 Twine, 1D10 Bottle of Alcohol
56 Poet 2D10 Paper, 1D10 Quill, 1D10 Candle, 1D10 Ink
61 Printer 1D10 Knife, 1D10 Needle Set, 1D10 Burnisher, 1D10 Ink, 1D10 Paper
62 Roper 1D10 Scissors, 1D10 Flint, 1D10 Glives, 1D10 Splicer, 1D10 Rope
63 Sculptor 3D10 Chisel Set, 1D10 Hammer, 1D10 Brush
64 Tailor 1D10 Scissors, 1D10 Needle Set, 1D10 Thread, 1D10 Taper Measure, 1D10 Box of Chalk
65 Weaver 2D10 Frame, 1D10 Shuttle, 1D10 Scissors, 1D10 Beater
66 Writer 2D10 Paper, 1D10 Quill, 1D10 Candle, 1D10 Ink Vial

1b. Devoting Yourself

The second Skill represents a character’s devotion to an initial Spirit. Most Pilgrims follow one of the the six Wandering Spirits, though a character could follow any or no Spirits at all.

Refer to the Wandering Spirits table on the next page to select or roll for a Skill that represents a character’s devotion to one of the Wanderers.

Wandering Spirits Table

1D6 Skill: Devotion Domains Items
1 Devotion to Prevernal the Revenant: Early Spring Air, Evocation, Correspondence 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 2D10 Lantern, 3D10 Sack
2 Devotion to Vernal the Companion: Late Spring Aggression, Enhancement, Correspondence 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 3D10 Tent, 1D10 Waxed Cape
3 Devotion to Estival the Curator: Early Summer Earth, Water, Correspondence 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Rope, 1D10 Quilted Coat
4 Devotion to Serotinal the Gleaner: Late Summer Heat, Protection, Correspondence 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Canteen, 1D10 Brimmed Hat
5 Devotion to Autumnal the Migrant: Autumn Arid, Entropy, Correspondence 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Candles
6 Devotion to Hibernal the Hosterler: Winter Cessation, Cold, Correspondence 3D8 Backpack, 2D10 Bedroll, 2D10 Traveler’s Spear, 1D10 Fur Coat, 2D10 Lantern

2. Assemble Your Stamina Dice Pool

The well-being and energy levels of a character is tracked via Stamina Dice. Stamina Die are always six-sided die. Use the following formula to determine a character’s number of Stamina Dice (SD): Total SD = 3 + Number of Skills - Number of Scars.

Starting players have two Skills and no Scars; therefore, they begin with five SD.

3. Pack Your Bags

All Pilgrim’s get three 1D12 Rations. Take the items gained from a character’s two starting Skills and pack them in a container.

4. Naming Your Pilgrim

Peoples of the archipelago sometimes name themselves by the amount of achievements they have made. Every Trait a character obtains grants them an additional syllable in their name.

5. Getting a Memento

Roll 1D66 to determine your Pilgrim’s memento. All memento’s are 1 Load, unless the memento is a character.

1D66 Memento
11 A small idol for the Spirit of your hometown.
12 A love letter from someone you left behind.
13 An elder’s United Worker’s Army rank insignia.
14 A map to a forgotten shrine.
15 A pearl containing the memories of a loved one.
16 A grudge. You are fleeing someone.
21 A childhood pet damselfly (1SD).
22 A pamphlet extolling the virtues of war Spirits.
23 Guilt. You caused a great catastrophe at home.
24 A tattoo. Depicting something meaningful or absurd.
25 A debt. You took and took.
26 Proof. You have evidence supporting a great theory.
31 An incomplete small craft. You teacher died before finishing it, but you do not have the skill to complete it, yet.
32 A wanderlust. What sort of place do you desire to visit?
33 A delicious treat, baked by a beloved elder.
34 A secret recipe from an beloved elder. It is desired by anyone who knows of it.
35 A quilted coat depicting events from your life, given to you by your hometown.
36 A locket with a photo of a missing loved one.
41 A small pre-flood ceramic of a small extinct animal with long ears.
42 A small amount of gilding on a hidden part of your body, marking you as family of gilded.
43 A song, written by a local musician from your hometown.
44 A mysterious brightly colored slug in a jar. A gift from the coast.
45 A bandana, patterned and dyed to show you as an ally to your friends and a threat to your enemies.
46 A compass, given to you by an old Pilgrim that came through your community when you were young.
51 A stamp, your old teacher helped you make your own. What does the stamp show?
52 A wax seal you found when you were little. What does the seal depict?
53 A letter of recommendation from your teacher. It speaks highly of your potential at your craft.
54 Your childhood pet Doter (2SD). It is getting up there in age but it follows you loyally.
55 A letter from your childhood friend who left on their pilgrimage one year before you.
56 A letter with the directions to an absent parent.
61 A case for a legendary tool. What is the tool?
62 A rare dye (+1) that is made from a material found only near your childhood home. What does it look like?
63 A small shell that calls to a distant shore.
64 A spice (+1) that can only be found near your childhood home. What does it taste like?
65 A painting on one of your tools. It depicts a great act that one of your ancestors did. What was it?
66 The gilding from a Gilded fighter in the war. You could recognize the previous owner.

Back to Playing

On to Traits