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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