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The Annals of Glen Forkovian

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Terminology of Endless Rime

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  • Anima1, a derived Attribute — ave. of Mind & Spirit, rounded up
  • Avernian Gate, a place of death acting as a portal to the Underworld
  • Bear Tree, The1 - massive conifer that sheds its needles all-at-once annually2
  • boh-arm1 - the early human term for what later generations would call a cubit
  • bujant1 - an animal possessed by an evil spirit, and extremely aggressive
  • clarity catalyst - a drug or mystical item used to expand one's awareness of the spirit world
  • faction - a group of people with something in common
  • Forte - an attribute deriving from the interplay of Body and Spirit
  • Frost Lung1 - an ailment causing coughing, fever, chills, difficulty breathing
  • Gaunt Shroud, The - a metaphysical barrier; supernaturals cross to interact with the world
  • kerma1 - a spiritual link between two familiar people that confers several benefits
  • kulva1 - pronounced cull-VA, it means tragic circumstance or event
  • kuju1 - a root that is analgesic and induces drowsiness
  • Mind Stone - the moose-on-a-boulder rock Ghindar uses as a clarity catalyst
  • pah'et1 - provider of food and warmth, usually applied to relevant males
  • Puissance - a derived attribute arising from Body and Mind; impacts combat/magic Specials
  • Reddening, The1 - most intense period of symptoms caused by Red Snow
  • rust-snow1 - red-tinged snow that also presages a further 20° drop in already freezing temps
  • sharphening1 - when mental/spiritual senses expand from use of a clarity catalyst
  • su'hed1 - bringer of life and love, usually applied to relevant female mothers
  • Wall of Grandmothers, The1: inaccesible cliff-side caves used for burial

  1. these terms were introduced in Session 1
  2. The Bearclaw Clan at Moose Rock attributes spiritual significance to this shedding

IGDT

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IGDT = In Game Date & Time

You'll find IGDT data in the Advancement data and, sometimes, in Session Logs. IGDT is an estimation of time's passage within the milieu of the fiction.

In a proleptic Gregorian calendar with astronomical numbering, November 6, 35,386 B.C. would fall on a Monday. Stenn's story opens on Monday 11/6/35,386 BC.

Scene IGDT Real-Time
Opening Scene Mon. 11.6.35386-BC 12.26.25
The Reddening II Tue. 11.7.35386-BC 01.01.26

Scene Sky Glyphs | XP Tracker | Endless Rime Landing

  • Stenn of Clan Bearclaws, Man Out of Time — 35,386 B.C.
    • Body 3 ○○○ stress track: □□□
    • Mind 3 ○○○ stress track: □□□
    • Spirit 5 ○○○○○ stress track: □□□□□
    • Banked XP: 1
    • Banked Adversity Tokens: 3 of 5
    • Thuggishly Strong
    • Affable/humorous/personable
    • Bonded with the Star Spirit
    • Lifetime Awarded XP: 5 (five)
    • Lifetime Spent XP: 4 (four)
    • Banked XP: 1 (one)

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

Endless Rime Characters

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Cast of Characters

  • Arctos the Mighty - spirit stag protector of the forest embodying wisdom and strength
  • Stenn Bearclaws - our protagonist (age 19 @ 6/6/35,386 B.C.)
  • Drogan Elkfist - Clan Moose Rock's best hunter, 2nd only to Stenn as a warrior
    • Stenn's staunchest fried
    • his mate, Ehdra, died in a Blue Canyon avalanche in 35,383 B.C.
  • Fodor, a middle-aged clansman and a fair hunter even though missing his left eye
  • Gahn, a skinny young clansman who has a gimp left leg; rather a loner
  • Ghindar, second oldest male at Moose Rock; a shaman (age 60 @ 4/4/33,386 B.C.)
  • Gray Coyote - the spirit-beast who carries souls to Ursus in the Deepest Cave
    • father to Swift-Tail and Strong-Jaws
  • Jenkla - a beautiful woman & bond-mate to Stenn (age 18 @ 7/14/35,386 B.C.)
    • originally from Clan Lion Path
    • apprenticed to Uta
  • Herne the Hunter
  • Hrowaka Axe-Arm, Chief - Stenn's father? (age 62 @ 1/11/35,386 B.C.)
  • Malachai of the Stalks
  • Morning Dew, auxiliary spirit of the Moose Rock clan
  • Navare - an NPC not yet introduced, as of 12.31.2025
  • Norda of Clan Moose Rock - Stenn's mother (age 53 @ 2/15/35,386 B.C.)
  • Red Dust, a.k.a. Vodor's Tears/Lament; snow turns to red dust as it melts, stealing heat
    • red dust always presages a very significant drop in local temperature
    • temp drop within minutes or up to 2-3 hours after this phenomenon
  • Uta - medicine woman of Clan Moose Rock (age 49 @ 3/6/35,386 B.C.)
    • has Jenkla as an apprentice
  • Ursus, the Great Bear
  • Valdghar
  • Vodor, the Sky Spirit
  • Void Lord, The - eternal enemy of The Sky Lord, Vodor

Session I, Scene: Sky Glyphs

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<< Session 1, Opening Scene


Scene Sky Glyphs

Stenn Bearclaws

Body

Mind

Spirit

Adversity Tokens

Stenn burst from the frost-den, pulling his heavy club from the hide sheath he wore high on his back. The Red Snow, Vodor's Tears, was both a natural hazard and a spiritual crisis, but in Stenn's mind and those of his fellows there was no distinction. Blood Dust was another moniker for this phenomenon, because those who succumbed to it deteriorated to a crimson, gritty pile of particulates, leaving behind not even a skeleton.

He grimaced as the cold cut through his furs like a blade. Stenn pivoted slowly in a full circle, listening for the bujant's bugle; it didn't escape his attention that the torches around the camp seemed to burn dimmer, as if the very air resisted their warmth.

Stenn saw the hulking form of his friend and cried, "Drogan, to me!" As his fellow clansman drew near, Stenn noticed his shivering and struck him on the arm, then gripped Drogan's shoulder. "I know, my friend, I know!" Stenn himself could feel a drain upon his stamina, as if his strength were being pulled upward into the sky.

"Fight it!" Stenn growled, cuffing Drogan encouragingly. "I'm going to find the bujant and deal with it before The Reddening. Get Fodor and Gahn and have them re-chalk the sky glyphs quickly, then get them inside and make sure the children are nearest the fires!" He turned and quickly moved beyond the light of the torches, then paused, staring outward away from the camp, giving his eyes times to adjust.

Ask the Oracle: Can I see the bujant? 

No, but the cold may kill you before the bujant can.

Stenn stumbles, the supernatural cold stealing his strength. He calls upon the Spirit of Ursus: "Bear Father, sustain me for the sake of your people!" This depends upon a derived attribute, Anima — the intersection of soul and mind (average of Mind 3 + Spirit 4, rounded up, i.e., 4). An Anima of 4 yields a dice pool of 4d6:

Two successes! Stenn rallies, and fancies that Ursus' pelt enfolds him in warmth.

Some of the Red Snow melted on his lip, and he spat vehemently. The taste was acrid, metallic. A thud sounded to his left and he spun with his raised club, expecting the bujant, but he saw that the source of the noise was a dead bird, fallen from the sky. Another hits the ground, ten feet northward.

He didn't see the bujant, but standing motionless in this cold was a death sentence, so he took off in a lope, making a wide circuit of the camp. Time was short if birds were already dying. The children and elders of the clan would be the first to enter a shivering torpor.

Ask the Oracle: will the bujant attack Fodor and Gahn?

Yes, and here it comes now, darting out of the darkness, into the torchlight, arrowing for the Sky Glyph rocks!

Stenn altered his trajectory to intercept the wolf, and noticed that the bujant was apparently unaffected by the Red Snow — clear evidence that the Void Lord had won many of the lesser malign spirits to his cause.

Stenn's powerful legs bunched, driving him even faster across the feebly lit night of the camp, club raised in a two-handed grip.

Ask the Oracle: Does the bujant see me in its peripheral vision?

No.

Stenn glanced toward the Sky Glyph rocks. Fodor is nowhere to be seen, perhaps having already completed his work and taken shelter. But there is Gahn, still feverishly chalking the sky glyph on the second of a pair of boulders. This fell beast will rip out his throat before he even knows what hit him! "By Ursus be thwarted!" Stenn cried aloud.

Again, the powerful warrior invoked the Great Bear. So soon after the previous invocation means we'll allow Anima with a penalty of one. That's a dice pool of three:

A single success.

The bujant tried to ignore Stenn in single-minded intent to disrupt the chalking, but Stenn's invocation of the Great Bear caused it to stumble, and almost fall. The wolf righted itself but Stenn was upon it, and combat was joined!

The bujant-possessed wolf has a dice pool of 4. Stenn's Body attribute is 3, but because he's running and not braced, he can't hit as hard as he'd like (hindrance lowers 3 to a 2-die pool). However, Stenn is thugglishly strong (Trait). This adds a die — pool is back to 3 dice. He cannot add a die for the Star Spirit, as it remains neutral in this, not wishing to become embroiled in conflict with the Void Lord. Stenn has 5 banked Adversity Tokens. We'll spend two of them to add two more dice to the pool, bringing it to 5 dice.

Bujant Wolf's resolution roll yields a single Success

Stenn's resolution roll yields 3 Successes:

Images of dice are compliments of Mike Zuidgeest, and are sourced from flaticon.com

Stenn's margin of success is two (the difference between his 3 Successes and the wolf's single Success), and he chooses to inflict two ticks on the bujant's Stress Track:

Stenn's Adversity Token pool is now 3 of 5.

The dice have spoken: Stenn brought down his heavy club upon the wolf's hindquarters, injuring it. It yelped in pain, slewed sideways and went down, but quickly stood.

Ask the Oracle: Does the wolf ignore my threat and still head toward Gahn?

No, and it's decided to feast on Stenn's marrow!

Stenn was chagrined. He'd hoped to injure the creature badly enough to handicap it, but could see no indication he had done so. Stenn fancied he could see the wolf's soul struggling against the evil spirit that has possessed it. He rooted for the former, but was unsurprised when the latter won out and the beast sprang at him.

The wolf uses its special Spring attack (+1 die to its pool). And because of the evil influence driving it, the injured wolf Pushes Its Luck (+1 die — a Luck die) when ordinarily it might not do so. That's 6 dice (the wolf's normal 4, plus Luck die, +1 for Spring trait). However, I'll be kind and subtract one die due to injury/pain. I'm rolling this in *Mythic GME Digital* on Windows; we'll count the final roll as the Luck die:

Ha, the wolf gets zero Successes! And the Luck die came up 2; that's a Blunder!

As the player, I meta-rule that the wolf's Blunder signifies that it has exacerbated the injury dealt it by Stenn's club and now has a -1 die Hindrance. Stenn, of course, will show no mercy. He might have, had this just been a starving wolf, but he'll take no chances on a Bujant. Stenn has a dice pool of four for his attack (Body 3, Thuggishly Strong trait). He feels that Morning Dew and Ursus are with him now, so he doesn't Push His Luck or use Adversity Tokens.

Let's see how Stenn performs:

His resolution roll comes up two Successes:

That's a margin of success of two, and Stenn inflicts two more ticks on the wolf's stress track:

The Cro-Magnon man stepped sideways as the wolf sprang and batted it aside with his club, then was ready when the wolf scrabbled to get itself turned around and attack again.

Ordinarily, the wolf at this point would make a morale check, and possibly choose to flee. I judged that given the evil influence it's under, that's possible but unlikely.

Oracle, has the wolf had enough?

Exceptional No!

Not only does the wolf stay and fight, but it is heedless of its own well-being. If it lands an attack it will inflict +1 tick of stress, but it's hurt and confused (and suffering from the rapidly worsening preternatural cold) and it's down to a dice pool of two. The possessing spirit whips the beast furiously, and it Pushes Its Luck (+1 die, for a pool of 3) And remember, the final die will always be the Luck die, when/if a Luck die is included in a Resolution Roll:

That's a single success for the wolf, and as it lunges, Stenn defends himself:

Wolf and Cro-Magnon are tied, with one Success each. Stalemate!

Stenn managed to pop the wolf on the snout as it attempted another bite, and the wolf yelped, paused for a moment as if considering...

Oracle, does the wolf want more of this?

No.

This time the wolf does decide it's had enough. As it runs off, Stenn is too cold to give chase. He counts himself fortunate indeed to make it into the frost-den before he collapses.


Fair amount of effort: rolling, editing, correcting misspellings, updating Mechanics, Terminology, and Cast of Characters. I'm awarding Stenn a full XP for this scene. After-action character sheet snapshot (I prefer this more stylized character sheet update).

The Reddening >>


Session 1: Stenosian Vey

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<< Session 0, Part II: Influences

Session 1, Opening Scene

Although neither he nor his parents knew it, Stenn had begun life as Stenosian Vey. On his Naming Day at the age of twelve, the boy had unknowingly dredged up a moniker from his subconscious: 'Stenn'. Moose Rock Clan accepted and celebrated it. They were simply thankful to now have a shortened way of referring to Chief Hrowaka's son other than the lengthy title that roughly translated as Twig of the Branch of Hrowaka Axe-Arm.

It was 35,386 B.C., a cold night somewhere in what would eventually become the Dordogne region of France. The nineteen year old Cro-Magnon man stood next to his mother's woven sleeping pallet and looked down upon sunken, closed eyes, her pallid face. It was warm enough in the hide-covered dwelling that Stenn's heavily muscled body gleamed with a sheen of sweat. He was clothed only in a breech cloth. The woman on the pallet shivered.

Norda was gravely ill, and Stenn was not Mog-Ur, nor a shaman. "How is she?" queried a gravelly voice from the other side of the dwelling, where the firelight cast a shadowy silhouette of a man. Stenn's father, Chief Hrowaka, was weak and stooped, crippled by severe osteoarthritis and by something much worse. Something that Uta, their medicine woman, could not treat.

Stenn felt helpless. It was impossible to guess which one of his parents Gray Coyote would take first. A bujant had been troubling the village of late. If it followed the usual pattern of such Stenn was torn between staying near his ill mother and joining his fellow hunters.

The chief was very old, sixty-two sheddings of the Bear Tree, if the chief's memory could be trusted. And so Stenn kept watch over his mother while his father lay addled on kuju on the other side of the hide-covered dwelling.

Norda, though delirious (perhaps mercifully) and in and out of consciousness, coughed up more blood. Stenn cradled her head and dabbed at the reddish foam on her lips. A minute went by, and only the crackle of the fire spoke into the darkness. Then Norda was wracked by another bout of coughing, just as the brazen bugling1 of the bujant shattered the relative quiet of Moose Rock.

Shouts erupted throughout the camp, and there were running feet, peppered with curses, oaths, deprecations, and more than one cry to Ursus2 for strength and protection. A young woman of the clan, Jenkla, ducks into the dwelling. Her furs are frost-rimed and snow powders he long, dark hair. "Stenn Pah'et, you are needed!"

Stenn looked up at his mate. "Jenkla Su'hed, Drogan and the others can handle a bu—" His words were clipped off abruptly as Jenkla ran a gloved hand through her hair, dispersing red flakes already beginning to melt in the warmer interior of the frost-den. Blood Dust3!

Jenkla took a step toward Stenn. "It is the Tears: the bujant was merely a harbinger! Many will die this night!"

Stenn moved and embraced Jenkla, cradling her for a moment to his massively muscled chest, a massive hand cradling the back of her neck. Then, releasing her, he pulled on fur-lined leggings and wrapped his bear pelt around himself. "Not if I can help it!" he vowed. Stay with them both," he pleaded as much as instructed, and then he was outside the frost-den and shouting orders.


Meta: see three footnotes below.

I spent a fair amount of time on this post, and it in turn spurred the creation of a Cast of Characters and a Terminology post, so I'm going to award 0.5 XP, bringing new total to 4.0 XP. I choose to spend those 4 XP to increase Stenn's Spirit attribute from 4 to 5.

  • XP

    • Lifetime earned: 1.0 (started with 3; +0.5 character creation, +0.5 end of current scene)
    • Lifetime spend: 4.0 (raised Spirit to 5)

    • Stenn's Attributes

      • Body 3 ○○○ stress track: □□□
      • Mind 3 ○○○ stress track: □□□
      • Spirit 5 ○○○○○ stress track: □□□□□

1. Asked the Mythic oracle, Does the bujant attack while Stenn attends his mother? Fate Roll = yes.

2. among the mightiest Spirits; some believe the mightiest

3. the tears shed by Vodor the Sky Spirit as he fights a losing battle with the Void.


Sky Glyphs >>

Session 0, Part II: Influences

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<< Endless Rime Actual Plays Index | Session 0, Part I

This solo-play will be known as Endless Rime and is set on Earth in the Upper Paleolithic era.

Endless Rime features mature content: there is wanton violence, sex, and occasional brutality, but there is no cigarette smoking. No animals were harmed in the creation of this story Some animals are harmed in these stories, but usually they are wild animals targeted by hunters.

In some portions of this story, the action pivots back and forth from ~33,000 B.C. to some future time that is clearly far in the future. You may wonder why, given the story's setting. Gradually, some readers will develop insight. Think Clan of the Cave Bear meets Severance (by Netflix)...

I'll be loosely using rules from the Würm RPG. I take liberties when I feel like it, but I'll try to channel those liberties into predictable patterns.

Different people format their actual play reports in different ways. I will provide the code-behind/rpg-mechanics, but in order not to disrupt the narrative flow of the story, that data will be given in footnotes.1 This will also keep the narrative portion of Actual Play write-ups isolated from the mechanics, which will be helpful if I decide to novelize this story.

To prepare for this solo-play, I read three books: Clan of the Cave Bear2 (Auel), The Dog Master3 (Cameron), and Cro-Magnon : How the Ice Age Gave Birth to the First Modern Humans4 (Fagan).

Other influences: Wolf Packs & Winter Snow, Paul Walker's substack, Rolling Alone, and Kate Korsaro's substack, Kate Plays.

Themes explored:

  • Man versus Nature
  • Tribal Dynamics
  • Interspecies Relations
    • Bear Men & Long Men
  • Megafauna Interactions
  • Migration & Exploration
  • Evolution & Technology
  • Emergent Culture
    • Early Mortuary Practices
    • Rigid Gender Roles
    • Artwork
    • Storytelling
  • Natural Disasters
    • Landslides (think the Storegga Slide)
    • Tsunamis
    • Volcanism
  • Totemism
  • Paleolithic Animism
    • Shamanism
    • Vision Quests
    • Dream Interpretation
    • Appeasing the Spirits

XP earned for Part II of Session 0 is: 0.25, bringing total XP to 3.50 (he began with 3 XP at character creation).

>> Session 1


1. Example footnote; I host my blog using HTMLy, and unfortunately it does not always save HTML markup, just markdown. If I write a post in HTMLy once, save it, then never touch it again, all is well, but if I re-edit an HTMLy MD format is retained by HTML markup is sometimes lost.

2. Jean M. Auel's 1980 instant classic

3. W. Bruce Cameron's 2015 novel about the first dog

4. Brian Fagan's 2010 non-fiction title

Advancement Tracker

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most recent character snapshot

Date XP Earned Reason Lifetime Lifetime Spent Banked
01.15.2026 1.0 spend 1 XP for pt of Plot Armor2 9.0 5.0 4.0
01.15.2026 1.0 Session 1 An Unexpected Return 9.0 4.0 5.0
01.11.2026 3.0 Session 1 Reddening II - Last Night 8.0 4.0 4.0
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

Plot Armor:

You can spend 1 XP to buy a point of Plot Armor. You can have multiple banked points of purchased Plot Armor. When something happens that would lead to your death (roasting in dragon fire, drowning, receiving a fatal swordstroke), spend a point of Plot Armor to instead have a single tick-worth of Body stress track remaining. If that doesn't suffice, then instead you can spend two points of Plot Armor to retcon a different outcome. Note: you cannot buy points of Plot Armor retroactively. You either have it when something bad occurs, or you're screwed. You may never have more points of Plot Armor than your Spirit attribute. Anytime you spend Plot Armor, roll 2d6: on Snake Eyes, your use of Plot Armor fails and all points of Plot Armor are depleted/gone.

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 of the post-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.

I made an alternative version of Stenn's character sheet here. Same information, different aesthetic.

Session I, Part II >>