Essentials
Cards and Decks
Peregrine is played with a tarot deck in lieu of dice. A regular tarot deck is composed of Minor Arcana and Major Arcana.
▸ The Major Arcana Deck (Major Deck) should be shuffled and placed close to the GM, with the exception of The Fool card.
▸ The Minor Arcana Deck (Minor Deck) should be shuffled together with The Fool card and placed in the center of the table, accessible to everyone. Although not all cards in the Minor Deck are numbered, treat the face-cards and aces as having the following values:
- Aces: 1.
- Jacks: 11.
- Knights: 12.
- Queens: 13.
- Kings: 14.
There are two discard piles: one for minor arcana and one for major arcana. As cards are played, place them into the appropriate discard pile face-up, unless instructed otherwise. You may not look at any of the previously discarded cards. You may not rearrange the discard piles.
Don’t shuffle the decks unless told so, even during character creation.
▸ Whenever the Fool is drawn, both decks are reshuffled, together with the respective discard piles, at the end of the round.
▸ If you run out of cards in one of the decks, shuffle only that deck, together with its discard pile.
Test of Fate
Challenges
Inventories
Each character has 3 distinct inventories: Physical, Mental and Soul.
Physical
Number of slots: 10 + Might.
Objects you carry are noted in your Physical Inventory. Clothing doesn’t count, unless it provides a bonus. Most items take up one slot.
| Item Type | Slots |
|---|---|
| Large Items (armor) | Up to 3 |
| Small Items (3 scrolls, 10 arrows, 3 bottles, etc.) | 1 |
| Coins | Only if ≥1000 |
| Ephemera (earring, note, lock of hair) | 0 (10+ treated as 1 small item) |
- Large Items (armor): up to 3 slots
- Small Items: bundled as 1 slot
- Coins: only if ≥1000
Fatigue occupies Physical Slots. Remove by Resting (see Camping).
| Level | Encumbrance Points |
|---|---|
| 1 | 1-5 |
| 2 | 6-10 |
| 3 | 10+ |
Disadvantage when in combat. You can only crawl. Each turn crawling adds 1 Fatigue.
Dropping Things in a Hurry: draw 1d4 to see how many slots you may carefully put down; 2d4 if you don’t mind damage.
Mental
Number of slots: 10 + Mind.
A number of specific things go into your Mental Inventory.
| Category | Description |
|---|---|
| Spells | Each known spell occupies 1 slot (see Magic) |
| Languages | Each language you know occupies 1 slot |
| Skills | Each skill occupies 1 slot |
Stress occupies Mental slots. Each Stress occupies 1 Mental Slot. Gaining stress is cumulative.
Stress Examples
| Event | Stress |
|---|---|
| Failing a test of fate | 1 |
| A Great Failure in a test of fate | 1 |
| Running out of light in darkness | 1 |
| Spending 1 day without sleeping | 1 |
| Skipping breakfast | 1 |
| Falling to 0 HP | 1 |
| An ally falling to 0 HP and living | 2 |
| An ally dying | 2 |
Traumas
| Trauma | Effect |
|---|---|
| Panic ♦︎ | +1d7 Stress, up to Mental Inventory limit |
| Scream ♦︎ | If anyone didn't know you are here, they will now. May provoke a random encounter |
| Twitchy ♦︎ | Disadvantage on all tests of Might |
| Fight/Flight/Freeze | For 1d6 rounds, attack, flee, or freeze |
| Phobia ♦︎ | Gain 1 Stress when encountering stressor |
| Shock | Make a test of Mind once per round; until succeed, no actions |
| Abusive | Once a round, when an ally fails, they take 1 Stress as you scream |
| Nausea | Gag or vomit for a round; cannot benefit from meals for one week |
| Reshape ♦︎ | Mind refashions around trauma; randomly reassign Virtues |
| Blackout ♦︎ | Faint 1d7 rounds when taking damage; can be slapped awake |
| Nightmare ♦︎ | Don’t regain full Vigour when resting |
| Hallucination | Whenever you gain stress... |
| Hopeless | All is lost; all rolls with disadvantage until group success |
| Amnesiac ♦︎ | Your name is gone from Soul Inventory |
Soul
Number of slots: 7 + Grace.
Your Soul Inventory holds fickle and fragile things that relate to your sense of self, such as your Name. If, for any reason, you lose your name, you cannot use any of your Sign Powers.
Corruption also occupies Soul slots – each corruption occupies 1 slot. If your Soul Inventory is full, Corruption replaces a random non-Corruption slot.