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Making a Character

Every character in Pilgrim’s Passages is made-up of three things: Traits, Stamina Dice, and items. Traits represent changes to the character, these changes can be positive or negative. Stamina Dice represent of a character’s over all well-being, think energy levels, fatigue, minor injuries, and how heavy of a burden they carry. The character’s items are all of the useful things they burden themselves with.

What is a Pilgrim?

Players will be making special characters known as Pilgrims. Traveling craftsfolk, road wardens, and mystics. Pilgrims 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 the towns deal with. All Pilgrims start as young adults in their early twenties. Old enough to be passable at a trade, know how to survive on the road, and feel the desire to make something for themselves.

The practice of Pilgrimage began due to a need for 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 skilled craftsfolk being isolated and many communities not having specialists. Thus craftsfolk traveled, this worked until they became to old and road-weary to travel much. Older craftsfolk settled and trained the next generation. Who then traveled until they wanted to settle in a town without a craftsperson of their skill. They then educated the next generation, and so-on. Pilgrimage was born.

Character Sheets

Download Character Sheets Here

1. Assigning Traits

Traits are a character’s experiences. As well as any natural or magical effects that they may have. There are two types of Traits: Skills and Scars. Skills are positive, making the Success Value for a relevant roll easier. Scars are negative, making the Success Value for a relevant roll more difficult. Player characters start with two Skills. Other non-player characters might start with any combination of Traits that equal their amount of Stamina Dice.

1a. Getting a Trade

The first Skill for a player character is related to the player character’s life before becoming a pilgrim. By default this is the Pilgrim’s Trade, roll or choose one from the following table. You could also base it off what their childhood was like, what were they interested in, or a hobby?

Trade Table

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

1b. Devoting Yourself

The second Skill represents an initial Spirit that the character follows. Most Pilgrims follow one of the the six wandering Spirits, though a character could follow any or no spirit.

Seasonal Spirit Table

1D6 Skill Domains Items Grade Hair/Eye Color Smells
1 Devotion to Prevernal the Revenant: Early Spring Alteration, Transmutation Backpack (3/5L), Bedroll (2L), Shovel (3L), Compass (1L), Torch(es) (1LX2), Medium Sack (3L) +1 White/Green/Gray Wet Earth
2 Devotion to Vernal the Companion: Late Spring Water, Healing Backpack (3/5L), Bedroll (2L), Eku (3L), Bandage (1L), Tent (3L), Waxed Cape (1L) +1 Green/Blue/Gray Rain
3 Devotion to Estival the Curator: Early Summer Earth, Protection Backpack (3/5L), Bedroll (2L), Scythe (3L), Rope (1L), Quilted Coat (1L), +1 Green/Blue/Yellow Sweat
4 Devotion to Serotinal the Gleaner: Late Summer Evocation, Fire Backpack (3/5L), Bedroll (2L), Flail (2L), Flint (1L), Canteen: 3L Capacity(1L), Widebrimmed Hat (1L) +1 Brown/Yellow/Green Spices
5 Devotion to Autumnal the Migrant: Autumn Revelation, Entropy Backpack (3/5L), Bedroll (2L), Staff (2L), Compass (1L), Candle(s) (1Lx4), Medium Sack (3L) +1 Brown/Red/Yellow Wet Leaves
6 Devotion to Hibernal the Hosterler: Winter Winter, Necromancy Backpack (3/5L), Bedroll (2L), Axe(2L), Fur Coat (2L), Boots (2L), Lantern (2L), Flask of Oil (1L) +1 White/Gray/Black Nothing

2. Roll for Maximum Stamina

The well-being and energy levels of a character is called Stamina. A Character’s number of Stamina Dice (SD) is 1 + (their total number of Skills minus their total number of Scars). By default, that should give a starting player character three Stamina Dice.

3. Pack Your Bags

All Pilgrim’s get three 1D6 Rations. Take the items gained from their Pilgrim’s two starting Skills and pack them using their Stamina Bar and Item Cards.

4. Name Your Pilgrim

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

If using the Totro, the Fantasy Name Generator, don’t forget to set the number of syllables to the amount of Traits the character has.

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.

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