Every field on a character's sheet, what it does in conversation, and what it does when you're not around.
On the free plan, generating a character with AI uses one of your daily AI actions.
Atlas → NPCs lists everyone in your world.
Open a character to edit them. Changes take effect from the next message anyone sends them. There's nothing to refresh.
Every time you send a message, the character's whole profile is read fresh. Other parts of the game read a smaller slice of it:
| When | What it reads |
|---|---|
| Writing their memory of a conversation | Name, gender, role, appearance, Personality (legacy), their current disposition and key facts |
| Meeting other characters in town | Name, role, Personality (legacy), and their relationships and opinions of each other |
| Reacting to gossip | Relationships, goal, fear and secret. News that touches one of these gets a private reaction |
| The daily digest | Name, occupation, disposition, goal and fear, for the characters with the strongest feelings about you |
| Setting up a Story Moment | Personality (legacy), behavior, communication, daily rhythms, religion, belongings and today's mood |
So a field doesn't only shape how they talk to you. It also shapes what happens around them.
Name. The character's full name. Their first name labels their lines in conversation.
Renaming someone doesn't update other characters' Relationships rows that mention them. Those match by exact name, so update them too. If two people in a scene share a first name, the conversation labels them by surname instead, but distinct first names read better.
Gender. Free text. When it's filled in, it's treated as authoritative and decides pronouns. Left blank, the AI infers it, and pronouns can drift.
Age. At least 18. Characters age as days pass in your world: a long Passage of Time skip makes everyone older.
System Role. A behind-the-scenes category from your genre's list (barkeep, guard, merchant…). It sets:
Occupation. What they actually do, in your words, and what they talk about. Be specific: "retired mason who sketches ruins by lantern light" beats "mason". Occupation never says where they work. That's the Workplace field, below.
These three fields do different jobs:
| Field | What it's for | Who reads it |
|---|---|---|
| Appearance | Their body: build, face, hair, distinguishing features | The character and everyone they meet |
| Default Outfit | What they're wearing | The character, while no outfit state is active |
| Portrait Prompt | The picture | Only the image generator |
Personality (marked Legacy) only appears on older characters that already have it. Newer characters spread personality across Communication, Behavior and Motivations instead. If a character has it, keep it: some background systems still read it. Clearing it removes the field for good.
Communication (up to 500 characters): voice, delivery, vocabulary, and how honest they are. It's the strongest lever for making a character sound like themselves. It's also used when they're a bystander in someone else's scene, so keep it compact.
Behavior: body language and physical tells. It drives the actions between their lines. Write what you'd see ("taps the counter when lying"), not adjectives ("nervous").
Confidence (Low, Medium, High) changes how they hold themselves: whether they defer, hold steady, or can't be intimidated.
Goal, Fear and Secret are their inner life. The character never states them outright, but they color everything:
Characters with an inner life are the ones Story Moments and gossip build around, so fill these in for anyone you want things to happen to.
These can change. For characters you've interacted with, the daily digest occasionally shifts a goal, fear or secret as their life moves on. The character also remembers the change. Check back after a few days.
Brief History: key life events and a timeline. Shared freely, unlike the secret.
Under Additional:
Each row is a name, a relation (sister, rival, landlord) and an optional dynamic (how they get along and why).
Rows without both a name and a relation are dropped when you save.
Tick Player Backstory to write how this character already knows you: an old friend, a sibling, an ex, a rival.
Unticking the box clears the text.
Where a character physically is decides who you'll find where, and whether they're "at home", "at work" or "visiting" when you talk to them.
Home. Where they sleep, from any building or room. They're there at dawn and night, and head back over the late afternoon and evening.
Workplace. Where they spend their working day, morning to afternoon. Left as Same as home, they work where they live. Setting a workplace also stops them acting like staff wherever they happen to be visiting.
Places they visit. Where they go in their free time:
With nothing set, they stay home in their free time.
Rest Day Chance (0–30%). The chance, on any given day, that they stay home all day.
Travel Schedule. Trips that override everything else while they're under way. Choose Add Trip, then:
Trips save straight away. A banner tells you when someone sets off and comes home.
The simulation only runs around you, so characters elsewhere stay put until you come near. Scheduled trips run everywhere.
Characters without stats show Generate Stats from Role, which fills them in from their System Role. If you never do, they're generated the first time they get into a fight.
Anything listed here, the character can sell. The stock belongs to the character, not the building, so it goes where they go.
Each item has a name, type, price, stock, a stat (attack, defense or healing), an optional enchantment for weapons, and a description. See Shops and trading.
Archive NPC takes a character off the map but keeps everything about them, memories included. To bring them back, open them from Archived, pick a Home, and save.
Delete NPC is permanent. Their portrait, portrait states, memories and relationships are deleted. Images still used elsewhere through the gallery are kept.
A character killed after a fight is archived as Deceased.
Some parts of a character change through play rather than through the sheet:
Saving checks all of a character's text, not just the field you changed, so a flagged word anywhere can block a save. A red banner at the top shows what went wrong.
In the Location Wizard, Edit NPC opens a shorter version of the sheet with the most-used fields.