Stock

Culture

Gender

Age

LPs

Title
Homeland
Lifepaths

Beliefs

 
 
 
 

Instincts

Earning Artha

Name Reward Description
Belief 1 Fate Driving the game forward with a Belief
Instinct 1 Fate Playing an Instinct that makes the character's life more difficult
Trait 1 Fate Playing a character Trait that sends the story in an interesting or unforeseen direction
Humor 1 Fate For an in-character game-stopper
Right Skill, Right time 1 Fate For having a skill to make the story go
Embodiment 1 Persona For really good or distinctive roleplaying
Moldbreaker 1 Persona For going beyond the bounds of the character
Workhorse 1 Persona For doing all the work in the scenario
MVP 1 Persona For being the crucial element of success
Personal Goals 1 Persona Revenge, triumph, seduction, victory
Greater Goals 1 Deeds Accomplishing goals bigger than you!
Beyond the Call 1 Deeds Helping, no matter the cost

Traits

Die Traits

 

Call-On Traits

 

Relationships

Not family Distant family Close family
 Forbidden  Hateful  Romantic  Spiritual

Circles

 Aptitude:   Modifer: 

Enmity Circles

 Aptitude:   Modifer: 

Languages

Places Visited

Misc. Notes

Stats

Difficult:
Challenging:
Difficult:
Challenging:
Difficult:
Challenging:
Difficult:
Challenging:
Difficult:
Challenging:
Difficult:
Challenging:
 Sustained Spells 
 Sickness / Fatigue 
Stride 
Mounted 
Swimming 
Flying 

Spending Artha

Name Cost Effect
Luck 1 Fate Open-end all 6s — or re-roll one traitor if the dice are already open-ended
Shrug it Off 1 Fate Temporarily remove a +1 Ob wound penalty / disadvantage
Boon 1 Persona +1D to a stat or skill test — up to a max +3D per test (counts as Artha dice)
Focus 1 Persona Counteract a time-based failure complication while working carefully (+1D)
Grit Your Teeth 1 Persona Temporarily remove -1D from a wound penalty (max once per wound)
Will to Live 1 Persona Allows player to test Health to recover from a Mortal Wound
Complication (Optional) 1 Persona Cheat death, or alter the consequences of a severely failed test
Divine Inspiration 1 Deeds Double the base dice of an ability before a test (counts as Artha dice)
Saving Grace 1 Deeds Re-roll all traitors for one test (may also be used on equipment dice and DoF)
Aristeia 5F +3P +1D Remove all wounds and negative die penalties while acomplishing a singular goal
Minor Epiphany 5F +3P +1D Temporarily shade-shift an ability for one scene — a fight, a goal, an argument, etc.
Major Epiphany 20F +10P +3D Permanently shade-shift the ability after accumulating this much Artha in it

Attributes

Routine:
Difficult:
Challenging:
Routine:
Difficult:
Challenging:
Routine:
Difficult:
Challenging:
Routine:
Difficult:
Challenging:
Routine:
Difficult:
Challenging:
Routine:
Difficult:
Challenging:

Passive Tests

ObExamples
Ob 1News of a realtive dying; observing weird, low-grade, supernatual effects
Ob 2Witnessing violence; being in the presence of a character with the 'Dreaded' trait; a heated sports event; witnessing childbirth
Ob 3Witnessing real bloodshed and gore; getting beaten up; being in a brawl or fist fight, or a riot; bearing a child
Ob 4Fighting in a duel to the death; participating in a joust; getting stabbed; shooting at someone; witnessing a friend or relative getting killed; surviving a natural disaster; encountering strange anthropomorphic creatures
Ob 5Participating in a pitched battle; getting shot at; stabbing someone to death; murder in cold blood; witnessing or participating in spirit activity or a summoning
Ob 6Getting mortally wounded (and surviving); living through starvation conditions
Ob 7Encountering intelligent / sapient non-humanoid monsters
Ob 8Sustained artillery barrages; encountering the living dead
Ob 9Being in the presence of angelic or demonic beings; witnessing or suffering under sorcerous, cataclysmic, destruction
Ob 10Being in the presence of the divine
Tax 
Emotional Tax 
Hesitation  Base 
Mortal Wound
 Stature 
Reflexes  Bonus 
Tools & Supplies
Reputations
Affiliations
Property
Funds
Loans
Debt
Cash

Die of Fate

Test Difficulty

Dice (− Artha) Routine Difficult Challenging   Dice 1-3D 4-6D ≥ 7D
1D Ob 1* Ob 1* Ob 2+   Ob > D C C C
2D Ob 1 Ob 2 Ob 3+   Ob = D D D D
3D Ob 1-2 Ob 3 Ob 4+   Ob+1 = D R D D
4D Ob 1-2 Ob 3-4 Ob 5+   Ob+2 = D R R D
5D Ob 1-3 Ob 4-5 Ob 6+   Ob+3 ≤ D R R R
6D Ob 1-4 Ob 5-6 Ob 7+
7D Ob 1-4 Ob 5-7 Ob 8+
8D Ob 1-5 Ob 6-8 Ob 9+
9D Ob 1-6 Ob 7-9 Ob 10+
*For an Ob 1 test on one die, the player may choose whether the test is routine or difficult.

Skills

R:
D:
C:

Being Learned

Aptitude:  
 

Practice Log

Practice hours / day,  for Current:

Practice Times

ABILITY Cycle Routine Difficult Challenging
Academic 6 months 2 hours 4 hours 8 hours
Artisan 1 year 4 hours 8 hours 12 hours
Artist 6 months 3 hours 6 hours 12 hours
Craftsman 1 year 3 hours 8 hours 12 hours
Forester 6 months 3 hours 6 hours 12 hours
Martial 1 month 2 hours 4 hours 8 hours
Medicinal 1 year 4 hours 8 hours 12 hours
Military 6 months 2 hours 4 hours 8 hours
Musical 1 month 2 hours 4 hours 8 hours
Peasant 3 months 1 hour 4 hours 12 hours
Physical 1 month 2 hours 4 hours 8 hours
School of Thought 6 months 3 hours 6 hours 12 hours
Seafaring 3 months 2 hours 4 hours 8 hours
Social 1 month 2 hours 4 hours 8 hours
Sorcerous 1 year 5 hours 10 hours 15 hours
Special / Wise 3 months 3 hours 6 hours 12 hours
Will 1 year 4 hours 8 hours 16 hours
Perception 6 months 3 hours 6 hours 12 hours
Agility 3 months 2 hours 4 hours 8 hours
Speed 3 months 3 hours 6 hours 9 hours
Power 1 month 2 hours 4 hours 8 hours
Forte 2 months 4 hours 8 hours 16 hours
Steel 2 months 1 hour 3 hours 9 hours
Faith (Emotional Attribute) 1 year 5 hours 10 hours 20 hours

Injury and Recovery

Tolerance
Coordinate
Injury
















































Wound Penalty
Bruised
Superficial +1 Ob*
Light -1D
Midi -2D
Severe -3D
Traumatic -4D
Obstacle Penalties Wound Dice Injury Recovery Complications Misc. Penalty



* Note:  The first Superficial wound gives a +1 Ob penalty. The second does not give another +1 Ob. If a third Superficial wound is suffered, the obstacle penalty is replaced with a -1D penalty.

Die of Fate

Shrugging it Off

Clear the Cobwebs Grit your Teeth
Ob 2 Health Test and takes 2 actions in a Fight, Ob 4 Health Test and takes 4 actions in a Fight,
(or) Costs 1 Fate but only takes 1 action. (or) Costs 1 Persona but only takes 2 actions.
Removes a +1 Ob wound peanlty for the scene. Reduces a wound penalty by 1D for the scene.
Armor
Location Name / Type Dice Damage Equipped Clumsy Weight Ob Penalty Tax 
Head Perception & Observation:
Torso (+1D) Health & Forte (Fatigue):
Right Arms Agility:
Left Arms Throwing / Shooting: /
Right Legs Speed:
Left Legs Climbing / Swimming: /
Shield Positioning:
Other Stealthy:
All Other Tests:

Additional Armor

Clumsy Weight:
Weapons
Melee I M S Pow Add  VA WS Length
 
 
 
 
 
 
 
Training Skills
Ranged I M S  VA Ammo. Type Range (pcs) Range Dice:
Optimal / Extreme
DoF Ranges:
I / M / S
  / //
  / //
  / //
  / //

Additional Gear

Die of Fate

Edit Layout & Taxes

Above are the facets of a sorcerous spell, as described on pg 500 of BWG, but you can edit them here for use with Elven spell songs, other magic
types found in the Codex, or your own homebrew content. Below you can individually Tax any stat or attribute, as well as change their names.
SU

Retired Beliefs and Instincts



Traits Log

/

:
Wil
Per
Agi
Spd
Pow
For
He
St
Res
Cir
Emo
Ob Pen. Die Pen.
Su Li Mi Se Tr MW
  Reflex Str. Hes.
Skills
 
Beliefs
Instincts
Traits
Weapons
IMS
//
//
//
Add
VA
WS
WL
Opt / Ext
/
/
/
DoF
//
//
//
Armor

 

Die of Fate

Character Burner Worksheet

1. Character Concept:
Recommended # LPs:
Stock:
2. Lifepaths Time Lead Res Stats Skill Gen Trait
MP
MP
MP
MP
MP
MP
MP
MP
MP
MP
MP
MP
MP
Totals: MP
3. Age
Time + Leads Display Age
4. Stats
Consult the Age Chart
Filter by Stock
Mental Age
Physical Age
Divide Mental Pool
M Pool  Bonus 
Will Perception
Divide Physical Pool
P Pool  Bonus 
Power Forte
Agility Speed
5. Skills
/ pts Root Req. Open Shade * Adv. Exp.
* Mark if one of the following: Training Skill, Dwarven Magical Skill, Elven Spell or Skill
Song, Wolf Song

Final Skills

Create your finalized skill list here and it will copy over to the main sheet. Also, look for the hidden mod / poi ⌘ symbol on the right to create a skill group separator; while the 4-point star ✧ symbol makes the skill naturally open-ended.
6. Traits/ Req. Cost Type

Final Traits

 Character & Cosmetic Traits
 Die Traits
 Call-On Traits
7. Attributes
 Health Health starts at the average of Will and Forte
(). Health is then raised or lowered by answering the questions found on pg. 91 of BWG.
Faith, Greed, Grief, and Hatred are a few examples of Emotional Attributes. The rules for factoring the exact exponent for each attribute are varied. See the appropriate chapters for the details of each.
 Steel
 Hesitation:
Steel starts at a base of 3 and is then raised or lowered by answering the questions found on pg. 91 of BWG. 5 "yes" answers may be spent for a Gray shade. Some Emotional Attributes, such as Corruption, have taxable mechanics. Use this slot to account for them.
 Reflex
 + Bonus: 
Reflex is the average of Perception, Agility, and Speed rounded down. (Use the 'bonus' to account for mixed shade averages or special traits).  MW
 Tough Trait: 
Mortal Wound is the average of Power and Forte rounded down plus a base of  (based on Stature).
8. Resource Points/ rps
 Gear, relationships, spells, etc. Cost  Property, reputations, affiliations, etc. Cost
Total A:  Total B: 
9. Resources and Circles Abilities
 Resources
 Base: 
Your Base Resources exponent is calculated by taking the Total B — the sum of all resource points spent on the character's property, reputations, and affiliations (not relationships, spells, or gear) — and dividing by 15 (rounded downed). 5 Exp points may be spent for a Gray shade with the GM's permission.
Note: Property is specifically designated in the resource list (on pg. 205 for Humans).
 Circles Starting Circles is half the Will exponent rounded down (minimum 1). Increase by 1 Exp if 50 or more resource points were spent on property and relationships. The starting shade is the same as the Will shade.
10. Physical Tolerances
The first Superficial slot is placed at half your Forte rounded down plus 1
(). Mortal Wound is factored as an attribute in step 7. Place the other wound slots between these two poles with at most steps (half Forte, rounded up) from each previous tolerance. Mark these on the PTGS tab.
11. Beliefs & Instincts
This is the last major stage for character burning. Before you start playing, get together with your GM and discuss appropriate Beliefs and Instincts for the character and how to tie them into the situation at hand. It is even recommend to discuss them with the whole group. Write their finished forms in the Character Info. tab.
12. Name!
Name the character and you’re finished.
Sheet Version: 2.4
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Difficult
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Routine
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Challenging
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Difficult
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Routine
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Challenging
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Difficult
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Routine
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Challenging
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Difficult
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Routine
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Challenging
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Difficult
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Routine
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Challenging
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Difficult
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Routine
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Base Exp
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Advantg.
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Artha
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Advantg.
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Wounds
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Damage
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Tax
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 {{ob}}
Base Ob
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Disadvtg.
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Vs. Armor
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Clumsy Weight
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Successes
Obstacle
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VS
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VS
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You might be Incapacitated!
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Luck
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Luck
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Luck
{{/rollTotal() shade 2}}
Fate
−1
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Ob Left
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Successes
Obstacle
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VS
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Obstacle
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Obstacle
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Die of Fate
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Result
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Result
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Result
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