Born: 1188 A.D.


Place your character's background here, including a physical description.


Put any possessions beyond the clothes on your back here in a list, noting Load where appropriate:

  • Armor (Load)
  • Weapon (Load)
  • Magic Items (possibly with Load, compare to weapons for rough estimates)

General Traits


Intelligence: 2
Perception: 2
Strength: -2
Stamina: -1
Dexterity: -1
Quickness: -1
Presence: 3
Communication: 2

Confidence: 3/3
Size: 0
Decrepitude: 0
Faith Points: 1


Priest (3)
You are a member of the clergy, with a specific position of authority in the religious hierarchy. You therefore come under the protection of Canon Law, meaning that you cannot be prosecuted by secular authorities (even if you regularly fail to fulfill your vows). You are accorded some respect, or at least fear, due to your position, but nobles still usually outrank you since they have a great deal of political power in the Church. You have an income of approximately 30 silver pennies a month. You may tap parish funds for more, but you risk drawing the attention of the bishop if you do. You automatically have the +1 Virtue Educated, allowing you to purchase Formal Knowledges.
Sense Holiness and Unholiness (1)
You are able to feel the auras of good and evil. A Perception + Sense Holiness and Unholiness roll of 9+ lets you sense holiness or unholiness in a general area; 15+, in a person or object. In auras of particularly strong divine or infernal influence, your sensitivity may overwhelm you. Choosing this Virtue confers the Talent Sense Holiness and Unholiness 1, which can be improved as other Talents.
True faith (3)
Through piety and holy devotion you have faith that can move mountains. You have one Faith point and can gain more.
Second Sight (1)
You are able to see ghosts, demons, and other invisible spirits. A roll of 9+ on Second Sight + Perception is usually successful, but your target may be higher or lower at the storyguide’s discretion. Choosing this Virtue confers the Talent Second Sight 1, which can be improved as other Talents.


Deep Sleeper (-1)
When you sleep, you don’t go halfway. You can sleep through loud noises and generally only wake up when shaken, or when good and ready. Even then you suffer –3 on your rolls for half an hour or so after awakening, and you’re likely to head back to bed if at all possible.
Lost Love (-1)
You have lost your true love to death, distance, or marriage. You take little joy in life’s pleasures and give up easily in the face of difficulty, since you’ve already lost the most important struggle. On those occasions when you forget yourself and have a good time,you inevitably feel sorrow afterwards, thinking about how it could have been if your love were with you.
Poor (-2)
You have almost no wealth, and for some reason you can never seem to hang onto the valuables you do gain. You automatically begin the game with inexpensive arms and armor, and whenever you put your hands on something of value, you can bet you won’t have it for long.
Oath of Fealty (-1)
You owe one season of service each year to someone or some organization outside the covenant. Additionally, you must justify your actions to those persons, and sometimes there is a conflict between your oath and your activities in the covenant. Magi are forbidden from taking Oaths of Fealty by the Hermetic Code.
Noncombatant (Points)
You have no interest or ability in the fighting arts. You cannot learn any Weapon Skills, and suffer –3 on all Attack and Damage scores. You may not learn combat spells (defined at storyguide discretion). You cannot pick Virtues and Flaws relating to armament quality.


Church Lore (4)
Knowledge of the structure, operation, and goals of the specified organization. Organizations can be as large as the Church, or as small as a local craft guild. The smaller the organization, the more detailed your knowledge. (Intelligence)
Folk Ken (1)
Understanding the background, personality, and motives of another person. Often the storyguide secretly rolls a die when this Ability is used. Thus, you do not know if your character guessed correctly, or even botched. Specialties: peasants, townsfolk, nobles, clergy, magi, the opposite sex. (Intelligence, Perception)
Scribe Latin (2)
The Scribe skill covers the basic ability to read and write, and also the ability to compose a letter, charter, or book. In Western Europe, the Roman alphabet is used for most languages. Greek, Hebrew, and Arabic script are used in other areas. Scribe skill must be purchased separately for each language or alphabet you wish to be proficient in. Specialties: copying, illumination, original composition. (Intelligence)
Scribe English (2)
The Scribe skill covers the basic ability to read and write, and also the ability to compose a letter, charter, or book. In Western Europe, the Roman alphabet is used for most languages. Greek, Hebrew, and Arabic script are used in other areas. Scribe skill must be purchased separately for each language or alphabet you wish to be proficient in. Specialties: copying, illumination, original composition. (Intelligence)
Speak Latin (Church ceremonies) (3)
This skill is similar to all other Speak (Language) skills, but it is only available to educated characters. Characters who have associated with magi for long periods of time may have picked up Speak Latin with the storyguide’s permission. All educated characters know Latin, since without it you cannot learn any Academic Knowledges. In other areas of the world, Greek and Hebrew fill similar functions. Characters with foreign backgrounds may choose either of these instead of Latin. Specialties: academic usage, Church ceremonies, Hermetic usage. (Intelligence)
Theology (4)
Theology is the study of God and his work in the world. The auctores are the Bible and Peter the Lombard’s Sententiae, the Bible having theoretical primacy, being infallible, and the Sentences being most studied. The speculations of theology are very abstruse, and many theologians are accused of heresy. Sometimes those accused recant, and sometimes they convince the Church that they were right after all. Theology can also be purchased (as a separate skill) for other religions like Islam and Judaism. Specialties: biblical knowledge, heresy, history. (Intelligence)
Charm (3)
Enticing, fascinating, and endearing others to you, but only on a personal basis. It can be used to win someone over emotionally, especially members of the opposite sex. Specialties: courtly love, first impressions, being witty. (Presence)
Storytelling (3)
Choosing an appropriate tale from your repertoire (which grows with your score) and telling it well. Masters of the art can recite different stories for weeks without repeating themselves. Specialties: poems, epics, romances, improvisation. (Communication)
Carouse (2)
The ability to enjoy oneself without suffering adverse effects. A person with this skill can, for example, consume prodigious amounts of alcohol without passing out. The skill also covers a familiarity with acceptable behavior, balancing enjoyment and moderation. With this Skill, a person is able to have fun and gain friends among the lower classes nearly anywhere, even among those of a different culture. Specialties: power drinking, drinking songs, games of chance, staying sober. (Stamina, Communication)
Jongleur (2)
Covers the skills it takes to be a professional, all-purpose entertainer and minstrel of the Middle Ages. This includes juggling, showy acrobatics, and slapstick humor. Jongleurs can be found in both marketplaces and noble courts—some even frequent the homes of wizards. This sort of amusement is often very coarse; troubadours supply the more serious poetic and musical entertainment. Specialties: jester, juggling, insults. (Communication, Dexterity)
Legend Lore (2)
Familiarity with legends and folklore, some of which may even be true. Use this Ability when you are trying to remember information about some mythical place, beast, or hero. Legend Lore can often give vital insights into the weaknesses of a monster or the location of a mystic site. Specialties: beasts, heroes, particular places, particular events. (Intelligence)
Play Instrument (Crumhorn) (2)
Instrument): Performing with a certain instrument and familiarity with a repertoire of music appropriate to it. When you purchase this skill, choose a specific instrument. You may purchase this skill more than once in order to learn a variety of different instruments. Specialties: solo, ensemble, vast repertoire. (Dexterity, Communication)
Sing (2)
Singing well, and knowing a repertoire of songs. Everyone can sing after a fashion, but this Skill indicates a level of competence such that others enjoy listening to your voice. Specialties: solo, ensemble, ballads, war songs. (Communication)
Canon Law (1)
Civil Law is the law of the Roman Empire. Most local legal systems are based upon it (England being the notable exception), and when a law is needed to govern international relations, Civil Law is appealed to. The authority is Justinian’s Digest. Canon Law is the law of the Church. It is important to Mythic Europe as it applies in all nations, governing the working of the church and some other areas, such as marriage. It is important to note that members of the clergy are only subject to canon law, not customary or civil law. Most high churchmen are skilled canonists, not theologians. Canon Law is made by Papal bulls (pronouncements), but the auctor is Gratian, in his Decretum. This skill covers the knowledge of both types of law. Specialties: laws and customs of a specific area, papal laws. (Intelligence)
Etiquette (Church) (1)
You know the social graces and how to behave in different situations. Successful Etiquette rolls might also grant you bonuses on rolls for Social Talents or other Social Skills. Specialties: nobility, court, peasants, faeries, the Church. (Presence, Communication)
Bargain (1)
The know-how to get the greatest return for a service or product, while paying the least. It involves reading the person with whom you haggle, a general knowledge of the value of goods, and presenting yourself in certain ways. A good haggler can easily overcome resistance in an inexperienced customer and see through attempts to overvalue most merchandise. Specialties: specific types of products, hard sell. (Presence, Communication)
Intrigue (3)
Dealing and plotting, including subtle use of power in non-confrontational ways to achieve your own ends. Intrigue need not be underhanded or manipulative—it also cover negotiations and knowledge of formal and informal rules of conduct and politeness. In addition, Intrigue also allows a character to pick up important information about those in power, separating fact from useless gossip. Intrigue is a vital talent for those who frequent court or a Hermetic tribunal. Specialties: gossip, plotting, rumormongering, alliances. (Presence, Communication, Perception)
Second Sight (2)
as virtue
Sense Holiness and Unholiness (1)
as virtue


Place a one-sentence description of your combat capabilities here.

Personality Traits

Personality Trait (Specialization) (Level)


Reputation (Target — among whom do you have this rep?) (Level)

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