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The Annals of Glen Forkovian

Advancement Tracker

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Date XP Earned Reason Lifetime Lifetime Spent Banked
12.26.2025 1.0 Session 1 Sky Glyphs 5.0 4.0 1.0
12.25.2025 0.5 Session 1 Opening Scene 4.0 4.01 zero
12.24.2025 0.5 starting 3, +0.5 char. creation 3.5 zero 3.5


  1. upgraded Spirit from 4 to 5 on 12.25.2025; IGDT is Mon. 6th Nov. 35,386 B.C.

Mechanics for Endless Rime Solo-Play

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Mechanics

Credit goes to chaosgrenade of itch.io; I've used their Awesome Dice Pool System as a starting point for this game's mechanics.

PCs and NPCs have three Attributes that range in value from 1 (below average) to 5 (human peak). The three attributes of humanoids are: Body, Mind and Spirit. Stenn's Attributes at the time of character creation are:

  • Body 3 (above average)
  • Mind 3 (above average)
  • Spirit 4 (exceptional)

Most NPCs' Attributes' values sum to 7-8. Focal NPCs may have Attributes summing to 9, 10, or even higher.

Each of the three Attributes (Body, Mind, and Spirit) has a Stress Track associated with it. The Stress Track has a number of checkboxes equal to that Attribute's value.

In game terms, conflicts (such as combat) are handled as any other action, with participants declaring what they’re doing and comparing Resolution Rolls against their opponents. This means sometimes it is advantageous for the players to Help one another. Any ties during a conflict scene are either a stalemate or moot point – this may be an opportunity to role-play a truce or back off the opposing side (or a chance to exchange crude remarks).

A character that (a) succeeds a resolution roll in a conflict and (b) whose total successes (count all 5's and 6's rolled) exceed those of his adversary/circumstance, gets to narrate how the result of their action either causes Stress or inflicts a Hindrance on their opponent, or how they overcome some circumstance.

Stress harms the targeted character, dealing a number of ticks to their Stress Track equal to the difference in successes. Opponents only have 1 track; player characters have a track for each Attribute. Mark a tick by a single cross-slash on a box; each box may take 2 ticks (creating an “X”).

  • Physical harm deals stress to the Body.
  • Insanity, magic or psychic trauma harms the Mind.
  • Intimidation, fear, & demoralization affects the Spirit

When a given Attribute's Stress Track is filled, your character is out of the action (defeated, killed, rendered unconscious, captured — whatever outcome the Gamemaster decides — or that perhaps the Mythic Game Master Emulator 2.0 decides, if you use that tool).

Obviously, that isn't something you want to happen to your character. Fortunately, your character begins play with a number of Adversity Tokens equal to their Spirit attribute.

When a player fails a roll against the Judge/GM/Oracle, they receive 1 Adversity Token. They can spend a token on any Resolution Roll – theirs or any allies – to add +1 die against the Judge. Any number of tokens can be applied to a single roll. Remember: at any given time, you can never have more Adversity Tokens than X, where X is the value of your Spirit attribute.

In addition to the single Adversity Token that the PC receives when failing a Resolution Roll, s/he also gets one Adversity Token for each pair of doubles in the failed roll. Example: Stenn fails his Resolution Roll (it has fewer successes than the GM's). The dice come up as follows: 5, 3, 5, 6, 2. That's 3 successes (5's and 6's are successes). Unfortunately, the GM's opposed Resolution Roll comes up with 4 successes. Stenn has lost the Resolution contest. Stenn gains one Adversity Token for the failure, plus another for the pair of 5's.

What if Stenn had failed his Resolution Roll and the dice came up as follows? 5, 3, 5, 5, 3. How many additional Adversity Tokens would he gain? Two (pair of 5's, pair of 3's). The third 5 isn't part of a pair/double.

The Luck Die

Special traits – like magical items, high-tech augmentations, or supernatural senses grant a Luck Die.

This is a unique die that stands out from the rest of the pool. In addition to providing an extra die to a pool, the die adds the following benefits:

• If the player rolls a success on the Luck Die and wins the Resolution Roll, the player gets to narrate a Boost — a bonus effect to the intended result of their action. Whenever the player narrates a Boost, add +1 to Experience (XP).

• If the player lost the Resolution Roll, but still scored a success on the Luck Die, then a Slip occurs. A Slip means the character didn’t succeed as intended, but the Player still gets to narrate an opportunity that arose from their misfortune. Alternatively, the character may exchange the Slip for one Adversity Token.

In addition to spending an Adversity Point to add +1 die to the Dice Pool for a single Resolution Roll, you may also spend an Adversity Point to clear one tick on an Attribute's stress track.

Limitations of Traits

You may not through cleverness gain unfair advantage from multiple traits. You cannot, for instance, assign traits of Smart, Agile, and Strong and then argue that all three come into play for each and every feint, thrust, dodge, thrust, and parry in a melee.

You could, however, reasonably assert that Smart applies to an attempt to solve a maze, that Strong applies when attempting to bend bars, or that Agile applies when jumping a crevasse.

Advancement

At the end of a scene, award +0.1 XP; if you are playing solo and the write-up of the scene (narrative, in the vein of solo-rpg journaling games, or due to combat and lots of dice rolls for mechanics) is fairly lengthy, instead award anywhere from 0.25 XP to 1.0 XP.

Advancement occurs in two ways: spend 2 XP to add a new Trait. If you aren't playing solo, then the referee must approve the trait and ensure you both agree regarding its scope/limitations. This must be supported by the solo-roleplay narrative/journaling. Remember, a Trait should be fairly narrow, and it adds +1 to the Dice Pool when its use is relevant.

The other way to advance is to improve one or more of your three Attributes (Body, Mind, Spirit). Body and Mind can ordinarily only be improved up to a value of 5. If powerful science or magic is involved in bolstering a physical or mental process, it would fall under the category of a special, Luck-die providing Trait.

In a game with a DM and only a single player, or if you are playing solo via an oracle, it's recommended that Body and Mind be improvable beyond 5, but that this only can occur if the new, improved Attribute value, when doubled, would not be greater than your Spirit attribute.

For instance, imagine a character has been adventuring for a long time, and has Body 4, Mind 3, and Spirit 7. Assume the player has enough XP to raise either Body or Mind. The player could only raise Mind to 4 and not Body to 5 (raising Body to 5 would require that the Spirit attribute already be 10+).

You may improve your Spirit attribute indefinitely, so long as you can pay the increasingly expensive XP cost.

To incease an Attribute, spend a number of XP equal to the Attribute's current value. Note: although Body and Mind are capped, Spirit can continue to be increased. As it improves over the long-term course of play, it's Stress Track grows accordingly, as does the cap of Adversity Points.

If you would gain an Adversity Token but you already have the maximum allowed (X, where X equals the current number of un-ticked boxes in your Spirit track), instead convert it to 0.1 XP.

If a situation calls for a Resolution Roll but does not permit the PC to apply whatever special Trait allows for Luck Die inclusion, the PC may choose to Push His/Her Luck. Include the Luck Die in the Resolution Roll, but if it comes up a 1 or 2 (regardless of whether the overall Resolution Roll succeeds or not), you have Blundered.

On a Blunder, something negative in the narrative happens and you don't gain the usual +1 Adversity Token for the failed Resolution Roll.

Sources of Adversity Tokens:

  • failing a Resolution Roll against the GM or Oracle without Blundering (+1 token)
  • converting a Slip (+1 token) - slips occur when fail Res roll but Luck Die is a Success
  • per pair (i.e., doubles) that comes up when a Resolution Roll is failed (+1 token)

Sources of XP:

  • from converted Adversity Points (+0.1 XP)
  • from completing a Scene and its write-up (+0.1 to 1.0 XP)
  • from getting a Boost on a Luck-die success on a successful Resolution Roll (+1.0 XP)

Uses of Adversity Tokens:

  • clear a single tick on a given Attribute's stress track (costs 2 Adversity Tokens)
  • add +1 die to Dice Pool (per Adversity Token spent) for a single Resolution Roll

Session 0, Scene: Character Creation

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<< Endless Rime Actual Play Index

  • Character creation
  • Name & Concept
    • contributes one die to the dice pool
      • Stenn of Clan Bearclaws, Man Out of Time — 35,386 B.C.
  • Attributes
    • most relevant adds a # of dice equal to its value to the pool
    • at the time of character creation, distribute 10 points across the 3 Attributes
    • no Attribute can be greater than 6 after character creation
    • Stenn's starting attributes
      • Body 3 ○○○ stress track: □□□
      • Mind 3 ○○○ stress track: □□□
      • Spirit 4 ○○○○ stress track: □□□□
  • Experience Points (XP)
    • spent to raise Attributes
    • spent to add new Traits
      • Stenn's starting XP: 3
  • Traits are:
    • qualities (Strong, Nimble, etc.)
    • backgrounds (military training, former teacher, etc.)
    • relationship/quest factors ("I'll avenge brother!", recover the Sacred Chalice!)
    • optionally, a special unique trait can grant a Luck die without risk of a Blunder
      • a supernatural power
      • a high-tech item
      • a magical device, etc.
      • your life's calling
    • Stenn's Starting Traits:
      • Thuggishly strong
      • Affable/humorous/personable
      • Bonded with the Star Spirit

A particularly well-suited piece of equipment might add +1 to the Dice Pool

Equipment:

  • hammer for knapping flint
  • fire-starter sticks & flint/pyrite
  • animal bladder canteen (1 quart)
  • 16-lb wooden club
  • a flint knife
  • minor items for trading

Stenn is a homo sapiens neandertalensis of the Châtelperronian culture. He goes 200 pounds and stands 5'6" tall. He has dark, thick red hair on his head, and is very hairy on his chest, back, arms, and lower legs. A prominent brow ridge protrudes over blue eyes the color of ice during the day when it is shaded from direct sunlight.

One of Stenn's prized possessions is a supple leather pillow fashioned a few years ago that he has stuffed with dried leaves and portions of his own hair — on those seldom occasions when he (or Norda) cuts it.

Thin lips and a weak chin are mostly hidden by thick facial hair, though Stenn carefully saws off the hair above and immediately below his lips when it lengthens. He doesn't like the way it gets in his mouth when he's eating — and Stenn eats as often as he can possibly manage.

Stenn's biological age is approximately nineteen years, though age can be hard to estimate among the Bear-Men, given their craggy features carved by a lifetime of harsh weather.

Session I, Part II >>

Actual Play Reports

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Actual Play index

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