Frequently asked questions
General
What is Taverna?
A website for tabletop roleplaying groups. It does two things: it creates characters and helps them grow by the rules of their game, and it keeps a table's life in order between sessions — dates, attendance, the campaign journal, the group's links.
It replaces neither the book, nor the dice, nor the table: it keeps the sheets up to date and the group organised. And it reproduces no rules text: it names the rules, never their details.
Does Taverna copy the rules of the games?
No. Taverna reproduces no rules text: it cites the names — of a skill, a talent, a spell, a class — and the page of the book where they are read, never their details. What a sheet shows, the site works out from the rules: values, prices, counters. To know what an ability does, you open the book.
The only words on a sheet that describe something are those its player and its game master write there themselves.
Is it free?
Yes. Taverna shows no advertising, sells nothing and keeps no feature for those who pay. It is run by a private individual, in their spare time. Anyone who wishes can support it, and it changes nothing about the site they see.
How do I create an account?
Taverna is in closed beta: an account opens only with an invitation. There are two kinds. An invitation from a tester, who sends you a link, a code, a QR code or an email. And an invitation from a table: the code, link or QR code your game master hands their players, or an invitation to their table received by email.
The sign-up form has an “Invitation code” field. It comes already filled in when you follow a link. If you received an invitation by email, sign up with that address: the field can stay empty. Once the account exists, signing in asks for nothing more.
What does “beta” mean?
That everything online works, but the site is still being built: screens change, features arrive, and there are still mistakes to find. The panel in the corner of every page says what changed and what was fixed recently.
How do I invite someone to the beta?
With “Invite to the beta” in the sidebar. You can invite as many people as you like. Without an address, you get a link, its code and its QR code, to pass on yourself. With an address, the invitation goes out by email and opens only the account of that address.
Each invitation opens a single account, expires after 30 days and can be withdrawn as long as it has not been used. If you run a table, its players need nothing else: the table's code opens an account for them too.
Do I need to install an app?
No. Taverna is a website: it opens in any recent browser, on a computer, a tablet or a phone, and its screens adapt to the size of the device.
Which languages is the site available in?
English, French, German, Spanish and Simplified Chinese. The language switcher sits at the top of the public pages and in the sidebar; once you are signed in, your choice is kept in your profile.
What players write — a synopsis, a session report — is never translated. And a game's rules follow a different logic from the interface: see the language of the rules.
Is there a dark theme?
Yes: Settings › Appearance, light, dark, or whatever your system uses. The choice is kept in your browser.
How do I protect my account?
In Settings › Security you can change your password, turn on two-factor authentication (a six-digit code from an app on your phone) and register passkeys, to sign in without a password using your device's fingerprint, face or PIN.
I forgot my password.
Click “Forgot your password?” on the sign-in page: you will receive an email with a link to choose a new one.
Will Taverna send me emails?
Very few: the link to reset your password when you ask for it, and the invitations addressed to you. No newsletter, no nudges, and no session reminders yet. What is new at your tables shows on your dashboard, and session dates can follow you into your calendar.
What does Taverna do with my data?
Only what it takes to run the service. No advertising, no audience measurement, no third-party cookies, nothing sold to anyone. What you create is shared with your table, as each screen says. The details — what is kept, why, for how long, and who hosts it — are on the Privacy page.
How do I delete my account?
Settings › Profile › Delete account. The account is erased at once, with your characters. The tables you run go with it, for all their players, who keep their characters; before you confirm, you see the list of those where others have taken a seat.
What you gave to other people's tables, such as an entry in their journal, stays there, without your name.
Can I get a copy of my data?
A character sheet prints or saves as a PDF from its “Print” button. For a full copy of your data, write to privacy@taverna.games.
How can I support Taverna?
“Buy us a round”, at the foot of the sidebar, tells you how. You can give on Taverna's Ko-fi page, without creating an account there. A gauge shows where the year's costs stand: red for the hosting and the domain name, orange for the development costs, green for whatever goes beyond, for the time spent writing it.
Telling the people around you about the site helps just as much. And a donation unlocks nothing: everyone gets the same site.
I found a bug, or I have an idea. Who do I write to?
For a bug, write to bug@taverna.games: say which screen you were on, what you were doing and what you saw; a screenshot helps a lot. For an idea or any other question, write to us at contact@taverna.games.
Tables
What is a table?
The space of a group around a campaign: its synopsis and house rules, its sessions and their attendance, its journal, its links, and the characters who play there. A table plays a single game, chosen when it is created.
How do I create a table?
My tables › “New table”, or the same button on the dashboard. You become its owner and its game master.
Choose the game carefully: a table keeps for life the game it was opened with, since the character sheets depend on it. Everything else — name, tagline, synopsis, house rules, time zone — can be changed later in its settings.
My campaign needs seasoned characters. How do I ask for that?
In the table's settings, for a game whose sheets live on Taverna: a minimum that every character must reach to play there — a level or experience, as the game system counts it. A character that joins the table below it receives what it lacks, whether it was just created for the table, comes from another one or was copied from paper; its player then turns it into what the game makes of it. A character already above receives nothing, and those already seated keep what they have.
How do I join a table?
With an invitation received by email: if you already have an account, it also waits for you on your dashboard, where you accept or decline it. It expires after 30 days.
Or with the table's code, which your game master gives you as a code, a link or a QR code. Type the code — or paste the link — into “Join with a code” on My tables, or simply open the link. The page shows you the table, and you sit down with “Take a seat”: opening the link never signs you up on your behalf.
How do I invite my players?
From the “The table” page. “Invite a player” sends an invitation to an email address, as a player or as a game master.
“Invite with a code or a link” gives the table's code in three forms: the code, a link to paste into your group chat, and its QR code, to show on screen, print or share from a phone. The three are one: “New code” replaces them all at once, and “Allow joining with the code or the link” closes them. During the beta, this code also lets a newcomer create their account.
Who can do what at a table?
The role belongs to the table, not to the account: you can be game master at one table and player at another.
- Players see the table's space, answer attendance calls and date polls, read the journal and keep their own sheets.
- The game master runs everything else: the table, sessions, the journal, links, invitations. They read the sheets of the characters at their table, but bring no character of their own to it: to play one, sit at another table as a player. A table can have several game masters. A player who becomes game master stops playing at that table: their characters leave it and go back to them, with everything they earned there.
- The owner, who created the table, is the only one who can delete it, and nobody can remove them from it.
How do I leave a table?
With “Leave the table” at the bottom of the “The table” page. Your characters stay in My characters. The owner cannot leave their own table, but can delete it. The game master removes a player from the same page.
How do we settle on a session date?
On the “Sessions” page, the game master schedules a session on a given date, or uses “Propose dates”: up to ten candidate dates, each with its venue — in person, online, or both.
Everyone answers yes, maybe or no for each date and sees the others' answers; the date that gathers the most people is highlighted. The game master settles it with “Choose”: the session is fixed, and the attendance call takes over the answers from the poll. If everything has to be reconsidered, “Find another date” reopens the vote.
How do I say whether I'm coming?
Every session carries an attendance call: yes, maybe or no. The game master sees who answered what, players see the tally. Your dashboard also points out the date polls you have not answered yet.
Can I put sessions in my calendar?
Yes. On a fixed session, “Add to my calendar” opens Google Calendar or Outlook on a pre-filled
event, or downloads an .ics file for any other calendar (Apple, Thunderbird, a phone). That file
is a snapshot: if the date moves, it does not follow.
For your calendar to follow, “Sync my calendar” gives you a personal address serving every session of all your tables. Your calendar subscribes to it and updates itself — within a few hours at Google. Keep that address to yourself: “Draw a new address” cuts off the old one.
Am I told when a session is fixed or moved?
Not by email: Taverna does not send notifications yet when a date is fixed, moved or put back to the vote. Your dashboard shows upcoming sessions and the polls waiting for you, and a synced calendar follows changes by itself.
What happens after a session?
Once its end time has passed, the game master closes it. They write a session report, which the whole table reads and every sheet keeps in its chronicle, and notes only they will see. They hand out the rewards the game system calls for.
A summary shows everything before it is written, because closing is final: afterwards, only the report and the notes can still be edited.
What is the journal for?
Announcements and the chronicle of the campaign. The game master writes in it; they can keep an entry as a draft, or reserve it for game masters (“Game master only”). Players read the published entries open to them.
Which files can be attached to the journal?
The game master attaches pictures (JPEG, PNG, WebP, GIF) and sounds (MP3, OGG, WAV, M4A, FLAC) to an entry: a map, the portrait of an NPC, the din of a tavern. Each picture weighs at most 10 MB, each sound 20 MB, 10 can be sent at once, and the whole table shares 100 MB. “Make room” lists the files from heaviest to lightest, to delete some.
A file is visible only to those who can read its entry. PDFs and documents are not accepted: post a link instead. And a photo taken with a phone may keep the place where it was taken: remove it before uploading if you would rather it did not travel.
What is the links page for?
To keep the places where your group already talks and plays: WhatsApp, Messenger, Discord, Telegram, Signal, a virtual tabletop, shared documents, a playlist… The game master adds them, and can reserve some for game masters. Taverna does not replace your group chat: it keeps it within reach.
Can we play online on Taverna, or roll dice there?
No. Taverna accompanies the game — before, during and after — but is neither a virtual tabletop nor a dice roller: only the rolls of character creation happen on the site. To play remotely, put the video call in the session's venue, and your virtual tabletop in the links.
How do I delete a table?
Only its owner can, at the bottom of its settings: “Delete the campaign”. The table disappears for all its members, with its sessions, journal and links. Players keep their characters, who leave the table as if their players had left it: those still alive may join another one.
Game systems
Which games can we play?
The “Game systems” page presents them all. Today:
- Generic — Character sheets are on the table (no generator)
- Dungeons & Dragons — Character engine ready
- Call of Cthulhu — Character engine in the works
- Pathfinder — Character engine in the works
- Shadowrun — Character engine in the works
- Warhammer Fantasy Roleplay — Character engine ready
Every one of them hosts a complete table: players, sessions, dates, journal, links. Only a game whose character engine is ready creates characters and makes them grow on the site; for the others, sheets stay on paper for now. Whatever the game, Taverna names its rules and reproduces none of their text.
My game is not on the list.
Choose “Generic”: it welcomes any game, with everything that makes a table — sessions, attendance, journal, links — while the sheets stay on the players' side of the table. And write to us at contact@taverna.games to tell us which game you would like to see arrive.
One of my tables has disappeared!
Look at the game switcher at the top of the sidebar. It picks the game you are working with: it filters My tables and preselects that game when you create a table or a character. A table that plays another game reappears as soon as you select it.
Which language are the rules references in?
English by default. The rules references — the names of skills, abilities or spells, the abbreviations of characteristics — appear in your language when the game's edition exists in that language and we have been able to obtain it; otherwise, in English. The interface always follows your language, and a sheet never mixes two translations. Only the names, mind: Taverna reproduces no rules text. Where each game stands: see its chapter.
Do I need the rulebook?
Yes. Taverna reproduces no rules text: it names skills, talents, abilities and spells, and points to the page of the book where they are read, never to what they say. It applies the rules — it works out prices, checks limits, refuses what is forbidden —, but the rules themselves stay in the book. It is an independent tool, unconnected to the publishers of the games, whose names and trademarks belong to their owners.
Will other games get their character creator?
That is the intention: the site is built to welcome other games, each with its own rules — named, never reproduced. But transcribing the rules of a whole game takes time, and there is no date. In the meantime, each of these games already runs its table.
Dungeons & Dragons
Which books are covered?
Five books, for the 2024 rules:
- The System Reference Document 5.2.1 — the SRD, the free reference of the revised fifth edition, to be downloaded at dndbeyond.com/srd: its twelve classes with one subclass each, its species, backgrounds, feats, spells and equipment. It is always included.
- The Player's Handbook (2024): the three other subclasses of each class, the Aasimar, twelve backgrounds, its feats, its spells and the Battle Master's maneuvers.
- Eberron: Forge of the Artificer (2025): the artificer alone — the class, its five subclasses and the plans of Replicate Magic Item. Neither the species, the backgrounds nor the feats of Eberron.
- Xanathar's Guide to Everything (2017) and Tasha's Cauldron of Everything (2020): their subclasses, spells and feats, and for Tasha the Custom Lineage and the 2014 artificer. Written for the 2014 rules, they are played with those of 2024: their subclasses are taken at level 3.
The creator opens on your character's books: the SRD is always there, and you include the other books you own — “Include it”, in yellow, becomes “Included”, in green. It offers nothing from a book you have not included. What a newer book has redone — the Path of the Zealot, the Psi Warrior, the Soulknife, Tasha's artificer… — is offered only in its latest version when you have both books.
Of every one of these books, the SRD included, Taverna cites the names, never the text. What does not come from the SRD carries its book and page — “Player's Handbook, p. 57” —, or its chapter for the Forge, whose digital edition has no page numbers.
Do I need the books?
Yes, to know what things do. Taverna reproduces no rules text: it names classes, species, backgrounds, feats and spells, and works out the sheet — scores, bonuses, Armor Class, hit points, spell slots —, but what a feature or a spell does is read in the book.
For what the SRD holds, the SRD is enough: it is free, in English as in French, German and Spanish. For the rest, include only the books you have: each option says where to read it.
Taverna is an independent tool, compatible with the fifth edition, unconnected to its publisher.
Which language are the D&D rules references in?
That of the edition we hold of each book, yours when we have it — today you read them in English:
- The SRD exists in English, French, German, Spanish. A reader of one of these languages gets the names of its SRD — classes, features, species, backgrounds, feats, spells, equipment, beasts, trinkets and languages —, and the translations write distances and weights in metres and kilograms, as they print them.
- The Player's Handbook is read in English, and in French by a French reader, with the names and pages of the Manuel des joueurs.
- Xanathar, Tasha and the Forge are held here in English only: their options are read in English, with the pages of the English books.
Only their names, mind: no rules text is reproduced, in any language.
How does character creation work?
My characters › “New character”, then choose the game. The creator follows eleven steps: books, class, background, species, ability scores, skills and languages, feats, spells, equipment, character, and a summary. What is left to choose is yellow, what is chosen turns green, with a check mark, and the button that leads to the next step stays yellow while the step still waits for something. Every skill, feat and spell says where it comes from — the background, the class and its level, the species —, and each step is saved: you can stop and pick up later, or go back. What no longer has a source falls with it.
The creator always makes level 1: a table that starts higher asks a minimum level, and brings the character up to it when it joins. The levels beyond are taken one by one in the level-up wizard, which opens at the end of creation: each takes its class — another one is multiclassing, as the books allow it —, its hit points and what it brings. The screens name every option and say what choosing it asks for, never what it does: Taverna reproduces no rules text.
Who throws the dice?
The server, and it keeps every throw. The ability scores come from the standard array, from point buy, or from 4d6 thrown once — no reroll —, with the total of the six values. The hit points of each level after the first are the fixed value or a die the server throws. It also throws the gold of a start at level 5 or higher, and the trinket on the d100. A die thrown stays thrown, and the sheet lists them all. Only the copy of a paper sheet writes its dice by hand.
Does my game master take part in creation?
No: a character is made by its player, before or after joining a table. To bring it to one straight away, choose it in “Table (optional)” when you create the character.
A character created on its own joins one afterwards, once you sit at the table: from the table's space, with “Bring to the table”, or from the character's sheet, with “Join this table”. If the table asks a minimum level, the character receives on joining the experience that reaches it.
What does the sheet show?
What the engine works out: ability scores and modifiers, saving throws, skills, Armor Class, initiative, speed, hit points and Hit Dice, proficiency bonus, passive Perception, proficiencies and weapon masteries, attacks, spell slots, the spell save DC and attack, the counters a feature asks you to keep with the rest that refreshes them, equipment, coins and carrying capacity, the character, and the dice the server threw.
Features, feats and spells appear by name, each with what gives it, a spell with its level and school: what they do is in the book, since Taverna reproduces no rules text.
How does my character gain levels?
With experience. The game master of the table gives it at the close of a session, or from the sheet; they can also grant a level, for a table that plays by milestones rather than by points. Once the experience reaches the next level — 300 XP for the second, 900 for the third, and so on —, the sheet says so, and the player takes the level in the level-up wizard: its class, the same one or another if multiclassing allows it, its hit points, the subclass when it comes, and the choices it brings. The sheet stays as it was until the level is confirmed.
A table can ask a minimum level, in its settings: a character that joins it below that level — fresh from the creator, back from another table or copied from paper — receives the experience that reaches it, and takes the levels one by one in the level-up wizard. One already at that level receives nothing. The player can take back their latest level, and the game master can withdraw points given by mistake, with the levels they paid for. The game master can also “Contest” your latest level: they say why, nothing is taken back or held up, and you decide whether to take it back. Nothing is erased: the sheet keeps the history of its experience and its levels, and a die thrown for hit points stays thrown.
What can the game master give my character?
What the story puts in its hands, from the sheet, with “Give…”: an item — from the catalog, or a magic item written by hand —, coins, a spell, a feat, a language, a skill, a tool, an increase to an ability score up to 30, or something no rule names, a blessing or a favour. What no book prints, the game master writes in their own words. Each gift is a line in the history, with its reason.
An item and coins go into the equipment and the purse: they are yours from then on. A spell is cast in one of your classes — always prepared, or written in a wizard's spellbook — or on its own, with the ability the game master chose and casts without a slot that come back after a long rest or, as charges, never. A feat is given whatever it asks, prerequisites included; if it has choices, you make them on your sheet, then confirm them, and they stay. The game master can take back what stays on the sheet — not an item nor coins —, unless the sheet has built on it since; the history keeps the line, struck.
Can I copy a character from my paper sheet?
Yes: in the “New character” window, tick “Import a paper character”, give the level of your sheet and, if you wish, its XP. No die is thrown: you write the ability scores as they were before the background and the feats raised them, then, level by level, the hit points of your sheet. A background your game master made at the table is copied made to measure — three abilities, an Origin feat, two skills, a tool. The sheet then shows it was copied from paper.
What your sheet carries — magic items included — and the coins in its purse are then written on the sheet, like everything your character receives in play.
What does the sheet keep during a session?
What the session does to the character: its hit points and temporary hit points, its death saving throws at 0 hit points, the spell slots and the uses of each feature spent, its hit point dice, Heroic Inspiration and Exhaustion — and what it carries: its items, the armor worn, the Shield in hand, its purse, which gives change. The player writes it on their sheet; the game master of the table reads it.
A short rest spends hit point dice one at a time — the server rolls them, or the player writes what they rolled at the table —, then gives back what comes back on a short rest. A long rest gives everything back, and lets the character change what the rules allow then: prepared spells, a cantrip, weapon masteries, a Wild Shape form… Nothing changes on the sheet until the rest is over.
The player also rewrites there who the character is — its name, alignment, age, appearance, and the answers about its past and present — and keeps their notes, which the game master of the table reads too.
What becomes of a dead character?
The sheet says when the rules kill — three failed death saving throws, damage beyond 0 that reaches the hit point maximum, the sixth level of Exhaustion —, but magic may still bring the character back: healing written then counts. Only the game master of the table makes a death that stays: from the sheet, with “Declare dead”, saying how it happened if they wish. The character then leaves the table, which keeps its memory under “Fallen at this table”.
The sheet stays with its player, as a memory: it can be read, no longer written on, and the character joins no table any more. A death is not taken back.
Can I print my sheet?
Yes: “Print” on the sheet lays it out on three A4 pages — the numbers every roll reads, with boxes to tick; then spells, features and equipment; then the person and their past —, four for a spellcaster with a well-stocked spellbook, to print or save as a PDF from the browser's print window. A printed sheet is a snapshot: whatever you pencil on it — hit points, slots spent —, the site will never know.
Warhammer Fantasy Roleplay
Which books are covered?
The Core Rulebook and its supplements: Up in Arms, Winds of Magic, the three Archives of the Empire, Sea of Claws, Lustria, Salzenmund, Reikland Miscellanea, Middenheim, and the High Elf and Dwarf Player's Guides — their careers, with their four levels, skills, talents and trappings, and the corrections of the errata. The wizard opens on the books you play with: you tick them, and it offers only what they hold — species and origins, careers, talents, spells, miracles, and the rules a guide gives its species. With Sea of Claws, you may roll the Seafarers in place of the Riverfolk, and a human or a dwarf may come from Norsca.
When a skill or a talent asks for a specialisation — Melee (Any), Lore (Any) — the wizard offers the names the books give, and you may write another one with your GM's agreement.
Of all these books, Taverna cites the names and the pages, never the text: you need the book to read what a talent or a spell does.
Which language are the Warhammer rules references in?
English by default, and your language when we have been able to obtain its edition. For Warhammer, the references exist today in English, French: you read them in English.
How does character creation work?
My characters › “New character”. The wizard first asks which books you play with, then follows the book in nine steps: species, class and career, attributes, skills and talents, trappings, details, party, the ten questions that bring the character to life, and a summary.
Each step says what it asks for, without copying the book's text, and is saved: you can stop and pick up later, or go back. Redoing a step invalidates what depended on it, and the wizard tells you so.
Why does the site roll the dice for me?
Because the book rewards those who accept chance: +20 XP for keeping the species rolled, +50 for keeping the first career rolled (+25 for one of the first three), +50 for keeping the characteristics as they fell (+25 for the same dice arranged differently).
So the site rolls the dice itself and keeps every roll; going back does not erase them. You cannot reroll and keep the bonus, but you can always choose freely, without a bonus. The XP earned is credited when the character enters play.
How do I bring my character to a table?
By choosing it when you create the character, in “Table (optional)”. At a table, the character receives the experience of the sessions, their game master sees their sheet, and they share the party's name and ambitions.
A character created on their own can also join one afterwards, once you have joined the table: from its space, with “Bring to the table”, or from the character's sheet, with “Join this table”. If the table asks a minimum experience, a character that has earned less in all receives what it lacks on joining.
A character sits at one table at a time, and stays there. If you leave the table, or the game master removes you from it, your characters leave with you: the game master no longer sees their sheets, and those still alive may join another table. Their sheet keeps the list of the tables they played at.
What becomes of a dead character?
The game master of the table declares the death, from the sheet, with “Declare dead”, saying how it happened if they wish. The character then leaves the table, which keeps its memory under “Fallen at this table”.
The sheet stays with its player, as a memory: it can be read, no longer written on, and the character joins no table any more. A death is not taken back.
I already have a character on paper. Can I import it?
Yes. In “New character”, tick “Import a paper character” and give the experience your sheet has earned in all, its Total box. The wizard then throws no dice: you copy the species, the starting career, the starting values, the random talents and the purse, with no hundred-point cap.
The character enters play at the first level of its career, with the experience of the sheet. You spend it in the progression to bring the character back to where it was, and what the story gave goes in with “Granted by the GM” — written by hand when no book prints it. If its table asks a minimum experience above the total of your sheet, it adds what is missing, as for any character. The ledger keeps a trace of the copy, and your game master sees it on the sheet, like every purchase.
What does the sheet keep track of during play?
Wounds, Fortune, Resolve, Corruption — and Sin for those who serve a god — are adjusted in one click. Critical wounds, psychology, mutations, weapons, armour, ammunition, trappings and purse are filled in as the sessions go. Encumbrance and armour points are worked out from what the character wears.
Fate and Resilience only go down: a point burned is gone for good, and the Fortune or Resolve it capped drops with it. Only the game master grants new ones, when closing a session.
Talents, spells and miracles appear by name, with the book and the page where they are read: the sheet reproduces none of their text.
Only the player writes on their sheet; their game master reads it.
Why is there no equipment list to pick from?
Because it works as on the paper sheet: weapons, armour, ammunition and trappings are copied from the book, by hand. Creation writes down the starting equipment of your class and career by itself; the rest is added as the adventure goes. Taverna reproduces none of the book's tables: apart from the names of the starting equipment, what the lists hold comes from your hand or your game master's.
How is experience earned?
Mostly when sessions are closed: the game master gives a party reward and individual rewards, each with its reason, and pays for the ambitions achieved. They can also give XP at any time from the sheet, with “Give XP”, always with a reason.
Every gain is written in the sheet's experience log, and the session chronicle recalls what each session brought. A reward handed out cannot be corrected: anything forgotten is made up at the next session.
Our campaign starts with seasoned adventurers. How do we do that?
In the table's settings, “Minimum experience” sets the XP a character must have earned in all to play there — creation, sessions and the game master's gifts included, spent or not. One that has less on joining the table receives what it lacks, written in its ledger as “Minimum of the table”: whether it was just created for it, comes from another table or was copied from a paper sheet. One that has enough already receives nothing. Characters already seated when the game master sets or raises the minimum keep what they have: the game master gives them points from their sheet.
How do ambitions work?
Each character has a short-term and a long-term ambition, which their player rewrites on their sheet. The party has its name and its two ambitions, which the game master keeps in the table's settings.
When closing a session, the game master ticks those that were achieved: 50 XP for a short-term ambition, 500 for a long-term one, and the party's pays every character at the table. An achieved ambition is cleared, so that a new one can be chosen.
How do I spend my XP?
With the “Progression” button on the sheet, reserved for the player of a character in play. Characteristics, skills, talents of the level, spells and miracles, a change of career: everything is bought at the book's price, and the page shows what is missing to complete your level. Talents and spells are named there, with their page, never described: Taverna reproduces no rules text.
Each purchase goes into a basket, and the page recalculates as if you had already paid for it. “Check and buy” shows the summary; nothing is written before “Buy”.
Can I buy outside my career?
A characteristic or skill outside your career costs double, and the line is flagged to your game master. A talent outside your career is never bought with XP: only the game master can grant it.
The next level of your career requires the current level to be complete; otherwise, you can always change career, at a higher price. Any other change — skipping a level, for instance — is taken “with your game master's agreement”, and the line says so.
What does “Granted by the GM” mean?
A free addition the story gave: a lore learned from a forbidden book, a talent bestowed by a god. Characteristic, skill, talent, spell or miracle, you add it from the progression page, with a reason your game master will read — or your game master gives it from your sheet: “Give advances”, “Give a skill”, “Give a talent” or “Give a spell”. The ledger says which: “Granted by the GM, noted by the player”, or “Given by the GM”.
It still respects a talent's maximum, and a spell of the books always requires the magic talent that opens it. A granted skill then counts as a career skill, for good. A skill, a talent or a spell no book prints is written by hand.
The story gave my character a skill, a talent or a spell no book prints. How do I add it?
It is written whole, with “Written by hand” in the same form: by your game master, from your sheet, or by you, from your progression page — “Write one by hand”. A skill takes a name, the characteristic it is tested on, basic or advanced, and the advances the story gives; a talent, a name and how many times it may be taken; a spell, a name, a Casting Number, a range, a target and a duration. Each comes with a reason, and with what it does — in the words of whoever writes it: Taverna copies no rules text, so the only description on the sheet is theirs. A characteristic is never written by hand: the ten are the book's.
The gift is free, and the sheet says who wrote it: “Created by the GM”, or “Written by the player, granted by the GM”. The ledger keeps it as it was written. The skill then counts as a career skill, for good, and improves with XP like the others; the talent only takes another rank as a grant, up to its maximum; the spell is memorised at once and asks for no magic talent — who may cast it is the game master's call. Like any granted addition, your game master can take it back.
I made a mistake spending my XP. Can I undo it?
Yes: “Take back” returns the last advance, then the one before, XP included. In that order only, because the price of a purchase depends on those that came before it. Gains, on the other hand, are not taken back.
What can the game master do on my sheet?
They read it, but do not write on it. They can take back what depended on their agreement — a purchase outside your career, an exceptional change of career, a granted addition — along with everything that followed.
For the rest, they can “Contest” an advance: they say why, nothing is taken back, and you decide whether to take it back. They also give you XP and items, marked “Given by the GM”, and the advances, skills, talents or spells the story brings — from the books or written by hand —, which then belong to you like everything else.
Can I print my sheet?
Yes: “Print” on the sheet lays it out on two A4 pages — three for a wizard with a well-stocked grimoire —, to print or save as a PDF from the browser's print window. A printed sheet is a snapshot: whatever you pencil on it, the site will never know.
What does the site not handle yet?
Casting spells, the Endeavours between adventures, and handing half the XP down to the next character. Nothing stops you from playing them at the table, with the book: the site simply does not work them out yet.