Presented in alphabetical order.
Grades are the measure of how good or bad something is at its specific job. Grades can be any number from -5 to +5, but for simplicity’s sake consider a 0 to be an average shovel. It’s fine and lets you dig a hole but it won’t last forever, isn’t balanced, and isn’t easy to repair.
Item’s use Grade to determine their current state of repair as well as the item’s over all quality. If an item’s Grade ever drops below its Load the item is broken beyond repair.
Skill Trait Grades can be improved by Crafting something using the Trait that is over a higher Grade than the Trait used, by defeating a character in a Conflict using the Trait, or by any adventuring using that Trait.
Scar Trait Grades can be improved or worsened by adventuring.
What your character brings with them is as important as who they are and what they know. Every thing in the game has a Load value. A character can carry an amount of Load equal to the Maximum Stamina. For every 1 Load a character hauls reduce that character’s Maximum Stamina by 1.
When a character reduces the Load of things they are carrying their Maximum Stamina goes up, but their Current Stamina does not. The character must recover their current Stamina in the usual ways.
Death, going to live on a farm, or following a trade are all examples of retirement. A character retires when they have no Stamina Dice. The player of a character determines how their character retires.
Pilrim’s Passages uses six-sided dice (D6). When the GM calls for rolls you will roll 2D6. All characters must spend 1 Stamina to roll any dice.
The main resource you will be gaining and spending as you play the game.
All character’s have a number of Stamina dice equal to their number of Skills minus their number of Scars.
When a character’s number of total SD changes roll the character’s Stamina Dice. If the change was prompted by the acquisition of a Skill Trait and the result of the roll is less than the character’s current maximum Stamina, raise their maximum Stamina by 1. If the change was prompted by the acquisition of
There are three main ways of recovering: • Resting: By default you regain 1 Stamina when resting, plus an additional amount equal to the Quality of your sleeping gear. Remember that taking out your sleeping gear and setting it up takes time. • Eating: Basic rations grant you 1D6 Stamina, plus an additional amount equal to the Quality of the meal. You cannot eat while in Conflict. • Magic/Traits: Weird things like magic and Traits will let you recover Stamina too.
When a character’s Stamina reaches zero they gain a Scar. A character’s Stamina cannot drop below 0.
Time is roughly measured in Turns and Rounds. Players dictate when the “day” ends, with “days” being measures of how long they are awake rather than a measure of the time directly. The time of day can be whatever best suits the narrative, and can be as flexible or rigid as you’d like.
Finding out when a day passes will require feeling out how many Rounds it takes for your player characters to Rest. Then you can start to get a feel for how many Rounds a day is.
Skills and Scars are Traits. The world imprints itself onto a character via Traits. All character’s can gain Traits, and functionally every character needs to have at least 1 Skill in order to be a character, both Non-Player and Player.
Are positive. They grant +1 to relevant rolls, and can grant special abilities. Skills also grant a character an additional SD per Skill..
Are negative. They penalize a relevant roll by -1, and can cause other afflictions outside of the “-1”. Scars also remove an SD from the character.
At the end of each session of play, players should go around the table nominating a character to receive a new Skill. The nomination could be based on them doing something clever, unlikely, emotional, or otherwise fun.
When a character reaches 0 Stamina they should mark a new Scar on their character sheet. In-between session they should create a new Scar based on how they reached 0 Stamina. Rolling “Snake-Eyes”, and other less common effects, grant a character a Scar.
Traits always grant +/-1 as Justifications for Rolls, depending on if they are Skills or Scars. When creating Traits make sure to always make them highly specific and somehow relate to how you gained the Traits.
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