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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.