Burning Wheel Player Guide

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BURNING
 Spend 1 fate to ignore the superficial wound
 Graduated tests always pass.
then you have to pass the test to mark it down.
penalty. If you do, mark 1 fate towards a
Otherwise, mark it even if you failed.
Determine the Results
Health epiphany.
 Any other characters who helped on the test
 If you pass the test then you get your intent,
 You may spend a maximum of 1 fate, 3
also mark a test by comparing the helping
exactly as you described it.
WHEEL
persona and 2 deeds per test, not counting
ability’s exponent to the obstacle.
 You may spend excess successes to increase
artha spent on Aristeia.
 When making a Beginner’s Luck test, if the test
the quality and speed of your task.
would have been routine before doubling, then
Add Bonus Dice
 If this is a graduated test, the number of
mark it as a test towards opening that skill. If
Player’s Procedure Guide
 +1-2D from one situational or trait advantage.
successes determines the degree of success.
not, mark it as a difficult or challenging stat test.
 +1D for working carefully. The GM adds a
 If this is a versus test and there is a tie, the
———
 All graduated tests count as routine tests.
time-related consequence in case of failure.
defender wins. If there is no defender, the tie
 If you test one ability many times in a single
Tests
may be broken by a call-on trait. Otherwise, it
 +1D per character helping with a related
conflict, you only mark the highest Ob test,
ability, +2D per helping ability at 5+. Stats
remains a tie until the conflict is resolved using
unless marking another test would allow that
a different ability.
may not help skills. Relevant Circles may help
ability to advance. See below.
State Your Intent and Task
 If you fail the test then the consequences
Circles, Resources may help Resources.
 If you have logged the required hours of
 Intent: What do you want to do?
 +1D per FoRK of your related skills, +2D per
happen, exactly as described by the GM.
practice in a skill or stat, you may mark the
 Task: How do you want to do it?
 Characters who helped on the test share in the
skill at 7+.
related test. See p. 47-48.
consequences of failure.
 +1D if this is not the first test in a linked test,
The GM Defines the Test
 You may spend 1 persona to counter the time-
Check for Advancement
and the previous test exceeded the obstacle.
 The GM decides what kind of test this is:
related penalty from working carefully.
 If a stat or skill has marked the number and
 +1D per persona spent.
standard, linked, graduated, or versus.
 You may spend 1 persona to cheat death on a
type of tests required by the related table
 If this is a standard or linked test, the GM sets a
Subtract Wound Dice
failed test in exchange for some other costly
below, raise its exponent by one. Then erase all
base obstacle from 1-10. See p. 15.
 Do not apply these wound penalties when
consequence. The GM has final say.
of its tests.
 The GM decides how long the test will take,
testing Circles, Faith, Health, or Resources.
 If you have received a mortal wound, you may
from a moment to years. See p. 34-35.
Skill Tests
Stat Tests
 -1D per light wound. 3 Superficial wounds
spend 1 persona to test your Health to survive.
 GM sets the consequences for failing the test.
Required
Required
count as a light wound.
 The consequences must complicate the
Mark Artha
 -2D per midi wound
R
D
C
D
C
situation and drive the story forward.
 Tally up all fate, persona, and deeds spent on
 -3D per severe wound
1
1
1
(1 or 1)
1
1
 The GM chooses an ability that fits your task.
this test, including any artha spent on Aristeia.
 -4D per traumatic wound
2
2
(1 or 1)
2
1
1
 Its exponent is the base number of dice to roll.
Mark the artha down next to the ability tested.
 Spend 1 persona to ignore a single -1D wound
3
3
(2 or 1)
3
2
1
 You may spend 1 deeds to double this.
 If this test was related to one of your beliefs or
penalty. If you do, mark 1 Persona towards a
4
4
(2 or 1)
4
2
1
instincts, mark the artha down there as well.
Apply Beginner’s Luck
Health epiphany.
5
-
3
1
5
3
1
 If at least 20 fate, 10 persona, and 3 deeds are
 Beginner’s Luck is used when a root stat must
 Aristeia: Spend 5 fate, 3 persona, and 1 deeds
6
-
3
2
6
3
2
marked on a single ability, you have an
to ignore all dice penalties until a simple goal is
be used in place of a skill your character lacks.
7
-
4
2
7
4
2
epiphany. Shift that ability one shade lighter.
 Beginners Luck doubles the base obstacle.
achieved.
8
8
-
4
3
4
3
 Aristeia: Spend 5 fate, 3 persona, and 1 deeds
 For versus tests, the number of successes rolled
Mark Test Difficulty
9
-
5
3
9
5
3
to shift an ability one shade lighter for the
by the opponent is the base obstacle.
 Compare the total number of dice rolled (but
 If a skill being learned has marked a number of
 For graduated tests, the base obstacle is 1.
remainder of this scene.
ignoring all dice added from fate, persona, or
tests equal to its aptitude (10 minus root stat)
deeds) to the final obstacle of the test.
Roll the Dice
Check for Tools
open it at half the root stat rounded down.
 Black shade dice are successes on a 4+, grey
 If the test requires tools that your character
1-3 Dice
4-6 Dice
7+ Dice
 Circles, Resources, Health, Steel, Faith, Greed,
lacks, double the base obstacle. This may be
shade dice on a 3+, white shade dice on a 2+.
Grief, and Hate all advance like skills.
Ob greater
All other results are traitors.
combined with Beginner’s Luck.
Challenging Challenging Challenging
 Reflexes advances as Perception, Agility, and
than dice
 If this is not the first time that your character
 Spend 1 fate to open-end all 6s. If the roll is
Speed advance, and Mortal Wound advances
Ob equal to
naturally open-ended, reroll 1 traitor.
has used the tools, roll the Die of Fate to see if
Difficult
Difficult
Difficult
as Power and Forte advance.
dice
they are used up.
 Magical skills, Astrology, Faith, and Steel are
Ob 1 less
naturally open-ended.
Routine
Difficult
Difficult
The GM Modifies the Base Obstacle
than dice
 Astrology is open-ended on 1s as well as 6s,
 +1 Ob per disadvantage.
Ob 2 less
unless it is used in a linked test.
Routine
Routine
Difficult
 +1 Ob if your character has 1-2 superficial
than dice
 Spend 1 deeds to reroll all traitors.
wounds.
Ob 3+ less
 You may use each call-on trait once per session
Routine
Routine
Routine
 +1 Ob if this is not the first test in a linked test,
than dice
to reroll all traitors in a related test.
and the previous test failed.
 On a standard or linked test, the successes
 +2 Ob if this is a social skill test against a
 Mark the type of test (challenging, difficult, or
must equal or exceed the obstacle to pass.
named personal enemy.
routine) next to the ability being tested. If this
 On a versus test, successes must exceed the
 +1-3 Ob from a relevant infamous reputation.
ability was Perception, Resources, or Faith,
obstacle to pass.
Version 2 -

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