Character Vitae¶
Your character is a résumé. Not a stat block — a short account of who someone is, what they've done, and what they're good at. Fill in what matters and leave the rest blank.
Character name
Played by
Background — where you're from, your place in the world
School or job
Habits and quirks — anything that makes you you
Connections — who you know in the Party, and how
Skills¶
Your Narrator picks three of the five dice. Assign one to each Skill. Bigger die, more experience.
| Skill | What it covers | Your die |
|---|---|---|
| Body (Physical) | Strength, senses, fine motor skills, stamina | ▢ |
| Mind (Mental) | Knowledge, memory, reasoning, aptitude | ▢ |
| Soul (Spiritual) | Connection: intuition, empathy, persuasion, deception, nature | ▢ |
Notes — what happened, what you're carrying, what you owe
Two ways to use this
Type into it. The fields above are editable. What you write stays in your own browser — there is no account and nothing is sent anywhere — and it will still be there when you come back on the same device.
Then download it. The Download button builds a one-page PDF of what you wrote, on your own machine — nothing is uploaded, and it works with the network off. You can also just print the page. For a blank one to fill in with a pencil, take the printable character sheet.
Your three core stats¶
Every character has three core stats: Body, Mind and Soul. A roll on one of them is a Physical, Mental or Spiritual check. Your Narrator chooses three of the five dice for the game, and you give one to each stat. A bigger die means more experience, and higher rolls are better.
Which stat you roll depends on how you go about something, not on what you're trying to do. Faced with a locked door, you can put your shoulder into it (Physical), hunt for a hidden key or a secret latch (Mental), or remember the guard who mentioned a secret knock (Spiritual). Same door, three ways through it. If you can describe it, the Narrator can tell you which stat it takes.
Body — Physical checks¶
Strength, senses, fine motor skills, stamina. Body is everything your physical self can do: how strong, how quick, how sharp-eyed, how steady-handed, and how long you can keep going.
Reach for Body when you're forcing, lifting, climbing, running, swimming, fighting, or dodging. It's also the steady hand that picks a lock or stitches a wound, and the sharp eye that catches a glint in the grass or the creak of a floorboard. And it's the stamina to march all night or hold your breath that little bit longer.
Mind — Mental checks¶
Knowledge, memory, reasoning, aptitude. Mind is what you know, what you can remember, and how well you can work something out.
Reach for Mind when you're recalling a name, a history or a rumour, reading a map or an old language, solving a puzzle, working out how a mechanism fits together, spotting the number that doesn't add up in a ledger, planning a route, or picking up something new in a hurry.
Soul — Spiritual checks¶
Connection: intuition, empathy, persuasion, deception, nature. Soul is how you connect with everything outside yourself: people, animals, the land and the weather.
Reach for Soul when you're talking someone round, telling a convincing lie, reading the mood of a room, sensing that something is wrong before you can say why, or comforting someone who is frightened. It's also calming a spooked horse, finding your way by the feel of the land, coaxing something to grow, or reading the sky for the storm that's coming. Some characters draw on it as a kind of divine intuition.
Soul or Spirit: say whichever you like at the table. They mean the same thing.
When a stat runs low¶
Each stat has its own stamina, and it runs out in its own way: a Body pushed too far drops, a Mind overwhelmed can't think, and a Soul worn down can't face the room. See Combat, harm and recovery for how that works, and Skills and training for how a stat gets better.