Burning Wheel Player Guide Page 2

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Circles
 The GM may also invoke the enmity clause, in
Determine the Results
 FoRKs forbidden, and usually so is help.
which case the character has made a new
 Roll your total dice against the final obstacle.
 Wounds may subtract dice.
enemy. Name the enemy now.
 All cash dice used are lost.
Determine the Results
Who Are You Looking For?
 Social skill tests against named enemies suffer
 If you pass the test, you gain what you sought.
 Roll your total dice against the final obstacle.
 Name or define the NPC you are looking for:
+2 Ob, and enemies gain +4D to their body
 If you fail, your Resources are taxed: -1D for
 Steel tests are open-ended.
of argument rolls in Duel of Wits.
routine tests, -2D for difficult tests, and by the
“Bjorn,” “A baker,” “A spy in my ranks.”
 If you pass, you do not hesitate.
 Circles only work within your lifepath settings.
 If a failed Circles test threatens to subtract a
margin of failure for challenging tests.
 If you fail, you must swoon, stand and drool,
reputation die, you may add that die to a
 All helpers on a failed test are taxed as well.
 The GM must state the consequences of failure.
run screaming, or fall prone and beg for mercy
 Your base dice equal your Circles exponent.
relevant infamous reputation, provided that
 If you used a fund, taxed dice are removed
for actions equal to the margin of failure.
you can justify this within the story.
from the fund first, and are lost permanently.
 The base obstacle for a Circles test is 1.
 If taxed Resources are reduced to 0, deplete
Mark Test Difficulty
Mark Test Difficulty
The GM Modifies the Base Obstacle
your actual Resources exponent by 1D.
 Steel advances as a skill.
 Circles advances as a skill.
 +1 Ob if you failed a linked test using a
 The GM may give the Gift of Kindness and
 The GM may allow you to mark a Steel test
relevant wise.
Resources
grant your intent even if you are taxed. If he
without rolling if certain intense situations arise
 +2 Ob for an uncommon occupation, or from
does, you may decline and only be taxed 1D.
during play. See p. 364-365 for Ob examples.
a different lifepath.
Mark Test Difficulty
Skill Training
 +3 Ob for a rare occupation within the setting.
What Are You Looking For?
 Resources advances like a skill.
 +1 Ob for a lower rank, station, or class.
 State what your character wants to buy.
 +2 Ob for a higher rank, station, or class.
 Only successful tests count for advancement.
 If the item is within your means and there is
 Keep your actual and taxed exponents
Determine Available Tests
 +3 Ob for the highest station in the setting.
nothing at stake, the GM should Say Yes.
separate. When Resources advances, increase
 The instructor must be trained in the skill you
 +1-2 Ob for unusual knowledge/disposition.
 Your base dice equal your Resources
your taxed exponent as well.
wish to learn, and that skill’s exponent must be
 +3 Ob for rare knowledge/disposition.
exponent. If this is taxed, use the taxed
 At the GM’s discretion, Resources may be
equal to or greater than yours.
 +1-2 Ob for an unusual time and place.
Resources exponent instead.
advanced through gaining titles and rank.
 Instruction and practice are the only ways you
 +3 Ob if you want the NPC right here, right
The GM Sets the Base Obstacle
can learn training skills, such as armor training.
now, in the middle of trouble.
Making Money
 See p. 366-367. See p. 372 if making a lifestyle
 Compare your exponent for the skill you wish
 To produce cash, make a Resources test with
Add Bonus Dice
test, once per Resources cycle.
to learn against an obstacle equal to or less
an Ob of double the cash dice you want.
 +1D if you have named the NPC from a
 You may reduce the base obstacle by 1 if you
than the instructor’s exponent. This tells you
 To create a fund, make a Resources test with
previous Circles test.
succeed at a haggling vs. haggling test.
the difficulty of the tests on offer.
an Ob of double the fund’s dice plus 1.
 +1D if you exceeded the obstacle on a linked
 Alternatively, characters may bid on a base Ob.
 To replenish taxed dice, test a job skill plus
Instructor Makes an Instruction Test
test using a relevant wise.
 Buying a 1D affiliation is Ob 3, a 2D affiliation
FoRKs against an Ob of 1 plus taxed dice.
 The instructor chooses an obstacle for their
 +1-3D from your applicable affiliation.
is Ob 5, and a 3D affiliation is Ob 7.
Meeting the Ob restores 1D. Excess successes
instruction test based on the type of test they
 +1-3D from your applicable reputation.
The GM Modifies the Base Obstacle
restores 1D or reduces time by 10% per
want to (and are able to) offer: Ob 1 for routine
 +1-3D from the NPC’s reputation.
 +1 Ob if you used a relevant wise or skill on a
success. This test takes a resource cycle to
tests, Ob 2 for difficult, Ob 3 for challenging.
 Similar Circles may help.
linked test and failed.
complete and earns the job skill a test.
 Add +1 Ob if teaching School of Thought and
 You may spend artha as normal.
 +1-3 Ob for being far away from the source
Artist skills, +2 Ob for Medicinal and Military,
 FoRKs are prohibited during Circles tests.
Steel
of your Resources.
and +3 Ob for Sorcerous and Special skills.
 Wounds do not subtract dice.
 +1-2 Ob if buying the item in bulk.
 The instructor then tests their instruction skill.
Determine the Results
 +1 Ob to buy an affiliation with low nobility.
Determine Hesitation
Time Passes
 Roll your total dice against the final obstacle.
 +2 Ob to buy an affiliation with high nobility.
 The GM tests your Steel ability when you
 Instruction tests last for days equal to 10 minus
 If you pass, you find the NPC and they are
 +3 Ob to buy an elite or secretive affiliation.
confront surprise, pain, fear, or wonderment.
the instructors will, plus 10 minus the student’s
favorably disposed to you.
Add Bonus Dice
 You must test Steel every time you take a
will, plus the obstacle of the test on offer.
 If you exceeded the Ob, name the character.
 +1D if you used a relevant wise or skill on a
wound, but otherwise a single type of effect
 This instruction leaves no room for leisure time.
 Your character has a relationship aptitude with
linked test and exceeded the obstacle.
may only cause a Steel test once per scene.
 If the test fails, the time only counts as practice.
the named character equal to 10 minus Circles,
 +1D per die of cash you wish to spend.
 The base obstacle for a Steel test is your
Also, you either suffer +1 Ob to your next test
minus positive reputations, plus negative
 +1-10D per die invested from a single fund.
hesitation, equal to 10 minus your will.
in the skill being taught, or the instructor suffers
reputations. If you contact them a number of
 +XD from loaned cash or funds.
 Your base dice equal your Steel exponent.
+1 Ob to further instruct you. GM’s call.
times equal to your relationship aptitude them,
 +2D for trying to buy a 1D advancement in
they are added to your relationships.
The GM Modifies Your Hesitation
Mark Test Difficulty
your own affiliation.
 If this test was to join an organization, you may
 See p. 363 for hesitation Ob modifiers.
 If the instructor passes their instruction test,
 Resources may help Resources.
now test Resources to buy an affiliation with it.
mark down the skill test you’ve earned. If a skill
 You may spend artha as normal.
Add Bonus Dice
 If you fail, the consequences happen. Helping
has reached its aptitude, open it as usual. The
 FoRKs are prohibited for Resources tests.
 +1D when surrounded by friends or allies.
characters share in the consequences.
instructor also earns an instruction test.
 Wounds do not subtract dice.
 +2D when startled by something mundane.
 You may spend artha as normal.
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