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Character Burner Development
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Luke Crane, Pete Tierney, Badck
Burning Wheel Gold Development
Drozdalski, Thor Olavsrud, Chris “Master Burner“ Allingliam, Aaron Brown, Rich Soto, Danaller Dempsey, George Thompson
Luke Crane, Thor Olavsrud, Baclek
and Mike Vanl-lelcler
Drozdalski, Anthony Hersey, Jake Norwood,
“limit, Skill and Spell Help
Prescott, Keith Senkowski, Carly Bogen,
Pete Tierney, Thor Olavsrud, Baclek
Jared Sorensen, Willlelm Fitzpatrick
Topi Makkonen, Bicli Soto, hlichael
Drozclalski and Bob Doherty
Grandsire of the Elves
Additional Advice a11d Development
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Bob Doherty
Burning Internets
Don Corcoran, Jaso11 Roberts, H011 Edwartl ,
Colin Cathexis Booth
Jared Sorensen, D. Vincent Baker, George I
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Louis Nava and the lnost sagacious and ,1
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Charts and Sheets Ben Morgan
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Cover Illustrations
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Burning Wheel Spot Illustrations and Thumbnails Rebekah “Spyder” Bennington, Kev Sather, Dan Schenstrom and Dan Licht; Pentagram Wizard by Michael Sorensen. Wheel Shooting
Karlnlan, for coming up with so many damn cool ideas. Rich Soto, Chris Allinghani, Andy Markhain, Danaher Dempsey and Dan Abram for putting up with me and s ll having a good time.
Flames Graphic and Mounted Knight by Thanks to Mark Smylie for kindly donating
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Colin Theriot.
Section Page Illustrations
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lo ok even better. Thank you to everyone who has read,
Kev Sather
talked about, debated, defended, explained,
Character Burner Illustrations
demoed, purchased, played and run the
Fire Folios: Kurt Komoda
game since ZUUZI You’re the best fans ever.
Cliaracter Burner Front Page: Mark Smylie (\vww.artesiaon]ine. com)
Extra Thank You On Top
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To Ken Hite, who, l believe, l1as impeccable
Iconic Characters: Jordan Worley
taste. If you like t_l1is ganle, and you see Ken
Elves: Kui'tKon1oda
at a con, say a polite, “Thank you.”
Dwarves: Chris Moreno
Gold Thank Yous
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Carly Bogen, Anthony Hersey, Topi
Men: Jordan Wbrley
Makkonen, Jake Norwood, Patrick Itiegert, Orcs: Peter Bergting
Michael Prescott, Brodie Bensend, Devin
Jon Babcock and Brian Dunderdale; you know who you are. l-lart Crane, my amazing brother. Pete Tierney, without whom this game would simply not have been completed. Brennan Taylor, for his laugh. Aaron Brown, for being cool and sane
and Wilhelm Fitzpatrick who has a very
keen mind for details (that I think are in the Silmarillion——Way back in 1991 .
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And let us not forget Danny and Mike at the Compleat Strategist. They’li never let me
Radek, it°s just no fun Without you (\n1/
Gold Dedication
Michael S. Miller, D. Vincent Baker, Jared
This book is dedicated to a lost, confused
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Sorensen, Jake Norwood and Ron Edwards
19-year old boy. Follow your dreams,
for continuing to take me to schooi. Jason
dumb-ass, but be careful what you wish for.
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You might get it—aud then what the hell will
design sessions. Ralph Mazza, for the down
you do?
to earth and insight. Kaare Berg, for
A Special Nod
amazing actual play posts. Oscar Rodriguez,
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rules, hut are not). And Abby Bell, for the
forget it if I don’t thank them.
feeding 1ne and keeping me healthy with his
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Kyle Davis, John E Bogart, Megan McFer1'en
during my bouts of overwrought drama.
Roberts, for those intense and fm1 game f |
McCoy, Mel Camp, Andy Action, Jon Slack,
Thor Olavsrud who appeared on the scene in the nick of time—to save n1e from myself.
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Revised Thank Yous. .. Bob Doherty, Jason Costa, Jesse MacDonald,
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Ursula K. Le Cnin for continuing to inspire me.
Phil Wedei, Neil Coorh'ieh, and Keith
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tra(lcn1n1"ks (m) of Luke Crane. The five-spokcd Wheel logo is a ed trademark (®) of Luke Crane.
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ISBN: 978-O—9836'i58—()~'1
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Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
the Hub of the Wheel It Revolves on This . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Elements of Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
the Spokes Testing Your Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Advancing Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Beliefs, Instincts and Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 The Artha Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 The Spokes in Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
the Character Burner Fire in the Garden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Character Burning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Dwarven Lifepaths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 The Halls of the Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Elven Lifepaths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131 The Ages of Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 I
Lifepaths of Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
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The Hate of Ores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
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the Rim
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Fight ............................................ . . 424
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Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 463
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Armor and Shields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474
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Anatomy of Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 484 Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 499 Emotional Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 522
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Natural Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 528
Distance and Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530 Riding and Mounted Combat . . . . . . . . . . . . . . . . . . . . . . . . 533
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Appendices
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Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 548
Weapons Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554 The Die of Fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 559 Burning Rogues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 502
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At their core, the Burning Wheel books are instruction manuals on hoxv to play. Luke and comp any have never Wasted much ink on why to play their game. Perhaps because when one sees how to play the gaine, the iv/iy becomes clear. So how do you play Burning Wheel? Fight for what you believe. Or, since it’s a roleplaying game: Fight for what yom' character believes. Everything else i11 the rules tells either how to craft that characte1'°s beliefs or how to fight for them. Bmning Wheel"s character creation chips with character history. History breeds conflict. Conflict means taking a stand. WI1at will your character stand for? Burning Wheel°s core mechanics, advancement a11d Artha rules demand more—than-usual attention fro111 the player. Skill or stat advancement isn°t an afterthought, but rather a crucial part of the game. The decision to solve a problem with cold steel or silken Words isn"t just one of better numerical values—it"s a question of who you, the player, want your character to become. Every actio11— or fail—is growth. Every decision affects how your character matures, shifts, changes. Even little decisions impact the character in permanent, subtle Ways. The Wheel"s Ri111, those “crunchy bits” that players like 111e thrive on, builds tension when the heat is on by putting 111ore control i11to the player°s hands. Burning WI1eel is a game, and like all good games, it requires skill to play. To really enjoy Burning Wheel requires some investment in Burning \Vheel. You, the player, have to care. You have to believe. I believe in Burning Wheel. Like a Burning Wheel character, Pm a11 amalgam of my experiences: military brat, missionary in a foreign la11d, veteran of the Iraq War, husband and father, and historical European martial artist. For each of these things, the sully is built into the how. I love each of these parts of my life because of how I lived them. If life is a game, then I love my experiences because of horvI played them.
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The Burning Wheel is a roleplaying game. Its mood and feel are reminiscent of tl1e lands created by Ursula K. Le-Cuin, Stephen B.
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The in-ga111e consequences of the players’ decisions are described in this rulebook. The moral ramifications are left to you.
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Using This Book This book, B1u'ning Wheel Cold, is the updated, revised and combined edition of Burning \Vheel Revised. It contains both the Burning Wheel Fantasy Roleplaying System and the Character Burner. These books are identified with wood and flaine borders respectively. The basic rules for play are presented first. We recommend starting by reading the first 75 pages of the Burning Wheel. After digesting the basics, make—or “burn,” in our parlance—a character. Then get some friends together and play the game! After you°ve played, explore the rules further to see what you"d like to add to your game.
Voices in
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As you read through the rules, you will encounter three little imps. These imps represent the author"s voice in certain p arts of the text. Basic rules text is not preceded by any of the imps. This “rules voice” is used to convey most of the information in the game. The imps offer commentary 011 the rules. This character indicates that I am asking the reader to take note. "= The text. following him is written i11 my voice, rather than the rules voice. I call this guy the Lustructor. You can call him “Luke” if you want to. For example: “Tlianlcs Luke, that was very helpful! ” -1.
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with a grain of salt. For example, “I wish Lulce would slmt up I "° The Weeper is a strange one, prone to outbursts of tears at the I ‘J oddest times; sometinies tears of sadness, sometimes fear a11d sometimes tears of joy. He frequently squirts when death or something else very scary is 11ear. “\Vhat"s he carrying on about now?”
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T} This is the Banter. He rears his ugly head whenever I ani yelling WT about something. This usually comes in the form of harsh advice or warnings regarding the limits of Burning Wheel. Take what he says
Burning Wheel is best played sitting around a table with your friends— face to face. It is inherently a social gaine. The players interact with one another to con1e to decisions and have the characters undertake actions. One of you takes 011 the role of the game master. The GM is responsible for challenging the players. He also plays the roles of all of those __
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characters not taken 011 by other players, he guides the pacing of the events of the story; a11d he arbitrates rules calls and interpretations so that play progresses smoothly. 1--l
Everyone else plays a protagonist in the story. Even if the players decide to take on the roles of destitute wastrels, no matter how unsavory their exploits, they are the focus of the story. The GM_presents the players
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with problems based 011 the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled a11d the results are interpreted using the rules presented i11 this book.
Sheets 0f Paper Eacl1 player is required to keep a written record of his ' “
character. Character sheets are provided on our website at
www.burningwheel.org for just this purpose. Characters i11 Burning \Vheel evolve and grow as play progresses, so I recommend using a pencil to mark the sheet. There are a few other sheets used i11 play to keep track of moment to moment stuff, but tl1ey°ll be discussed later down the line. The GM has the responsibility to keep notes on the characters a11d monsters that he uses. These donlt need to be fully fleshed out—a few numbers usually suffice. But there are certain characters that will need to be described fully in order to give them their due in play.
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Burning Wheel uses common six~sided dice for all rolls. From here on out, these dice are referred to as D6 (which is gamer—tallc for “six-sides”). Groups of them are referred to as 3D6, 4D6, 5D6, or 3D, ‘ID, 5D for
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Difficulty Number Dice i11 Btuning Wheel are rolled i11 handfuls (or pools) of usually three
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a “no"" result is a traitor to your cause and doesn’t count toward success. The number needed for the die to achieve the “yes” result is called the c1{'f)li'ct¢Zit_')/' nmnber. For the purposes of explaining the rules, a “yes” result is a '1, 5 or 6 011 a die. A “no” result is a 1, 2 or 3. (Traitors!) There are
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only two instances where this changes, and they will be discussed later.
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Successes When a die rolls a “yes” result, we call it a success. After the dice are rolled, cotmt up all your successes.
R0/tiny a /zana/)4»:/of/ire nice, m)/6/tlima//u6»f’y1'i/6.5 merz Z 2, 2, 4, Srcsn/z‘. Two oft/16 é/ice came up 4 or /zijlzcr. Thou; I ra//ed two successes. \Vhen a player rolls dice, he needs enough successes that his character p asses the tests set before him in the game.
Ability Ratings Exponent l The number next to yom' characteris stats, attributes and skills 1&6 indicates how many dice to roll when that ability is called up 011. ‘We here at Burning Wheel HQ call that number the exponent of the ability because it is the representative of the character°s actual ability in
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Exper selu xponent Below is a list of exponents (exp) in Burning Wheel and what they imply
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Exp 2 is untrained, raw, weak or unpracticed Exp 3 is nominally trained a11d practiced Exp 4 is competent, everyday stuff doesn°t pose a challenge Exp 5 is expert Exp 6 is near mastery Exp 7 is excellence
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Sc m/v character with a 83 Caqcventiy is ccn.sz'cIerc:/I trai'nceI and )cractz'cect He can tahe care of aII the haeic sta f of his trade without a )crchIem, hat, as)/ca w¢'II sec, with/a.st three a/ice, the more ccm)eIe;-rpracti'ce.s cfhis )cro 2.s.sion are he)/amt :i,,_, his reach.
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Every ability numb er in Burning \Vheelis accompaniedby a letter. This letter indicates the “level of potential,” or shade, of that ability. The letters, in turn, correspond to both a
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color and a number. B is black shade and means
the player rolling for that ability needs ‘is or better for successes. G is gray shade and needs 3s or better for successes. Cray shades indicate heroic potential. W is white shade a11d needs 2s or better. White shade is for supernatural potential. Having a G or \V shade ability is the only time the difficulty " élllllllbtil‘ for a roll varies from 4 (or B shade). Changing an ability’s shade is discussed i11 the Character Burner and Artha sections of this book.
When to R011 Burning Wheel is very much a game. While players undertake the roles of their characters and embellish their actions with performance a11d description, rolling the dice determines success or failure a11d, hence, where the story goes.
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Tests You make tests during dramatic moments, when the outcome is uncertain.
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Tests are the teeth of the gears of this game. Without tests, nothing catches and moves forward. ln fact, i11 a situation involving conflict, a test is required. A player cannot affect another character without testing an ability to back it up. , Testing abilities is a good thing! Not only do tests chive the story ' " by providing tangible results for our actions, they allow the character a chance to improve his abilities and attain greater heights.
Obstacles to Overcome , So now we know how to test an ability—roll the nmnber of dice 13$) indicated. 4s or better count as successes, the more successes the better. Players need to generate successes i11 order to more difficult tests—tests that require multiple successes to overcome. The number of successes needed to a test is called the obstacle (Ob). It is the CM°s role to assign appropriate obstacles based 011 the inherent complexity of the task at hand.
The GM refers tc the Carycenter ehIIIaneIa/etermines that reza rczhy a eIccr is a reatine tach. There rre, itfs an Oh 2 test. I neeef to reII two .sacce.s.-see on the three eh'ce cfmy characterfs Carpentry .shz'II The higher the obstacle, the more difficult the test, and the more skilled
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who is competent in an area l1as four dice to roll for that ability. Four dice requiring 4s or better means that he can routinely tests of obstacle 1 or 2. He ca11 obstacle 3 and 4 tests with some difficulty. Anything higher than obstacle 4 is too difficult. Since he can only roll fotu' successes 011 fotu' dice, Ob 5 or higher is out of his range. A character with a11 ability at exponent 5—a11 expert according to our list-—ca11 routinely hit obstacles 1 through 3, but will find obstacles 4 a11d 5 a
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It is the philosophy of the system that some tasks are either too lg”. complex to accomplish without help or simply too difficult to accomplish at all. Sometimes, high obstacles will force players to be creative a11d think of another way around.
Absolute Difficulty The difficulty of a test does not vary according to the skill of its .
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Increasing Difficulty Obstacles can be increased by problems like carrying a baby in a papoose 011 your back i11 a sword fight. Thatzs +1 Ob to running around and
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Open-Ended Rolls Certain rolls in Burning \Vheel are described as “open—ended.” This means that any 6s rolled allow the player to pick up another die. If you hit yotu' difficulty munber or higher, it°s a success. If you don°t meet your difficulty mmiber, the die is a traitor. If you roll a 6, it counts as a success and you get to roll another die! Tests for Steel, Faith a11d any ability considered “magical” (Dwarven Arts, Elven Skill Songs or Sorcery, for example) are all open—e11ded rolls. Anything ca11 happen.
Basic Dice in Brief ° \Ve roll dice when a conflict arises. ° The number of dice rolled is deterinined by the character°s relevant ability that applies to the conflict. You don’t use Cooking to win a brawl. Know what I mean? ° The number of dice rolled is equal to the number next to the ability. This is called the exp o11e11t. ° For the majority of tests, 4s and better are successes. 3s a11d lower are traitors. This difficulty number is determined by the ability’s shade. ._
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° The obstacle is the inherent difficulty of the task being attempted. You need successes equal to the obstacle to the test. ° Ope11—ended rolls— 6s on Faith, Steel and magic—type tests—allow you to pick up another die and roll it again, hopefully adding more SUCCBSSBS.
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Ph-.i~¥!":5f Burning Wheel is a gritty game. It is designed so the characters appear a11d feel like human beings (or a similar analog). They
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Characters are the most important part of Btuning \Vheel. They are the players’ incarnations in the game, and nothing happens in the
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game world that doesn"t involve a player character. Let°s take a look at what comprises a character in this system: He has stats, attributes and skills; Beliefs, Instincts a11d traits; Besotuces, relationships, reputations, affiliations and Circles; a11d of cotu"se, he"s got his gear and stuff that he totes around with him. All of these elements affect how the character is played, and thus l1ow the game is shaped by the character"s actions. To help you get a feel for the system, these aspects are described in general in the following section. Individual uses of these abilities are detailed in later sections.
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There are six stats that describe a character°s basic mental and physical composition in Btuning D/heel: \Vill, Perception, Agility, Speed, Power and Forte.
Will \Vill is the social stat——it represents the character"s strength of mind, empathy a11d social intelligence. It is the basis of a number of skills and attributes.
Perception Perception is the awareness and mental acuity stat. It°'s 1'olled all the tiine in game. Players always have their characters searching for
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coordination of the character. It is
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It°s rolled in game when the character has to push something over or
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Power represents physical strength.
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Stealthy and Climbing skills.
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grapple with someone. It is also the basis for daniage in melee attacks.
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itfn Forte Forte (pronounced “FORT”) represents the characterls physical mettle——l1ow tough and durable he is. Forte is rarely rolled in game, but it is a p art of two crucial attributes: Health and Mortal TVou11d. 1*‘
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Attributes
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Attributes are derived from stats a11d are used for more subtle tests than the raw instances described above. They ca11 also be avenues to
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The Health attribute is derived from Will and Forte. It is used in game to recover fro111 injtn'y and resist the effects of pain and fatigue.
Re exes The Reflexes attribute is calculated from Perception, Agility and Speed.
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Steel is a complex attribute that combines elements f1'o111 different stats a11d the character°s background to determine how steady a character°s nerves are. Steel has its own section a11d is discussed in detail there.
Emotional Attributes Some characters possess an additional ability tied into their emotional makeup: Faith, Grief, Greed and Hatred are a few examples. These attributes are factored by answering questions about the character, a11d are tested by special circtunstances in game. Emotional Attributes have their own chapter a11d are further detailed in the individual lifepath
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Mortal Wound Mortal \Vound combines Power a11d Forte to set the point at which the character dies in the injury mechanics. Mortal \Vound is never tested; it is just a marker.
Shade It is possible to gain abilities beyond the mundane. Your character can have a heroic Power stat or a supernatural Dance skill. These special abilities are denoted by a different shade—gray or white.
Skills I11 Burning \Vheel, a skill is a specialized field of knowledge or particular
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teclniique known by the character. A skill allows a character to achieve his goals more easily than by using stats. Examples of skills include: Animal Husbandry, Mending, Sorcery, Sword a11d Ugly Truth. Cl1a1'acte1's te11d to have many skills—-from four to twelve is I . - - normal. Twenty 1s 11ot unheard of.
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A player must determine the three top priorities for his character. These are fundamental ideas important to the character. They are a combination of the outlook of the character and the S oals of the 1Jla IYer.
I mastprere my worth to m/v cemycamkms, so IwiII§m'eIe them thrcajh these caverns. Beliefs are discussed i11 their own chapter in this book. Creating them is
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Instincts Instincts are siinilar to Beliefs—tl1ey are player- determined priorities and reactions for the cliaracter. They are based on the chai'acter°s experiences and have a tangible function. An Instinct is essentially an “if/then” or “always/neyer°’ statenient foi' the character’s behavior. “If surprised, I draw iny sWo1'd."" The player is allowed to prograni these actions and reactions into his character. Therefore, he can be a.ssured that his character will react within certain paranieters whetlier the player explicitly states it or not at that inoinent iii play. Think of theni as hardwired reactions froni training and experience (and a little insurance the player takes out against the GM). Instincts have their own section in this book. Creating theni is discussed in the Character Burner.
Traits Traits are quirks and odd abilities that the character acquires through the course of his life. A player starts by purchasing traits in character burning, but they will also be earned in play.
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Resources and Circles Resources Whether wealthy or destitute, every character is assigned a Resources ability. Its stai'ting exponent is determined by how the player spent his chai'actei'°s resource points in character creation. Thereafter, it is used like a skill in gaine. Its function is to deterniiiie how econoniically and financially solvent a character is: Can he afford to buy property? Can he keep his equipiiient in repair? Is he forced to beg for food and lodging? The Resotuces ability allows all of this to be deterniined by a roll of the dice.
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Gear is initially acquired in character burning. ln play, gear is ptu'chased via a Besotn'ces test or even just granted by the CM dining appropriate scenes: a knight is granted a new sword and suit of arinor by his liege, or a niagic helinet is found in the burial ]_l10lll1(l of a loiig-dead god, for exaniple. Mostly though, gear is window dressing that adds detail to your world.
The last eleinent of the game that needs to be inentioned is inagic. In Burning Wheel, it coines in inany fornis. Ma B ic inakes lJossible what could not iiorinall 3 I be done b 3I hunian l)I1 3esical nieans or in B eiiuit3I. Not siin P ly. buildin 5 the lJ 3?’1'El111lClS or preserving bodies for thousands of years, but sealing tonibs with unbreakable spells and cursing those who desecrate thern to die inexplicable deaths. It is the tuiexplainable and the potent-—rnystical power over the eleinents. In gaine, this process is represented by Einotional Attributes——Faith, Grief, Hatred and Creed—and various niagical skills like Suniinoning, Enchanting and Sorcery.
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results of con icts and help drive the story. Tests involve the character’s abilities. Whether it°s a Health test to recover 'o1n an injury, a Sorcery test to lear11 a new spell or a Perception test to spot a pursuer, these are the very fabric of the ganie. Characters + Situation + Tests = Gaine. In the systein, there are a few ways to roll dice to overconie
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obstacles. How the successes are counted depends on the desired outcome and the type of conflict. The following section discusses the basic test mechanics, plus the other ways we manipulate dice pools and obstacles. Letls start with the core of the Burning Wlieel system. ‘We call it “Intent and Task. ”'
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Intent \Vhat do you want do and why do you want yo1n' character to do it?
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“I want to kill him! ” , Great. “I kill hiin“ is a11 intent. When declaring an action 1 for a character, you say what you wa11t and how you do it. That"s the intent and the task.
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When a player states “I kill hinil ” we know his intent. By describing how his character will undertake this intent, he de nes the task. Clearly stating a11d linking the task and intent allows player and GM to determine what ability needs to be tested. The result, whether or 11ot the target actually dies, is determined by the results of a dice roll. Roll well and the character colnes closer to accomplishing the stated intent. Descriptions of the task are vital. Through tl1e1n we know which inechanics to apply; acknowledging the intent allows us to properly interpret the results of the test.
24
The Spokes
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Task A task is a measurable, finite and quantifiable act performed by a character: attacking so1neo11e witl1 a sword, studying a scroll or resting in a11 abbey. A task describes how you accomplish yo1u' intent. ‘What does yotu' character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute. Inappropriate tasks are: “I kill him! ” or “I convince him.” Those are
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intents. After such pronouncements, the first question any Burning Wheel player asks should be: How? By what means? The answer, “I stab him with my knife,“ is a11 appropriate task description for a nun'derous character. “I persuade him to take 1ny side by explaining his wlfe°s affair with the cardinal.“ is appropriate in the second case.
What Ability D0 I Roll? Once the description of the intent a11d task has been stated at the table, the ability needed to complete that action is usually pretty obvious. Stabbing someone is going to require a Brawling or Knife test. Convincing another character requires a Persuasion or Falsehood test. ‘When adjudicating a test, start with the descriptions in the Elements of Character. If you need more detail, refer to the Character Burner a11d the skill list. If it is ever imclear what ability to roll, the GM should question I -'
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the player. Get him to describe his action in detail, until what
needs to happen is clear to both parties. Once the ability to be tested is established, then the dice are rolled.
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I11 a standard test, the GM sets the obstacle based 011 the skill listing, the conflict interaction or his own judgement. A player rolls his characte1'°s
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ability and needs to co1ne up with a number of successes equal to or greater than the obstacle. Doing so es the test.
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They/<9/er wants hale eharaeter to/ezkh a /oeh. The GM eenea/ts the .shz'/// st to ndthe ahetae/e. He sets the ehetae/e at 3 hasea/on the §/pe of/och. 7ha.s, the /0/en/er neea/5 to r0// three or more eaaeeeeee from his character? .shz'// in era/er to eaeeeee/‘ii/h/{etch the /och.
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Versus Tests When two characters come into opposition, a versus test is made—one ability against the other. The character with 1nore successes wins the contest.
Mcatac/a is haaj/in_a with a shijcwrijht. /test his 65 Ha_ajh'n_a against the shwwrwhtfs B5 / re// ner successes on my a/ice. Yhe QM re//s three snccesses far the shijcwriaht. My character Mcatac/a, wins the test. If one character is an aggressor by intent a11d one is a defender, ties go to the defender. If both characters are aggressors, a tie means that neither side has gained a11 edge a11d they are deadlocked. Either the tie must he accepted as the result, a trait 111ust he called on to break it or the contest 111ust be continued i11 another arena. Do 11ot reroll the test. If an assassin is sneahinj into a 60144/U n j he tests his Stea/thy shi/i A
nijht watchman tests his Ohservaticn shiit to s/set him. ifa tie resn/ts, the watchman wins the test—he is the “c/e ena/znj"characten //f an the other hanaf a hara/aris canjht in a raic/at his /in/crite /cca/han the I“/a/er tests his /nccns/’icnens rersas the watchfs Ohservaticn. / a tie resn/ts, the hnrj/ar is the c/efenciinj character ancihe wins the test. ~\
Graduated Tests
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Occasionally, a test has no fixed obstacle. It is simply a matter of testing an ability a11d noting how many successes are generated. This is often the case for research, searcl1i11g an area or other knowledge-based skills.
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The amotmt of information distributed by the CM is directly dependent on the number of successes generated.
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Yhor ashs the QM what his character can rememher ahcnt the /in/cat cfhis home vi//age. Can he nci the a/cctcrls residence in the a/arh? He tests his characters Vi//aje—wise shi//anahccmes a/c with twc snccesses. This is/sretw routine hncw/ea/ac; so the QM nca/s the a/jfrmative ancic/escrihes the resic/ence. The information available in graduated tests is rated and judged along
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the standard obstacle difficulty paradigm. One success is obvious stuff, five successes is expert knowledge, and ten successes is a miraculous understanding. Gl\’Is can call for graduated tests if they wa11t to use a skill to measure how well the character performs a p articular action.
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Linked Tests
Once in a while, the player characters will find themselves in a long—term or co111plex operation that requires many skills or abilities to ove1'co111e.
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Linked tests can be performed by a single character with many skills, but
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more often they are undertaken by multiple characters complementing each other. . Note that in linked tests, the task happens across ti1ne—eacl1 F ‘ii test of skill comes at a certain jl111Ci11l‘6 a11d leads to the next. It doesn°t all happen at once.
Failure Behind, Success Ahead When rolling for a linked test, if the character who tested before your character merely met his obstacle, you gain no benefit. If he exceeded his obstacle, your character gains a +1D advantage for his portion of the test. If the character who tested before you failed his test, then the obstacle for your portion is increased by one. /n the exam/2/e ahove, the GM oietermines that this intent is_aoin_a to reanire
three tests: Yhe Orc/oirate mast/oass a Pi/otin_a test the Priest Na:/mator mast thenjoass a Navigation testancithe Temp/e Qaarc/ian wi//test his Ohservation as he watches rr/oirates. /n this case the 0rc—,o/a)/er harsh meets his ohstac/e. This c/oesn't a/feet the Na I/igtllt ij who /‘ai/s an)/wa)/. Lachizn. the ajeah Temyo/e Gaarchian es his test. o/esyoite the increaseciohstac/e.
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Time and Linked Tests As you can see, linked tests are also a device that allows players to use the task resolution system to accomplish goals of a broader scope. Rather than just maneuvering a ship, a linked test ca11 be used for a whole journey———which can be resolved within just a few minutes play.
Advantage and
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The conditions surrounding a test can modify the base obstacle. Trying to shove someone off a roof is a versus Power test. If the roof is slippery, this is an advantage to the p usher. Such advantages give a bonus to the
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Conversely, it°s pretty easy to spot someone sitting quietly in the coiner of a room. But if the room is dark, and there is a howling wind blowing through the windows, these conditions make it harder to spot that person. hi Burning \Vheel , the darkness and wind are disadvantages for the spotting character. —--*1_-. 2-s
Advantage
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Whenever a player can claim his character has a clear advantage
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over his ta1'get—definitively favorable conditions like higher ground, J- _ _ pushing yotu' opponent onto an ice patch or a weight advantage in . _|x I“-PITT?-J w1'estling—he gains +1D to the ability being tested. 3|
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in one clear se11tence—no situation lawyering.
A /9/$9/BF wants his character to throw a roch ana/hita nearly so/aien The character has an Ayi/iw of B4. Theyo/cyer o/ec/ares: "71/enot a_aooo/an/rantaje stano/inf on this cart. /t’s mach easier to hit him. ” The 6}/V! aarees to this +7D ac/rantaje. Thns theyo/a)/er ro/is SD (40 + ID) rs Oh 2 The neea/s two successes to hit the so/o/ier).
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The GM l1as final say over what is and isn°t an advantage. If s. he thinks the target of such a leveraged attack has equally beneficial advantages, then no bonus need be granted. The GM can also
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Disadvantage Any time the GM feels that conditions put a character at a disadvantage,
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myriad sotu'ces—t.he character is moving quickly, the light is dim, the air
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well or he°s dressed inappropriately. All disadvantages are ctunulative— each one increases the obstacle by one.
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Mixing Advantage and Disadvantage As you may have noticed i11 the example above, advantages and T I disadvantages can be mixed. In fact, they should be. For each test, let players state their case for advantages. At the sanie time, the GM should lay out all the disadvantages present.
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Also, advantages do not cancel disadvantage. They are both added into the test before the dice are cast. Obstacles go up to make tests harder; dice are added to make it easier.
Double Obstacle Penalty Some rolls are penalized with a double obstacle penalty. This means you double the obstacle or the amotmt of successes yom' opponent rolls and then add modifiers. That°s your final obstacle. Don°t double the modifiers!
Carefully, Patiently, Quickly: Allocating Successes There are fom' methods a player may use when testing abilities: A test may be made care z y, paticr2.tly or quickly‘, or by default, a test may be taken normally. Testing normally uses the standard rules described above. The other tln'ee methods each have a different effect 011 the roll
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Carefully \Vorking carefully increases the time for a test by half, but it grants a +lD advantage. If a player wishes his character to work carefully, he
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1m1st state this before the dice are rolled. ,If the player fails a test i11 which he is working carefully, the result indicates he has rim out of ti1ne—the bomb goes off, the guards burst in, the old man dies, etc. By working carefully, the player is
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Patiently \Vorking patiently allows a player to allocate extra successes to the quality of the finished product. Extra successes can be used to embellish
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a description or add a flourish. They are largely a narrative device. However, many skills have their ow11 rules for allocating extra successes and their effects. These are described in their individual sections. Extra successes may be allocated to working patiently after the dice are rolled.
Quickly \Vorking quickly allows a character to complete a task in a sl1orte1' amotmt of time. Successes over the obstacle allocated to working quickly reduce the overall time by 10% eacl1——three successes over the obstacle reduces time by 30%. Successes may be allocated to working quickly after the dice are rolled. Time for tests is discussed a little further 011 in this chapter.
Mixing Methods Players may have their characters work carefully, patiently and quickly all at once. To do so, they must describe their actions and inform the OM l1ow they°re allocating extra successes. If a player desires his character to work carefully, this must be stated before the dice are rolled. Each extra success can be applied to working either patiently or quickly.
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Success Now we have a grasp on a variety of ways to manipulate the dice pools for a test, but what happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character l1as succeeded in his goal—-he achieved his intent and completed the task.
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/This is important enough to say again: Characters who are "'5?-ii successful complete actions in the ma1111er described by the player. A successful roll is sac1'osanct in Burning Wheel and neither CM nor other players can change the fact that the act was successful. The CM may only embellish or reinforce a successful ability test.
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“I hiII him I “ Rich shouts. The OM res,oonoIs, “Test your Sworoi shiIi Thatis what youire using, right? “ Rich ro/Is his B5 $worcI shiII anaI /orooiuces an amazing /‘ire successes. The OM consuIt.s the Weayoons chapter anoi Anatomy o/[In/Iury chapters. “Ye/2, that c/oes it. Hefs a _aoner: Descrihe it /‘hr us, ,oIeaseI “ Rich /umyos /‘irom his chain “I a/eca/oitate him Iihe so ancI then stanct riaioi whiIe mahznj Bruce tee noises. “ Or.- Pete announces, “I want toyooison the wizaroi “ The O/V! arches his eyehrowg. “How so .7 “Peteisjot ajoIan.- “I'II.sneah into the hitchen c/is uiseoias a Hounci
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Sergeant. then I '/Ilntimioiate one ofhis siares to take him poisoneoitea in the guise ofherhai meoticine.” The OM consioIers vr a moment, “Thatis pretty gooci }’ou’II neeoI to make a Iinheoi test with: Disguise, Inconspicuous ana’ /ntimiotation, pIus I-/oune/~wise, I thinh. " Pete nooIs andgets reach! to hurn some artha. Ifhis roIis are success ci the wizarciwiIIhepoisonea’even though he cIioIn't oIrop thepoison oh'rect§/ in his mouth. Why? Because Pete statea’his intentciescrihecihis task anu’ the aiice came up in his zz/or
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. The most important criteria for ing a test is that play moves " s... in the dj1'ection of the success, even if only 1no1ne11tar.ily.
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"I want to humiIiate him. They can't ignore me! ” shouts Ancjg, enrageoi "I—/ow? “inguires the QM.
'7 raise my voice anoi insuit him in front of the entire parh/. I use my Conspicuous shiIi “ ”RoIi Your ohstacie is 3 togain the attention ofthe crown’ancIhe hearai Extra successes wiII_go towara/incensing them with the spectacie. ” “Tour successes. “ “Your insuhfs are hearu/ ung across the room. Some 6)/ehrows are raiseal I-Ie
stops wa/hing awe!)/fkom)/ou ana’ turns, reoIin the face. It seemsyou have a moment in whichyou are the center ofattention. ” 1 _, I11 this example, the player states his intent and task straight RS1 away: humiliate his opponent using shouts a11d insults while testing his Conspicuous skill. The CM embellishes o11 the result with the successful test. The target is hmniliated and the GM tells the player l1ow.
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When the dice are rolled and don°t produce enough successes to meet the obstacle, the character fails. \Vhat does this mean? It means the stated intent does not come to .
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“Ipich the /och guichiv, he/hrs the guarcis come! ” This is an easy intent to /uage a faiiure r: The character oioesn"tget the Ioch open. 5impIe, right? But what ifthatls changeda hit. FaiIure a/oesn"thave to mean the Ioch oIoesn"t open. Look at the intent.- “he/‘bre theguarots come. “What zfthe character opens the Ioch/ust as theguarois arrive?’ Suohtenhg. you have trouh/e——a/rama anoi
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Two Directions When a player sets out a task for his character a11d states his intent, it is the CM°s job to inform hiin of the consequences of failm'e before the dice are rolled. “If you fail this. . .“' should often be heard at the table. Let the players know the consequences of their actions. Faihue is not the end of the line, but it is complication that pushes the story in another (ii1'er_'.t_inn. Once that is said, everyone knows what°s at stake and play can continue smoothly no matter what the result of the roll is.
Failure Complicates the Matter When a test is failed, the OM introduces a complication. “You can by topick the /och, hutyou u/onlt have much time. It is highh Iikeiv
that theguam/s wiIIreturn he/fire)/ou nish. ” Try 11ot to present flat negative 1'esults——“You don°t pick the lock. T’ Strive to introduce complications through failure as 11mcl1 as possible. Death should only be the result of failure in the rarest, most dire situations. The OM must present the players with varied, twisted, occult and bizarre ramifications of their decisions. Death is only the last resort. And more often than 11ot, a player will let everyone know when he is prepared to risk his character°s life for success. Lastly, the rules for specific subsystems, like fighting, injury and sorcery, will guide you i11 adjudicating the severity of a failure result.
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One of the 111ost important aspects of ability tests in game play in
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Bm'ning \Vheel is the Let It Ride 1'ule: A player shall test once against a11 obstacle and shall 11ot roll again rmtil conditions legitimately a11d drastically change. Neither GM nor player ca11 call for a retest unless those conditions change. Successes from the initial roll count for all applicable situations in play.
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A CM cannot call for multiple rolls of the same ability to accomplish a player°s stated intent. Nor can a player retest a failed roll siinply because he failed. Tests must be distilled down to as few rolls as possible. The
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If a player failed a test or generated no successes, the result stands. If he was hot and got seven successes, those stand for the duration.
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Tune How long does a test take? \Vhatever the precise answer is, the time required for a test must be stated before any dice are rolled. Either the GM must inform the player of how 111ucl1 time is needed, or a player 111ust state how 1nucl1 time his character is willing to spend. -|
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Length of Time
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Tests in Bmning Wheel often mimic real world cotmterparts. The game is
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meant to evoke a living, breathing world, so there are ho1u's, days, nights, seasons a11d years to for as the characters’ lives are played out. Using real world analogies for tests is a good place to start. Listed below are some guidelines for judging time. Length of Stat Tests Most stat tests are instantaneous affairs: catching a ball, leaping a ditch or
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noticing a shadow. So111e stat tests are longer affairs: climbing a cliff face, escaping from bindings, moving a boulder. Generally, the latter type takes minutes to ho1u's to accomplish. The exact interval of tiine is up to the GM.
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Academic Time for Academic skill tests falls into two categories—either instantaneous recall of a subject based on a successful skill test representing character knowledge, or time sp e11t on research. Research requires days at minimum, but more often spans months and years. Artist
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Time for tests of skills like Blacksmithing, Weaver a11d Carpenter are measured in days a11d weeks. It takes a day to make a batch of horseshoes; it takes a few weeks to make a mail shirt.
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Forester skill tests—Stealtl1y, Tracking, Hunting, Orienteering, etc.——
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llfedicinol Medicinal skill tests-—Surgery, Field Dressing, Herbalism, Bloodletting, etc.-—-are measured in mi11utes and horns. These times are described in detail in the Anatomy of Injtuy section. MilifaI:y' Military skills—Strategy, Tactics, Logistics, Skirmish Training and Formation Fighting Training—generally follow the same guidelines as the academic and physical tests to which they are cousins.
Musical Musical composition takes weeks a11d months to perfect. Musical performance takes as long as it takes.
Peasant Peasant skills are varied and co1nplex—fro1n Animal Husbandry to Farming. One thing they all hold in common is that they take a while. Farming is a seasonal affair. Animal Husbandry tests span a few horns to a few years. However, in play, peasant skills can be used in the short term-—to deterniine why a crop died or to cahn a frightened animal. These tests usually take just a few minutes.
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Schools of Thought Doctrine and Philosophy tests obey the same rules as academic skills.
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Seafaring skills—Rigging, Knots, l\lavigation—obey the same rules as
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peasant skills. Some tests take days or weeks, others only a few moments. Social In Burning Wheel, a social skill test is made for a single interaction.
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This is heavily dependent on roleplayiug, but these tests can require a few moments of banter or a hours of negotiations.
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Sorcerous Times for sorcerous skill tests are discussed in the Sorcery section.
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For skills that fall in the SpeciallMiscellaneous category, use the closest analog from the list above.
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Breaking up a Test lf the GM feels a test is going to take an inordinate 8.l11OUl1l.' of tinie, but that bits and pieces ca11 he accomplished separately, l1e can break up the results of the test. Only one roll is made, but the GM then parcels out the results across the allotted time. The character may leave and return to the test as appropriate, each time gaining the next set of results.
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Time and Failure A character must spend the same time failing a test as succeeding. Even when the character fails, he doesn°t always know. If he missed by a lot—completely messed it up—then he can give up right away and not lose too 1nucl1 time.
Time a11d Play: Meanwhile .lf a player undertakes a test that"s going to occupy his character a ' I . . . ' Q3, couple of hom's, other players have a few hours to lull with their characters. The GM turns to the next player and says, “Meanwhile, what are you going to do? 5’ Keep going around die table like this. Allow players to fill up the gaps of “clowritimew with stuff like research, exploration, scouting, practice, etc. They can undertake activities that can be resolved with a roll or two and
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Help
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Players may have their characters help one ano ier in the game. When
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Conditions of Help
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lll order to help, three social conditions must be met at the table. First, the acting player must willingly accept the help from his compatriots. l-lelp cannot he forced or surreptitious, it must be open and agreed upon. The acting player is tree to turn it down. Second, any player who is helping must then physically give the acting player one of his dice to roll. This is so we know if you’re helpful or not! =-—~
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Lastly, the helping player n1ust participate in the scene: He describes how his character is helping the other.
How Can l Help? Once help has been accepted, you have to deternline if and how other characters can help. First Rule of Help: Skills may help skills and stats. Stats may help stats. Stats may 11ot help skills. Circles may help Circles (if appropriate). Resources may help Resom'ces. Second Rule of Help: The helping ability must be related in son1e way— similar skills are the best candidates for help. Often this is situational, but the help must make sense to the players. The FoRK listing for skills is a good guide, but not the definitive som'ce. The CM is the final arbiter of who can and can°t help. See the next page for more 011 FoRKs.
Helping Dice lf the exponent of die helping ability is 4 or lower, one die is given to the acting player as help. lf the exponent of the ability is 5 or higher, two dice are granted.
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If your stat, skill or attribute is currently exponent O you may not test this ability. You may not receive help. FoRK into it or spend artha on it. lt is unavailable until you advance it, replenish it or recover.
Llnskilled Tests Beginner’s Luck lf a character does not have an appropriate skill for a test, he may test using a stat instead. Every skill has a stat on which it is based. \Ve call this its root. However, when rolling a root stat in place of a skill, double the base obstacle of the test. Ob 1 tests become Ob 2. Ob 4 tests become Ob 8. Easy stuff won°t be too much of a problem, but more complex tasks will be all but impossible. When testing for Beginner"s Luck, double the base obstacle and then add disadvantages to that. Don°t double the disadvantages. llrm I
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Some skills are listed with a requireinent for tools. Tests made without the necessary tools suffer a double obstacle penalty. This can be combined with die Beginner°s Luck penalty!
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When using expendable tools, roll a Die of Fate each time they are used after the first. A result of l indicates the tools have been used up and 111ust be reple11ished by the appropriate means.
Replenishing Tools The Resources chapter lists obstacles for purchasing certain tool kits. The Scavenging skill can also be used to replenish tools, if appropriate. The Blacksmith and Black Metal Artifice skills can both be used to make various types of tools.
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Written lnstructions Occasionally, a cl1aracter will stumble across a set of instructions in game——ar1 item or some information that ca11 aid him. All instructions must be given a complexity obstacle by the CM: Simple and clear stuff that can easily be transmitted tln'ough text and illustrations is Ob 1 or 2. More complex instructions, like those that teach a martial art or how to build a trebuchet, a1'e Ob 5-5. Really arcane stuff only goes up from there. The cl1aracter reading the instructions 1nust a Reading or Research test against the obstacle. If successful, the instructions grant a helping die to an applicable skill test (+lD). lf tmsuccessful, the instructions are confusing and give a +1 Ob disadvantage to the skill test they refer to.
The Written Word as Practice Alternately, written instructions can be used as practice. ing the Reading test and lets the player cotmt the time spent reading as practice f01' the skill.
Testing Abilities in Brief ° lntent—-—Annom|ce die goal of the action.
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° Task——lndicate how you wa11t your character to carry out an action. lncorp orate a skill or stat into your description. ° Standard test—An ability rolled against an obstacle set by the GM. Meet the obstacle and the test.
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° Graduated test—-A test with no fixed obstacle, more successes means 1nore infor1nation/res ults . ° Linked test—A series of tests where, if the character before you exceeded the obstacle, you get +1D. If he failed, you get +1 Ob. ° Advantage—A favorable condition present in the game that benefits a character. +1D to the test. ° Disadvantage—An 111] favorable condition that raises the obstacle of a test. ° Oarefully—+lD advantage, +50% to time; introduces complication. ° Patie11tly—Extra successes go into quality. ° Quickly—Extra successes reduce time by -10% each.
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° Let It Ride—One test per ability stands for the situation. ° Help—-——Expone11t 4 or lower gives +1D. Exponent 5 or higher gives +2D. ° FoRKs-—+’lD for related, applicable skills. Exponent 7 or higher gives +2D. ° Beginner’s Luck-—Use root stat in place of skill; double obstacle penalty. ° lnstructions—Test Reading or Research against Instruction obstacle. Success grants +1D to appropriate test. Failure gives a +1 Ob disadvantage.
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Advancement Is Lifelolood Advancement is the lifeblood of Burning \Vl1eel. The advancement system gives the feeling of a living, sweating, breathing, bleeding being in the game. It allows players to shape their characters i11 a variety of ways. It is vital that characters in Burning \Vheel grow and change as they are played.
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In order for the game to rim, the GM 111ust provide the players with obstacles. Obstacles demand tests. Tests earn advancements as well as help fulfill Beliefs. As the characters are tested, players mark the ability°s experience log. Mark enough tests of varying difficulty, and the ability advances.
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“Wait a minute,” you’re saying, “I can°t roll five successes on four dice! My cl1aracter is automatically going to fail that test. '1?
To this l say: '“You°re correct, but read on, read on. The Artha chapter will show you some tricks. T’
Number of Tests Required for Advancement To advance a11 ability exponent one rank, a player must accumulate a certain number of routine, difficult and challenging tests.
Advancing Skills Ertponent I-4 Advancing an exponent 1-4 skill requires a number of routine tests equal to the exponent. Also, for exponent 1-4, a character needs difficult tests equal to l1alf the exponent, or challenging tests equal to his exponent divided by three (rotmded up).
E:tponent 5+ For skill exponents 5 and higher, a cl1aracter needs difficult tests equal to half of the skill exponent and challenging tests equal to one third of the exponent rounded up. Routine tests are 11ot used to advance a skill exponent of 5 or higher.
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Advancing Stats Routine tests don ’t cotmt for the advancement of stats. Players n1ust get high obstacle tests in order to advance them. Difficult and challenging
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Advancing Circles and Resources Circles advances like a skill. When advancing your base Circles ability, he stn'e to tally all the affiliation and reputation dice rolled to determine the actual level of the test. Resources advances like a skill as well, but only successful tests cotmt.
Experience Log Listed with each ability on the cl1aracter sheet is an experience log. Use this to note the tests earned for advancement for individual abilities. S
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Handing Out Tests Botl1 the CM and players are responsible for ing tests. However, sometiines things get hectic duri11g the game. lt’s often best to take five minutes to review the session after it°s over a11d make sm'e that players noted their tests. .
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Soliciting Tests (Test Mongering) Tests are very important to the game, but badgering the CM for '
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the appropriate time or have him stay his hand entirely. Test mongering also involves pestering the CM for a particular test. “I need a routine. Can I make a routine test? ” “Dude, it°s a (irag'0n.. I donlt think there are going to be any routine tests.” The CM°s job here is to sayflat out: “No.” Let the difficulty of the tests arise organically, not at the player°s request so his character can advance. It makes for a 1nuch more interesting game.
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A player ge11erally takes the highest obstacle test from
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where a11 ability is tested multiple times to determine the outcome, only one test is earned toward advancement. Do
the encounter. However, if the character is i11 need of a particular test to advance the ability, a test for
adva11ce1ne11t should be noted as soon as the appropriate obstacle co111es up. This is o11ly do11e for series tests diu'ing which the cl1aracter would advance (i.e., one test away fron1 going up).
l lust Learned Something! ‘,\Vl1en the requirement is met, the exponent im111ediately 1 advances. It doesn°t matter if it°s in the middle of a sword fight or wl1ile researching a 11ew spell. Once the test is earned, the ability increases one rank. There°s nothing more pleasing to n1y ears than a player crowing, “l just learned something! if
Wipe the Slate Clean After the ability l1as advanced, all extra tests are discarded. You start
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Converting or Substituting Tests § \Vhat if n1y cl1aracter is one routine test from advancing his skill, but l1as to11s of difficult tests? l ca11 just convert a test, right? N0. Hard and fast rule: Players cannot convert or substitute tests, ever.
Advancement for Graduated Tests Wl1en logging graduated tests for advancement, the obstacle is always 1. These tests always COU_111I as routine.
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Advancement for Versus Tests For versus tests, use the nun1ber of successes your opponent generated plus any obstacle penalties as the obstacle for the test when consulting the Dice vs Obstacle table at the beginning of this chapter.
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Helping and Advancement Helping dice add to the dice total for the acting character, making it harder to earn difficult or challenging tests for advancement.
For exam/e/e, my e/zaraeterfsjet te patch :4/0 the /2e/e in t/re eastern be/fare a// t/re water etrazlns oat. T/re GM sets t/re oéstae/e at 2. / want te et the a/one as aaakk as /eessiti/e arm/ensure saeeess, so /ask one aft/re at/ier/0/ayers, “(Jan yea /zeta .7 ”Hr.Is e/zaraeter /zas En_qz'neer:'n_a B2. T/re GM agrees that the is an a/e/e/{cab/e ski/t T/ze/0/:9/eryeasses me a etie andI aetetit to m/v sh’/t Wat/zeattlzls /reta t/re test waa/e//rare eeantea’as a ai tea/t zr at/vaneement—3D vs 05 2. I/I/it/z he /zeta, t/re test eeants as a routine-—-42) vs Ola 2.
Helpers Learn Though he doesn°t roll any dice, a cl1aracte1' who helps earns a test for advancement—for stats, skills or attributes. The level of the test is the same as if he had tested against the obstacle with his own ability.
/f)/ear st’!//is B2 arm//vea /zeta wit/1 an 05 5 test.)/ea earn a e/la//enjirj test r an/raneement reaare//ess of/raw man)1 a/fee t/re/e/egver/aniee /retail/if re//s. lf helping with a stat on a11 tmskilled test, the player does not earn a test toward his aptitude for learning the skill. Since he is helping with his stat, he earns a test for advancing his stat if the obstacle is appropriate. \"-.
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FoRKs and Advancement Like helping dice, FORKS can reduce the difficulty of a test for purposes of advancement. FoRKs count toward total dice when consulting the
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character growth. And the abilities that are FoRKed into another do not earn tests toward advancement. Only the primary ability earns the test.
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Social Skills and Advancement Sometimes we get so wrapped up in our performances we neglect the dice. Well, this heading is here to remind you to roll the dice. After an imioned speech, set an obstacle and test a skill. Then note the test for advancement! Roleplaying performance is p art of this game but not independent of the die mechanics.
Practice ln Burning Wheel, characters ca11 undertake a practice regimen to polish their skills. This aids characters in advancing their skills. Practice helps fill in the gaps i11 a characterts active experience. The drawback to practice is that it requires substantial in—game time investment. Pf
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hours par da_y' to earn a test...
Skill Category
Cycle
Routine
Dif cult
7 Challenging
Academic
6 months
2 hours
4 hours
8 hours
A rt isa n
1 year
4 hours
8 horn s
'12 ho1u's
Artist
6 months
3 hours,
6 hours
'l2 hours
Craftsman
l year
3 hours
8 hours
'1 2 hours
Forester
6 months
3 Liours
6 hours
12 hours
Martial
1 month
2 hours
'-i Th ou1's
8 hours
Medicinal
l year
‘I hours
8 hours
12 hours
Military
6 months
2 hours
4 hours
8 hours
Musical
1 month
2 hours
4 hours
8 hours
Peasant
3 months
'1 hour
4 hours
'12 hours
Physical
1 montli
2 ltoius
4: hours
3 hours
School ol'TlloI.lgl1t
6 months
3 hours
6 hours
'12 hours
Scafaring
3 inonths
2 hours
4 hours
3 hours
Social
l month
2 hours
4 l1o1n's
8 hours
Sorcerous.
'1 year
5 .1ours
10 hours
15 hours
Sp ecial! Misc.
3 months
3 l1o1n's
6 hours
'12 hours
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Cycle: .
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1 year
4 hours
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6 months
3 hours
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3 months
2 hours
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Speed
Perception
1 6. hours 12 hours 8 hours
3 months
3 hours
_1o1u's
9 hours
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'l month
2 hours
ours
8 horns
Forte
2 months
4 ho1n's
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16 hours
1 year
5 hours
1 Cl hours
20 hours
2 months
1 hour
3 hours
9 hours
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If a cl1aracter maintains the daily tiine requirement for one practice cycle, he earns the listed test for that skill for the purposes of advancement. You cannot practice the same skill more than once per cycle.
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For examlo/e, zfm/v character/oraetiees his Canoentry (a Craftsman shi//)/by 3 honrs er/my o/a)/ r agyea/5 he earns a roatzine testforao//aneement at the ena’ ofa)/ear: Being a craftsman is hare/." Raish has his hntaht character worh ent ereiy morning anotoraetioe o/o¢'n_a hand o/rt//s to test his Ajihh/. He’//neeo/four honrs a o/ea/for three months o/[ ame time in ore/er to earn a e/t fsn/t test r ao/vaneement.
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itto three times (3x) his Will exponent per day. The most a cl1aracter ca11 practice in a day, no matter the \Vill exponent, is 20 horns in a day. But sleep deprivation is an excellent source for Forte tests to resist fatigue a11d stress.
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Using Practice in the Game Sometimes a player will indicate that his cl1aracter is undertaking son1e long task like wandering the countryside, working on the farm or meditating in the hills. These periods coimt as practice for applicable skills and abilities.
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Any time a player indicates some action for his cl1aracter that is cool but otherwise has no direct effect 011 driving the game forward, the in- game time should be logged toward practice for the applicable abilities.
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Practice can also help bridge time for a character when a player has been absent from the table and wishes to reintroduce his character. “Okay, youive been gone for about a year of game time. Why don°t you spread a year°s practice among your skills? Nothing can advance more than one.” Alternately, a cl1aracter 1nigl1t only get a week or two to practice—not enough time to earn a test. Log the segments of time practiced. Once they equal a full cycle, take a test toward advancement. -
Learning New Skills Root Stats Every skill has a stat or combination of stats on which it is based. This is called its root. Skills are listed with their roots in the
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Beginner’s Luck As mentioned in the Testing Your Abilities section, when a cl1aracter doesn°t have an appropriate skill, he may test against his Beginner°s Luck
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at a double obstacle penalty. Beginner°s Luck dice are equal to the root stat of the skill (not half the stat, the full dice). For skills with two roots, choose which stat to take the test on. Take note that the first test toward learning a skill listed as sorcerous type must come from lnstrucn'on rather than practice or beginner’s luck. Once youlve earned that test you can use beginner"s luck and practice.
Aptitude Aptitude in Burning \Vheel indicates the nuniber of tests a cl1aracter needs in order to gain a new skill. Aptitude is equal to 1 O minus the root stat. If the root is a combination of two or more stats, the aptitude is 10 1ni11ns the average of the root stats roimded down.
A character with a B4 A95/i'§1 has a 6 r lyotitnote r /earning the Sworotshitt (70 minus his exponent 4
Begirmcris Luck for Learm'ng When using Begiimeifs Luck, it is possible to lear11 new skills. However, the obstacles for advancement are factored slightly differently. When
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testing the root stat, note the obstacle before doubling. If the obstacle would coimt as routine (and thus not actually coimt) for advancing the stat, you note a test for learning the skill. lf the Beginner°s Luck test, before doubling, would cotmt as difficult or challenging for the stat, note a test for advancing the root stat. If there are disadvantages to be applied to the test, add them to the base obstacle for determining the test for advancement, but don’t double them. Add them to the final obstacle after doubling, when making the test. /hare a B4 Aji/in/. /am shooting nnshi//eatat an Orc with a hunting how. /tts
an Oh 2 test otoiihtect to 4 a/iie the Beginners Lach ra/es. An Oh 2 test coiints as a routine test toii/ara'A§i'/ihg. so the test is /oaject towarct/earning the Boio shi/t Ifthe testhan’heen Oh 3, that?/he a ni fcn/t test/firA_ai/ié/. /’c/tahe that towaro/an/rancinsa the stat. /fthe Orc was cariyinj a shie/at that won/c/aotet +7 Oh to my test. So the ohstac/e for an/rancement won/n/he 5'——eh t'cn/t-——hnt the ohstac/e to hit him won/a/he 5 (2 o/onh/ed + 7).
Opening the Skill Once you meet the Aptitude requirement, yoin' character opens the skill. \Vrite it in the skills section of yotn' cl1aracter sheet. The starting exponent for all skills is half of the root, or the average of two roots, roimded dow11.
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With a B4 Ajihtiq. / open a Sioora/shi'//aftersir Beainnerts Lach tests. Yhe shi// opens at hahfofthe root stat. Thats a B2 Sn/ora/ air my character Once the skill opens, it advances normally like any other skill.
Shade and New Skills ,1
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A new skill opens with the same shade as its root stat. lf the root l1as
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two shades, the skill opens at the darker shade, but you add two to the total before factoring the root. The Monster Binner chapter, Gray and
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White Math (pages 367-368), is the definitive source for all things shaded. See also the Heroic and Supernatural chapter in this book.
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Learning from Another Characters may learn from each other in game. To teach, the character must have the skill to be taught. The exponent of the skill must be equal to or higher than the studentis.
Instruction Obstacles To begin the process, the instructor 111ust an Instruction skill test. The obstacle for the Instruction test depends on the level of the test
yr‘? the Instructor wishes to give to the student: 1 for a routine test, 2 for a iii’;-l ~.'
difficult test and 3 for a challenging test. Add a penalty for the type of "*2 . ga-
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If tl1e test is failed, then time spe11t with the instructor nierely co1n1ts as practice. F111'tl1e1'111o1'e, either the student is at +1 Ob to his next test i11
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that area or the Instructor suffers a +1 Ob penalty to .further instruct this student. GM"s call.
Test Me Instructors can give their students tests for advancement or tests for learning a new skill. The obstacle of the test to be give11 to the student can"t be higher than the Instructor°s skill i11 the area.
/fl)/on have Sword B4,)/on can an§/ teas/I up to Ob 4 tests. Wat means that)/on can't§¢'ve e/la//en_q:.'n§ tests to as»)/one with a ski” exponent of4 or /n_'q/Jeri Nor ten)/ou ive :1/z ileu/t tests to e a/zamater wit/r e ski//0/‘*6 or /ztq/zen Students don°t roll in this process. They accept instruction and either note the test for advanceinent or note the practice tiine.
Instruction Time The ti111e for each Instruction test is days equal to 10 niinus the inst1‘ucto1*°s ‘Will, plus ll) minus the studentis ‘Will, plus the obstacle of the test on offer. The instructor can offer his student obstacles for a test equal to or less than his skill level.
An instmator wit/1 .4 I/I/1'//85 (5 e/<9/s) am»: teas/1 a stat/ent wit/1 e M4//0/‘B4 (6 I/tn/s) one test in If den/s/1/as 1;/tn/s eqmz/ to t/re oéstac/e oft/re test. /f/re was st/100/My he stem/entfs B4 Sworn/sh//andwan ten’tajive /rim .4 a/Wtcu/t test
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Learning Training Skills A character 111ay learn Training skills. such as Arnior Training or Forniation Fighting, in the course of his life. Aptitude requirenients are
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or instruction. You can°t use Beginner°s Luck to learn a training skill.
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Advancement in Brief ° The number of dice rolled compared to the obstacle of the test determines the difficulty of the test for advancement. Consult the table for details. ° Exponent 1-Li skills 111ust be advanced by filling up the routine test requirement. Then, meeting either the difficult or challenging test requirement will push the skill to the next exp o11ent level. ° Exponent 5+ skills only adva11ce via difficult and challenging tests. Routine tests no longer count for advancement. ° Stats only advance via difficult and challenging tests, regardless of their exp o11e11t. ° Attributes— Steel and Health advance as skills. ° Experience Log— Note the level of the test on your experience log. ° A series of rolls in a single scene or conflict equals one test for advancement. ° Graduated tests—— A test with no fixed obstacle counts as a routine test. ° Versus tests use your opponent’s number of successes as the obstacle. ° Help and Advancement— Helping dice count toward the total nmnber of dice rolled for a test, thereby making the test easier to , and less significant for advancement. --
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° Folilis and Advancement— Fofilis count toward the total dice rolled.
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They make the test easier and usually lower the difficulty. ° Advantage a11d Advance1nent— Advantages count toward the total dice rolled a11d potentially reduce the difficulty of the test.
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° Social Skills and Advancement— Be sure to set obstacles a11d roll dice after a good performance.
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° Practice— Daily time devoted to a skill nets a test after a number of months or a year. Any cl1aracter actions that don°t count as a test count as practice. ° Learning new skills—— To lear11 a new skill, a player must make a number of tests equal to his aptitude for the skill. Aptitudes are 10
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minus the root stat of the skill. Once the required tests are earned, the new skill is opened at half the root stat (rounded down).
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l,:?,!§__ I11 the introduction to the game, I mentioned that each player is obliged to set out a series of priorities for his character: priorities that describe the player’s goals for his character and how he means to achieve them.
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There are three sets of player-chosen priorities: Beliefs, Instincts and traits. Each has a different effect 011 how you play yotu' character a11d how you°re 1'ewarded.
Beliefs \Vhen a player brings to life a new cl1aracter in Burning lvheel, he furnishes that character with tln'ee Beliefs. I11 essence, these are the top three priorities for the character in play. These are 11ot general beliefs, like “God” or “Country.” They are explicitly stated drives that tie directly into the world a11d setting. Examples of Beliefs are “I must; serve the Etharch so that I might
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be redeemed for my crime,” or “I will protect my friendis sister at any cost.”
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\Vhen sculpting your character°s Beliefs, think: \Vhat do I wa11t out of this character a11d this situation? How can my character°s Beliefs reflect that? Then shape your characteris Beliefs to reflect those priorities . Creating Beliefs for your character is discussed i11 detail i11 the
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Character Burner.
Anchored Beliefs Beliefs are not arbitrarily chosen. You relate each one to what is going 011 in the game. They bind yom' character i11to the world. As they are challenged, they give you the chance to express what your
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53
Beliefs in Play By openly and honestly setting down yotn' priorities, you help the GM and the other players get the most out of the game. Now that they all know what you°re after, they can help you get it. Stating a Belief for a peasant, “Pm the true king of this land,” does 11ot make it factual in game. But by getting that out in the open, you are letting other players know you want situations revolving around that tl1en1e—a mad peasant rebel rising to challenge the established order. Other players are in on both the irony a11d drama, a11d they can help you get the most of them. You might not succeed, but playing out that struggle is what the game is all about. Of course, this doesnlt mean the characters are aware of each other°s Beliefs. ll’/e°re talking about a strict separation of player and character here. @ _.Beliefs are meant to be challenged, betrayed and broken. Such emotional drama makes for a good game. If your character has a Belief, “I guard the princels life with my own,” and the prince is slain before your eyes in the climax of the scenario, that°s your chance to play out a tortured a11d dramatic scene and really go ballistic.
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6onversehg. ifthelorinee is hi//edriaht oat oft/:e_aate; the oharaoter is drained ofpnryaose. Note that theyo/a)/er statedhe wantedto defendtheyorinse in yo/a/v. not aven_ae him. Ki//in_a the/orinee in the rst session snehs the h oat oft/re character He rea/h has no reason to/zartieioate an/V /onyer Bat iftheprinee dies in thegrand o/ima)g eiest /a vie. The yoroteotor mast then ro// with the /oanohes andreact to this new change. Even hetten the/orinee dies dne to the aetions or/ai/ares of/zis own_anardian—-now thatliyoodstn f
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Changing Beliefs A player may change his characterls Beliefs as he sees fit. Characters are meant to grow a11d change through play. Changing Beliefs is a vital part
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of that growth. However, the CM l1as final say over when a Belief may be changed. If he feels the player is changing a Belief to wriggle out of a difficult situation and 11ot as part of character growth, then he may delay the change until a time that he sees as appropriate.
Dann/vi; Strider has the Be/ie/fl "One man can mahe a di ference. "At the end ofthe adventure, Dunn/y reahizes his character s/oent a// ofhis time heioing his/‘i/iends andho/afng thegrouyo together He announces that his characteris out/ooh has changed and so has his Behef He changes it to, ”0nh/ together sha// we he victorious over our enemies. ” /lnother exam/2/e: Petefs andChrisfs characters have an argumentin thegame. Peteis sm ugg/er character is ensorce//edhy an enchantedhe/t He ashs Chrisfs wizard to destregl the device. Chris re ises, intimating that the heii cou/d he use/‘id in the future /hr contro//ing the smugg/era’ Peteis character has the Be/ie/f “The sorcerers who ruinedmy h ’ must{om/———with their /ives./ ” He is so hividafter this argument, he turns to the QM: “I lm changing my Behie / im exyoanding it. I4//sorcerers are evit fouicreatures. They must heyourjgedfrom the earth. ”' That inc/udes Chrisfs wizard Sweet!
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Instincts Instincts are also player priorities fo1' a character, but they have a different mechanical application than Beliefs. Bather thm reflect who or what the character is, histincts help define how the character acts. ll/hat°s been chilled into the characterls l1ead? lvhat life lessons has he been forced to learn? What has he taught himself in order to survive? These are Instincts in Burning Wheel. Players choose three for their characters.
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Always, Never, When or If/Then The best Instincts are defined as clear statements——either “Always do X,” or “Never do Y, “ or as “If this condition arises, then take this action. “ \Vhat an Instinct does is set a condition and a reaction to that condition for the cl1aracter. And this reaction/behavior of the character is sacrosanct: So long as the conditions are met, the action is done. The player doesn°t even have to annotmce it. It either happens behind the scenes or instantly, without hesitation.
A common /nstinct is something /ihe “When on putrid a/wig/s have my how readv and an arrow noched “ Even ifthe yo/a)/er never states this, so /ong as
as main Or! the i/nniiia.-i/nee ea iii. Instincts allow players to set conditions for their characters that niight otherwise break the rules. Do you have a “draw sword” Instinct? \Vell then, your character°s sword is drawn at the start of comb at without having to spend actions. Instincts cannot allow you to by a test, but they can ensure you made the test at some time before trouble started.
Insurance Instincts can also be described as player cl1aracter instn'ance vs Oll/I onslaught. They are a mechanical way to ensure that your cl1aracter behaves in a certain maimer which canit be contravened by the GM. But instincts don°t need to be adversarial. In fact, they work better when the
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player a11d GM cooperate, using the hlstincts to drive the cl1aracter in play. Like Beliefs, histincts can be used to earn artha. See the next chapter, The Artha \Vheel, for more on that.
Changing Instincts A player may change his characterls Instincts as he sees fit——as the character°s experience in play changes him.
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Rich Ts insurrectionist watchedhisfriendis mind et waigoedandtwistedin/a fhuiwizardunti/he was nothing more than a dire/ing thra/t As soon as the scene ended Rich turned to the GM: “/in changing one ofm/v /nstincts. / in /osing A/wcg/s scrounge rr weapons after a hatt/e, 'andchanging it to '/f/ am ensorce//ed h/v a wizard /yo/unge m/v sword in to m/v throat andhi// m)/se/f‘W Quite a hrutai Instinct. hut it was something he fe/t veiyyoassionatehx ahout. However, the CM has final sa II over when an Instinct maII be chan B ed. If he feels the P la Y er is chan Bin B a11 histinct to be a munchkin and IJOWBI‘ gamer and 11ot as part of character growth, then he may delay the change until a time that he sees as appropriate.
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prioiities for characters. Traits are also a kind of priority. By choosing traits, a player is stating to the world, “This is what°s most important to me about my character; these are his most prominent aspects.“
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There are three kinds of traits, character (including cosmetic traits), call-on and die traits.
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Character Traits A cl1aracter trait illustrates a prominent aspect of a
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something that affects how the character will be roleplayed at the table, something that says, “You°re 11ot just someone, you’re it.“ Anyone can say his cl1aracter is hairy, but tmless he pays the trait poi11t,
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it°s hairy with a lower-case “h.” Pay the point, and he °s the hairiest guy arotmd. These a1'e guide posts that help the player navigate play with the
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character. By choosing these traits, the player is stating that he is going to do one of two things: Either he°s going to play those traits to the
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hilt——he"s going to exemplify tl1em—or he"s saying that his cl1aracter is starting with these traits, but heis about to change. I11 the second case, cl1aracter traits are used as the crux for creating all sorts of problems for his character in game. He°s going to use his traits to get his cl1aracte1' into situations where he l1as to make hard decisions. Do I go with my
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Character traits also serve another important role: They add necessary color to the game. They help capttue our imaginations and iimnerse us in the story. Cosmetic ‘Il its Cosmetic traits are cl1aracter traits that describe how a cl1aracter looks. Not every character needs to have cosmetic traits to describe his appearance. \Vithout them, we assume the cl1aracter is normal-looking within typical variations. A cosmetic trait is used to describe something on the cl1aracter that really stands out.
Call-On Traits This type of trait is powerful and subtle. When its conditions are met, traditional game mechanics are set aside either to break a tie (i11 the call-on-trait—having character°s favor) or to allow the player to reroll failed dice o11 one test.
Revered is a ca//—on for Oratoiy. When deiivering syoeeches to the faith/id or _gu//ih/e, the,0/61)/6)’ migi ca// on this trait to rero//fai'/edulice onceyoer session. Players decide when a11d l1ow they°ll “call on” this type of trait (hence the name). Call—ons may only be invoked once per session. They are a powerful aid, representing an tmpredictable edge the cl1aracter possesses.
Die Traits I)ie traits modify an ability in the same way every time they are used. -1.
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Changing Traits and Earning New Ones
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Trait Vote The way the character is played changes him. This can be a deliberate effort 011 the part of the pIayer——to change his character via his rolepIaying—-—or an unintended side effect. At the end of a camp aign or extended adventure, the CM a11d the players nominate characters to receive new traits. Going around the table, players discuss each character who participated in the adventure. Possible traits are suggested for all the characters. After all characters have been discussed, the players vote 011 the traits suggested for each character. The owning player doesn"t vote for his own traits. A tmanimous decision
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grants the trait. Character, caIl—on and die traits can be awarded. For short adventtnes a11d scenarios, I reconnnend that characters be allowed only one new trait from the vote. For longer, epic stoiies, two or tln'ee traits is a fair limit. Characters can be awarded traits that change their bodies——scars, a limp or even missing digits—to reflect their in-game experiences. They can (and should) be awarded cl1aracter traits according to I1ow the other players perceive their personalities i11 the cotu'se of play. This shouIdn°t be a pu11isI1me11t, but a11 honest outward reflection of what°s been happening at the table. You can invest in earnin B certain traits by. s IJendin B artha to accomI)IISI1 your Beliefs and Instincts. Artha is discussed in the next chapter, The Artha Wheel. -'_';"'-—- ‘J-' “'-
Voted Off the Island I11 addition to voting for new traits for a cl1aracter, the CM or owning player may propose that a character lose a trait. If the CM proposes the loss of a trait, a unanimous result is required for the trait to be voted off. If the owning player suggested it, a simple majority will do.
Evolving Beliefs a11d Instincts Beliefs and Instincts are meant to evolve into traits throughout the course of play. Spending artI1a—whicI1 is discussed in the next cI1apter—on a Belief or Instinct is a good be11cln11ark for the type or power level of a
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trait. The more artha spent, the more potent the trait. _
Bate of Change The group ca11 change the rate of development for their characters by
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Beliefs, Instincts and Traits in Brief ° Belief— A short statement of ethical or moral priority the player assigns to the character. 0 h1stinct— An if/then, ciizoays, never or when statement that the player assigns to his character to dictate a reaction or com'se of action. ° Character trait— A guidepost for roleplaying that annotmces to the group, “This is what is important to 111e about my character.” ° Call-on trait—-— Breaks ties or allows for a reroll 011 a failed test once per session. ¢ Die trait— Adds dice, adds/reduces penalties or allows access to additional abilities the character would not otherwise I1ave. ¢ Trait Vote— At the end of an adventure, players vote on the other characters traits based on l1ow they were played.
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You°ve heard so much about it, and here it is: arth.a. If the mechanics a1'e the fuel, then players a1'e the fire, and artha is the spin on the
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Spiritual Rewards in a World on Fire
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Burning \Vheel uses a point-based reward system. Most often, the points are awarded for creating interesting situations by playing out, on and off a character°s Beliefs and histincts.
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Artha The points awarded are called artha. It°s a Sanskrit word that means something equivalent to a person°s power and success in his comniimity or immediate surroundings. It is the middle ground between obsession with self, enlightenment and transcendence. hi the gaine, it helps the character overcome obstacles and eventually hone abilities to mythical levels of excellence. There are three types of artlia—fate, persona and deeds—eacl1 with their own effect on the gaine.
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Interface While it°s cool to be rewarded for doing something neat, there is another, 11io1'e important aspect to the process. The flow of artha creates a comiection between player, character and CM based 011 themes and issues important to their game. Beliefs, Instincts and traits (BITs) are the primary conduit between the player, his character and the artha system. Setting out BITs for his character, a player states to the CM and the group what his goals in play are for this character. He lets everyone know how and when he wants to be rewarded for playing his character.
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GM’s Role
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Fate, Persona and Deeds As mentioned above, there are three types of artha: fate, persona a11d deeds. Fate is earned simply by walking the characterls destined path. It can be spent. on minor boosts and aids. Persona is earned by idiomatic roleplaying, breaking out of the mold of the orementioned destiny and
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Lastly, deeds artha marks a character°s acco111plisl11nents beyond his
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innnediate and personal goals—going beyond what is desired to what is needed. Deeds points are the hardest to earn and can he spent to heavily modify die rolls.
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( r)As the player spends artha to improve his character°s chance of survival, -[:|"\'\ '_f|-'-I'll . 1‘ /‘ he moves toward an epiphany. Every time a player tests one of his
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characterls skills or stats a11d spends a1'tl1a 011 the test, that ability gets one step closer to the next shade. \ll7l1en the requisite nulnher of a1'tl1a—
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shade-shifts one step lighter. See the Epiphany section toward the end
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Artha is awarded at the end-of the session by consensus according to the criteria described in this section.
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Players may nominate one another for artha awards——specifically fate and persona points, 11ot deeds. Also, players may nominate the GM°s NPCs for artha awards as they see fit. The GM is obligated to accept. Fate artha is rather common——a few lts are ear11ed every. session. Persona P oints are 5 ained as I)B1‘SOI1B.l 5 oals are accomPlished, so their frequency of award is entirely up to the game play—but usually only one per session. Deeds are awarded at the end of a long series of personal goals that result in the character accomplishing “the really big thing.”
Fate Beliefs Fate points are earned for manifesting the character°s Beliefs in a convincing and entertaining manner. Entertaining doesn°t only mean funny-—-—we all enjoy a good dramatic performance now a11d again. This award is given when playing a Belief serves a purpose and drives the game forward. It is a very open condition, so there’s a lot of room to get a character°s Beliefs involved.
Anth/is erirne /oral 0rnz'-/Vern; has the Bette/f ”/t :19 a/wen/e hetter to smooth wrinh/es than raffle feathere.”At the tah/e, Pete and /an are having a raw hetween then’ eharaetere. Ane inter/ease.s his character anaf rnahinj eenezhategjeetares to hath partake, eh faees the sitnatton. /-lneh wt//earn a /Qzte/eozlnt rr that Behefat the endofthe eeeeien.
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Instincts Fate points are earned for playing Instincts when such play gets the character in 11'oulJle or creates a difficult or awkward situation.
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/fayc/averfs characterhas the C/amy traitancthe e/at.-3 te/innh/e the Macda/fin at the ahcc/atetv "14/rcn_a"time, thate worth a /‘ate/mint Humor A fate point is earned if a player ca11 stop the table dead with humor while in character. Dramatic play gets even greater rewards. See Embodiment a11d Moldbreaker below.
Right Skill, Right Time Lastly, if a character has the right skill (when no one else does) to keep the story moving, he should be rewarded with a fate p oint. Consider it a reward for clever cl1aracter burning. Keep this award rare.
Persona Embodiment When a player captures the mood of the table perfectly and further drives the story onward, one persona point is awarded. Moments like great speeches, desperate decisions or gruesome revenge fall into this category. This is a tough award to get, as a player really must go above -.
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award. A majority vote at the table awards the point. To earn the reward, the player must really push his cl1aracter. Personal Goals Cl1aracte1'S who accomplish personal goals—revenge, promotion, seduction, victory, etc——earn a persona point. These goals should either
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clearly described i11 a characteris Beliefs, or should be an explicitly tbestated goal for the group. This is the award for accomplishing all the various parts of an adve11ture——the assassinations, the betrayals, the kidnappings, recovery of lost artifacts, learning of ancient secrets, etc.
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I’bting for I%rlch0rse and ll/IVP These awards are generally given at the end of a scenario, adventtne or campaign, a11d they are not granted by the GM. Once a scenario is concluded, all participating players vote for whom the \Vorkhorse of the scenario was and whom the MVP was. The CM gets one vote like all the other players. "Q-‘=7 _!
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the setting——but doesn°t directly benefit you or your frie11ds——is worth a deeds point. Also, helping another cl1aracter accomplish goals that are anathema to your goals, Instincts and Beliefs can earn a deeds point.
M)1,0/avers atthactyoerconat reasons to in/ittrate a ,oartica/ar cihg. rment a rehe//ion anct overthrow the_aovernn4ent. Accomyo/ishznj that tach, however ranaf is worth a persona point. Bat in the enaf they not onhr overthrew the c/a ver—§/ran tc rah'n_a the ciég. hat thy hanctect controt hach to the riahtfat government when thy con/at have tahen /oower then/ice/vec. Thatfs worth a a/eea’ ' t.
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, When spent at appropriate junctures in game, l'Cl1El modifies the outcome of dice rolls, and thereby allows characters to perform
heroic acts they would otherwise not be able to perform. Artha must always be spent on a roll. It cannot just be dtunped into a skill or stat. Something dramatic has to be happening. The dice have to roll, then the artha can flow. , Warning: Some of the a1'tl1a exp e11ditures explained below if ’§i contain mechanics yet to be discussed. Skim them for now and come back to them later after youive read through the Biin of the \Vheel section.
Fate Luck— A player may spend a fate point to make the dice of a single roll ope11—e11ded (65 rerolled as new dice for additional successes). If the roll is already open~ended——Pe1'ception, Steel, Faith, Sorcery— then the player may reroll a single traitor (which is not open—ended). Luck is piuchased after the dice have been rolled. Shrug it 0ff— Faced with the pain and discomfort of cuts and scrapes, a player may choose to have his character Shrug Off +1 Ob of wound penalties. Basically, this temporarily mitigates the effects of a single "-
superficial wotmd. This is exactly the same as the Slnng it Off rules in f
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the h1j1u'y, Treatinent and Becovery section, except that no Health test is necessary, and the time required is reduced to one action.
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B0011— A player may choose to spend up to tln'ee persona points on a skill or stat test. Each point spent grants a bonus die (+1D) to roll on
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the test. A Boon must be armounced before the dice are cast.
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Grit Your Teetl1— For a persona point, ~1D of wound penalty ca11 be temporarily shrugged off. This is exactly the same as the Grit Your
Teeth mechanics in the hijury, Treatment and Becoveiy section, except
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that no Health test is required, a11d the time is reduced. Even spending
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a persona p oint, Gritting Your Teeth during a Fight costs two actions,
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F0cllS— A player may spend a persona point if he fails his test when using the working carefully rules. This doesn°t the test, but it does counteract the effect of a time complication.
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The Spokes Will to Live—-— Players whose characters have been struck down with a mortal wound 1nust spend a persona point in order to earn the Will to Live. The player decides whether or 11ot he wants to continue 011 with his character. If the player does 11ot spend a persona poi11t, then no art nor magic can save the character from the mortal wound: He has exhausted his life. If the persona point is spent, then the character is allowed to attempt a Becovery test against the mortal wotmd after being tended to. See the Anatomy of Injury.
Deeds Divine lnspil'ation— One point of deeds artha may be spent to double the exponent of a single stat, skill or attribute test. Reflexes and equipment dice may 11ot be doubled in this manner. When spending a deeds point on a test that gains additional dice from FoBKs, helping, stances or other means, only double the base slcilllstat a11d then add in the l, _h
extra dice. Divine Inspiration 111ust be Ell111011l1C6Cl before the dice are cast.
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Saving Gl‘ace—A deeds poi11t may be spent to reroll all dice that failed to co111e up successes 011 any given test.
This may be used for equipment dice like armor, shields a11d guns. Obviously, Saving Grace is annotmced after the dice have been rolled.
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Spending Limits Players may only spend '1 fate, 1 -3 persona points and 1-2 deeds poi11ts p er roll. (2 deeds would come from doubling your dice and then rerolling traitors
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Optional Rule: Persona Point Complications
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If a character has just failed a test and gotten himself into deep troublc— killed, capttued or something similarly horrible—the player can spend a
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persona point to redirect the narrative from “certain deatl1 "" into further complications. As a rule, the player may choose his new fate. It"s got to be bad or costly, though. Otherwise, the CM can simply declare that the i.nitial failed test result stands.
A ranger cneakc into a hanciit camp to in vectipate. Hie p/a)/er /fai/s the ro// rniserahh/ ana/thnc his character wi//caretv he canaht. 721 mitigate his/fai/are, the/o/aver 5/oencts a /oerconapoint on a comp/ication. Ac the hanciite come oat to in veetijate, thgv nota how ana’aaiver han_gin_a carionch on a thin hranch!
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Con vinceot that thgv are heinp iect on, they search the area aronnot camp, /‘hrcinp the ranper to take re/‘iape in the cecit in orcter to avoic/o/etection. Complications 111ust l1ave a tangible cost. For martial or physical tests, that cost should be material, as in the 1'ange1'°s bow in the above example. Or, for example, a player can spend a persona poi11t on a failed Block test to ward off a Superb blow. The blow is deflected, but his sword s11aps.
0r it can he even more comp/icateah- A phi)/eris hniaht is ahont to he cracheot anaher the weight ofa tro/ifs hammer Hefs ftzi/ea’his Avoictmiserahh/. "Can / ena’apersonapoint to cinch the h/on; hat to have ctamh/ea/hack ana/nearh fa//en /iom the /eahe .7 My character won/oihave otroppeahhic cworct anothe'-at he hanging on rr his hf? ac the tro//acivances. Howis that? ” The GM raises his e)/ehrow. “Scare! ” For social or academic tests, the relationship to the subject 111ust change—it 111ust get complicated. , the test is still a faihue, the player do es 11ot get what he °s after, but he mitigates dis aster by spending a persona point. He may then narrate the complication. The purpose of this mechanic is to give the player a little more control over his miserable fate. There can only be one complication per session per player.
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Aristeia An Aris teia is slightly different a11d much more significant than the other
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artha feats. I11 order to enter Aristeia, a cl1aracter must spend 5 fate points, 3 persona points and 1 deeds point. Once the artl1a is spent, choose the form of the Aristeia from the choices below:
ll. ll‘ all MinorEpipl1any—-A player may choose to shade—shift one of his stats or nth it |
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skills one shade ligl1ter for the duration of an entire scene—a fight, a goal, a gauntlet, an argument, etc.
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Divine Aura (A1'iSteia)—— By calling o11 this divine favor, a character
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the court to my side” are all fine and appropriate goals. Goals like . “To kill my enemy” last only so lo11g as the opponents are locked in
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Epiphany By embodying his persona, truly fulfilling his destiny a11d moving beyond his bou11ds, a cl1aracter may undergo a11 Epiphany—a permanent shade—shift of one of the character"s stats or skills. I11 order to earn this fantastic boon, a player 111ust push a11d test one of his character"'s abilities past
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in question be used at critical uncturesin the story, but the player must spend artha 011 those tests. To shift to the next lighter shade, a player must spend a total of 3 deeds
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this much artha on one of his character°s abilities, then the ability immediately and permanently takes 011 its new shade.
Other Artha Expenditures Artha spent for a11 A1'isteia counts for a11 epiphany. Spending artha on armor does 11ot help with an epiphany. Spending fate a11d persona to shrug or grit a superficial or ligl1t wound counts toward a Health
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which actions a1'e important enough to be rewarded. Not o11ly does it mediate the relationship betwee11 player and GM, but it also l1elps set the tone for the game as a whole.
How Much? At the end of a session, eacl1 player should earn at least a fate point and a persona point: one fate from playing a Belief, instinct or trait and a persona from accomplishing a goal or earning one of the session awards. A player who is really on his game can earn fate froin each Belief and Instinct, and maybe a few froin traits and Bight Skill Bight Time. That could be eight fate in one session! Or a player could accomplish three goals and earn three persona points, plus artha from l11sti11cts and session awards. It no artha is earned in a sessio11, something is wrong. Players a11d GM are not engaging with the system and everyone is missing out on a lot of good stuff. Next session, examine your Beliefs and try to align them better witl1 the story so your character is driving the action.
Starting Artha l recommend each character start with one fate and one persona point. If you°d like a bigger cushion for a starting game, try starting characters with three fate a11d two persona. ..,
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NPC Artha Named villains and allies should start with one fate a11d one persona
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poi11t each. Tliereatter, they can earn artha if the CM writes and plays beliefs for them. Archnemesis characters should be give11 at least tln'ee fate and three
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l advise against giving villains deeds poi11ts. Burning \Vl1eel is meant to be a player driven game, and deeds points are rewards for actual game play. No matter wl1at weld like to thi11k, those villains havenlt played the game. Therels little n1o1'e denloralizing to the players than hearing the
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p e11alty Allows player to test Health so their character may recover from a mortal wound 1 Deeds Divine Inspiration 1 Deeds Saving Grace 5E3R1D Aristeia Optional: Complieationi Persona
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Earning Artha ame Belief Instinct
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Playing a11 Instinct that makes the
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Humor Right Skill, Bight Time Embodiment Moldbreaker Workhorse MVP Personal Goals Greater Goals Beyond the Call
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For an in—character game-stopper For having a skill to make the story go
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For really good or distinctive roleplaying
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For goingbeyond the botmds ofcl1aracter
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For doing all the work fo1' the scenario
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For being the crucial ele1ne11t of success
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Revenge, triumph, seduction, victory
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In his game, Dogs in. the I/i:r.eyar'(Z, Vincent Baker articulates a
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convention of Burning Wheel so well that I’d rather use his words than my own. I-Ie says:
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Every moment of/zv/c)/, ro//a/ice or say ?es. ” /fnothina is atstahe, say 3/e.s”[to the,o/averfs request], whatever the)/re doing. /nstjo a/one with them. hfthey ash r in/irrmatzon, jive it to them. /fthey ha we their characters yo somewhere, the)/‘re there. hfthey wantit its theirs.
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Sooner or /ater—soonen hecaase 6/oaryamesjyoreanant with crisis— they’//have their characters do something that someone etse won't /she. BanalSomethzinyfs at stahe. Start the conftict anctro//the alice. Ro//dice, or soy Li/es.” Vineentis advice is perfect for Burning Wheel. Unless there is something at stake in the story you have created, don"t bother with the dice. Keep moving, keep describing, keep roleplaying. But as soon as a character wants something that he doesn°t have, needs to know something he doesn°t know, covets something that someone else has, 1'oll the dice.
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dice. There is no social agreement for the resolution of conflict in this game. Boll the dice and let the obstacle system guide the outcome. Success or failure doesn’t really matter. So lo11g as the intent of the task is clearly stated, the story is going somewhere.
Setting Obstacles It is the GM’s role to set obstacles. By presenting obstacles where he sees fit-—by calling for tests—l1e builds the mood of the game. For exainple, making even the simple things difficult can give the game an air of oppression a11d weight. This isn°t a bad thing, and sometjines that°s the mood necessary for conveying the situation. Setting obstacles low, or only asking for tests at moments of high drama, gives the game a heroic and grandiose feel.
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Whenever there is a contest between two characters, make a versus test. This is the method of solving disputes in Biuning Wheel: We roll for it. Two players want their characters to grab something? We roll to see who gets it. One player wants his character to hm't another? Ive make a versus test-—attack vs defense. Attacker gets more successes, he injm'es his target. Defender gets more successes, and he protects himself. Now what°s he going to do? Want to remain hidden in a crowd? Roll. Pm going to 1'oll to spot you. Want to Win an argument? II/e roll after we°ve each stated om" case.
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By using versus tests to resolve conflicts, we keep the game fair, the action moving, and allow the players a chance to legitimately influence events. Players can spend artha on rolls: They can call for help, use traits, use FoBKs and just plain do the unexpected. All of this is necessary for an evolving, engaging game. The players are botl1 the actors and the audience, so they need to be involved i11, and enjoying, the events as they transpire. Versus tests go a long way toward creating an engaging experience . \Vl1y roll at all? Why not just agree on what’s happening? We’re all fai1'—minded adults, right? Well, social agreement is a fantastic ideal, but it is subject to bullying, blustering, intimidation,
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manipulation, cajoling, persuasion and lying: all things that are separate from the characte1's—part of a social dynainic that is apart fron1 the game. By relying on the dice, everyone is on a level playing field. Burning \Vheel is a game, not acting class. The versus tests get everyone playing the game. Besides, your characters only advance if you roll the dicel
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Boll, and you’ll find that dice in Burning Wheel actually and bolster the players’ actions--even if they fail! Dice help you get what you want, not frustrate your goals. There°s a process to it, sure, but I"m confident that the mechanics of this game drive dramatic, intense play. Boll the dice. Yoifll see.
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Characters are the foundation of Burning Wheel. Nothing matters so n1ucl1 as the cl1aracter, a11d nothing l1appe11s without a cl1aracter b ei11g involve d—-eitl1er directly or indirectly. The Character Bmner contains the instructions for building these essential components i11 Burning Wheel. ItI’s a detailed process a11d practically a game in and of itself. Players are presented with myriad options that they knit together i11to a shape a11d form that is manifested at the table and i11 the game.
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Making a cl1aracter in Burning \Vheel is 11ot a free-forn1 “this is what I wa11t a11d this is what I getI’I’ process. Players must make decisions about what is important to them, and these choices have consequences. Opting for certain paths excludes others, more
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importantly, so1ne choices scar or change the cl1aracter. DonI’t like the ramifications of your decisions? Make different ones. ThereIs no set way to build any one cl1aracter in Burning \Vheel, but there are consequences down each path.
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This system is designed to make characters complex a11d give
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them the weight of experience and personality. Personally, I wa11t my characters to feel like theyI’ve lived a little—full of bruises, prejudices, invisible scars a11d little victories. ItI’s all fuel for the fire—to drive them 011 to greater heights. One benefit of this depth is that the characterIs backstory is built as you design him. By the time you hit the table with all your skills, traits, Beliefs and I11sti11cts i11 place, you have before you a product of an imagined past—a glimpse i11to another time a11d another place—ready to spring to life a11d grab fate by the tln'oat. Ready,
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in fact, to forces with your imagination to power intense and enjoyable game play. Good luck, and enjoy.
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A cl1aracter is built step-by—step, from birth through the tmnult of life, up to the day he starts his new calling-—thc adventure, whatever it may be. In Burning Wheel, the basic currency of character creation, or “character burningI’I’ as we like to call it, is the lifepath.
Lifepaths A lifepath (LP) is a short slice of life, usually just a handful of years. It teaches skills, bestows traits, toughens a character a11d can make him richer or poorer. Ultimately, the character is the sum of his lifepaths. The total of this experience can be prosperous and fruitful, miserable and painful or a combination of the two. It is up to the player to determine the exact paths walked.
Setting Lifepaths are grouped together in loose categories called settings. A setting is a segment of the character°s culture that contains many related lifepaths. The relationship between lifepaths is often indirect. The bounds of a setting are usually geographical. For example, the City Dweller Setting has paths reaching into all levels of society, from wealthy
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ministers to sturdy sailors to lowly beggars, whereas the Noble Com't
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Subsetting encomes all those you might meet at the palaces and
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castles of the nobility——from angry governesses and quiet gardeners to haughty courtiers and mysterious sorcerers.
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A character may only choose lifepaths f1‘o1n the setting he was bo1'11 int:o—-unless, of cou1'se, life leads him in another direction.
Character Stock The Character Burner provides players with four fantasy cl1aracter stocks to choose from: Dwarves, Elves, Men and Ores. Each character stock has a imique culture, with a variety of settings and dozens of lifepaths. A player may never choose lifepaths outside of his chosen character stock. The various character stocks also grant access to particular traits, certain
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skills and cultural artifacts. Each stock has its own list of material possessions and spells, but all characters use the core rules for Resources, Circles, relationships, affiliations and reputations.
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The Elements of a Lifepath
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Each lifepath ages tl1e cl1aracter and grants him tiine, traits, trait points, resource points, stat points, leads, skills and skill points. These are tl1e building blocks of every character.
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Time The Time column indicates how long in years it takes to walk this particular patl1. After all lifepaths are cl1ose11, years are totalled to deter1ni11e tl1e age of tl1e character.
Resources (Res) Players use 1'eso1n"ce points (rps) to ptu'chase rnaterial possessions, land and spells, a11d to build relationships a11d acquire affiliations.
Statistics (Stat) Stat points a1'e garnered from vo sources: lifepaths and age. Once all of a cl1aracter’s lifepaths have been cl1ose11, his age is determined a11d used to find his Staiting Stat Pool. Also, many lifepaths give the character a
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Leads Opportunity is strange and unpredictable. Often a person cannot H. --rt" :1‘ ¢1_-,.../" =_-1'
directly decide the paths he must walk-—he must follow life"s leads.
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Social mobility i11 the Middle Ages was 11ot the same as it is 110w. It was very difficult to break out of one's station. Most people were born into their lot and had no chance of doing better (or worse). To help represent
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this i11 a fantastic Middle Ages world, each lead costs one year added to
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the character°s age.
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in cl1aracter burning, a lead is a possibility, an opportunity to change. It . . . can be a chance at something good, or a chance of calannty. Either way, tl1e leads allow characters to move on to other settings and lifepaths. In fact, the only way to get from one setting to a11otl1er is to take a lead.
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decides he likes the life and becomes a Foot Soldier in the Professional Soldier Setting. But he is caught in a great defeat and taken as a Captive of \Var in the Servitude Setting. The leads from Peasant to Villager, from Villager to Soldier and from Soldier to Servitude add three years onto the characteris starting age.
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Each lifepath presents a set of skills that may be learned. The player will mostly choose skills from the lifep aths his character has walked. If a player wants different skills for his character, he has to choose ljfep aths that offer those skills.
Trait Traits are details that differentiate cl1aracters—-—quirks, affectations and odd abilities. Burning Vi/heel is designed so that players can take on heroic personae-—traits help to give them depth and life. Traits will affect game play. Some will do so often and drastically; these cost the most points. Others will affect garne play infrequently or in subtle ways; these are less expensive. Dwarves, Elves and Orcs have certain traits that all of their race have. They are free and mandatory.
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The steps to creating a character in B1n'ning \Vheel can be broken into three categories: developing a concept, choosing lifepaths and spending the points earned on those lifepaths. Each step is crucial as we try to meld our ideas with the hard reality of the ntunbers on paper and produce a satisfying result. There are twelve steps to this process. This chapter walks you through them. Itis really just one big example.
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Once you run through the process a few times, youill be an expert and be able to whip up characters in 15 minutes. For players new to the game, the process usually takes about 45 minutes to an horn‘.
1. Character Concept \Vhen deg a character for a Burning Wheel game, it is best to start with an overall, rough idea: a wily former slave hawker, a young headstrong wizard, a brutal knight, a cunning Orc chieftain, a joke-cracking adventuring Dwarf or a sorcerer—hunting Elf. Players have many detailed options in the character creation process, so it°s best not to start with too rigid a concept. Ideas that can twist and bend a little bit tend to be the ones that work best.
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Concepts should abide by two guidelines: They should be feasible for the genre/style of your group, and they should be tied into the situation at hand.
Situation The situation is the conflict in progress. Your group should have
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an idea for the type of game theyid like to play—and what is going
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to happen in that game. Tie your character concept into that idea.
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If a player chooses a concept that has nothing to do with the game at hand, then he has already set himself up with a great hurdle. A wizard-killing Elf isnit the best choice if the party consists solely of sorcerers; a young headstrong wizard is problematic for ganies without magic; and a Dwarven adventurer might not fit in too well with an Orc clan.
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Situation in Reverse As you read the above, you might be saying to yotuself, “I can think of a dozen ways to tie those threads together! ii And you°re right. That°s a little secret to developing a cl1aracter concept—Lhe type of cl1aracter you choose affects the situation. So choose a character concept with an eye toward owning a part of the situation. .H the OM proposes a game without magic, tl1ere°s always that "‘ £3 one player whois got to play the last mage. And you know what? Thatis good. Before the galne has even started, we have a spark of conflict—we have the player getting involved in shaping the situation. Discuss the situation as you present yotu' character concept. Tie them botl1 together—a dying world without magic, the last mage, the quest to restore the land. In one volley of discussion you°ve got an epic in the making. Start mixing in the other cl1aracter concts~—they should all be tied to the background-—and you have the makings of a Burning Wheel galne:
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2. Choose Lifepaths A character°s numbers are generated by choosing a series of lifepaths. These are short segments of the characteris life—-—usually centered around an occupation, a diversion or a class role. Each lifepath gives the player
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Once the rough concept is in place, the GM will set a lifep ath limit. The
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characters are a good place to begin. Their choices are fairly narrow, but they do get some options to play with. Four~lifepath characters also make very good starting characters-—they tend to be competent and well-rounded without being expert in any one field. Five—lifepath characters are veterans. Theyill have a couple of expert-level skills and a host of choices to really maximize their starting positions. S:ix— to eightlifepath characters are often potent a11d experienced. They have plenty of points to play with and many options. The hitch is that the more
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lifep aths you choose for your character, the slower advancement will be
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Choose Character Stock Decide if you wa11t your character to be a Dwarf, Elf, Orc or Man. You may only choose lifepaths, skills, spells a11d resources from your own cl1aracter stock.
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Pick ‘Em Once the GM and the players have agreed on a limit, players choose
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Skills and Traits: Make a List As you decide on the various paths, make a list of the points provided in the Time, Resources, Stat, Skill and Trait categories. The first skill and trait of each path is required. The others are optional.
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Skills: 6 pts: Song of Paths and \Vays§, Air of Catesi, Foraging, plus any Wise Traits: 1 pt: —— § This is an Elven skill song. It costs 2 pts to open and always counts as open-ended. Descriptions can be found i11 the skill list.
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After youire finished choosing your characteris lifepaths, total up the Time category. Add one year fo1' each lead taken. This is the characteris starting age.
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Mental and Physical Pools Look up your character’s starting age 011 the table and note his mental and physical pools. Add in any bonus stat points earned on the lifep aths: +M goes in the mental pool, +P goes in the physical. If you took a lifep ath that had a +M/P, that means you ca11 put one p oi11t i11 either mental or physical. If you took a path that had a + M, P, that means you can put one point in both the mental and physical pools.
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Divide Mental poi11ts may be spent on Perception and \Vill. Points raise the exponent o11 a o11e-for-one basis. If you put five poi11ts into \Vill, the
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Shade Black is the default starting shade for stats. If a player wishes to have a gray shade stat [or his character, it costs ve points from the appropriate pooh I11 addition, all gray—shade stats must he cleared by the CM and the group. Without their approval, the player may only choose black shade abilities. For more ah out shades, check out the Heroic and Supernatural chapter. My e/1araeL‘er /1a.s a//5/aek .5/ma/e state. / ea:/L‘ a/§‘oro|/ L‘/ze l/eyoozlatpremiam.
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Skill Points Total up the skill points earned [r0111 all of the character"s lifepaths
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Slcill Descriptions Skills that are unique to the cl1aracter stock are described i11 the individual lifepath chapters. All other skills can be found in the
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Ge11eral Skill List. Each cl1aracter stock has access to a mixture of their own unique skills and the general skills as their starting base. In fact, 111ost of the skills come from the General List. \Vises are generally not described. They all fall under the rules governing \Vises described in the Wise entry in the General Skill List.
Opening Skills: Roots It costs one poi11t to open a standard skill. New skill exponents start at half the root stat rounded down. lf a skill has two roots, half the average of the root stats rounded down. Root stats are listed with each skill.
EI:/en Smpt ale rooteotat /raIfmy Perception roann/ea/a/ooon-—B2. T/rat eoets one point. IoIeeioIe to any Bow, Traekz'n_9; 5teaItIy Otnservation, and a Wise 5/tilt Upenlrj ve more otilk eoets me/i're morepozlnt.s. T/ze root.s 1raIIoft/rem are B2——I¢a§fofar9/ ofmy stats ronnotea/oIown to 2.
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Special skills like songs or arts cost two points to open. These are noted in the lifepaths.
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Opening Skills at Gr'a;y' Shade It costs five skill points to open a skill at its root with a gray shade.
Advancing a Skill lt costs one point to advance a skill exponent in character burning (one point adds one die).
Ihare /‘irepoints Ieft anoia hunch ofB2 shiIIs—which is rely Iow. I neeoi to yain some competency. I oiecieie to aoIrance SteaItIy4, 6aII ofthe I/I/iIo{ Sony of Paths anoi VI/.49/.5, Trachiny and Lost PIaces-wise. They each aoirance /4/om B2 to B3.
Spending General Skill Points General skill points represent natural talent or additional exp eiience not detailed in the lifep aths. % . Skill points from lifepaths ca11 only be used to open a11d advance skills gained from your lifepaths. General skill points can open or advance any skill not subject to restrictions. Skills opened with general points may not be advanced using regular skill points.
Iha re reyeneraIpoints. I thinh I inyoiny to neeei them to aoIrance a few of my hfepath shiIts. But I aIso want to spreaoi out my experience. I a(ecicIe that my time hiriny amony men has rreeoi me to he a hit ofa sociaI creature. I open up the Persuasion shiII usiny ayeneraIshiIIpoint. Eren thouyh its not on my Izfepath Iist, Iean open it with a yeneraIpoint. Rooteoi/i’om my I/I/iII it opens at B2. 7aIhiny to the otherphy/ers in theyroup, Ieii-scorer that theyire a hit short on meai:'cinaIshiIIs. So I hiy the Sony ofSoothiny——an exseIIent EI:/en meoh'cinaI shiII—to heho out. It costs me twopoints since its a mayioaIEIren shiIIsony. Ia/ecieie I'II use my Iast twoyeneraIpoints to aoIrance Sony ofSoothiny anei Persuasion. I eouioi huy other shiits hhe Sworn’ or Chmhiny, hut I 'oI rather Iearn them z]npIay ana’earn some/uig stat aoirancement tests aIony the my/.
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6. Traits There are two types of traits available for purchase in character burning: lifepath traits and special traits. Lifepath traits are listed in
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lifepath traits. They are selected from the character stock special trait
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Trait Point Pool Total up the trait points earned from the character°s lifepaths. This is the trait point pool.
/lssoroiiny to my hfepaths, Iyet three traitpoints—onefrom each ofmypaths.
Required Lifepath Trait
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Like skills, the first lifepath trait on each path is required. The player must purchase this trait. It costs one point. If the character aheady has this trait from a previous path, the next trait listed must be purchased (and so on). If a player already has all of the traits listed, the points on the path are free of requirements. If a lifepath is listed with no points or requirements, no trait points are gained 011 that path. If a lifepath is listed with a “1 pt:-—” notation, that indicates there is no requirement for this p atl1: One point is granted to be spent at the player°s discretion.
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Common Traits in Character Burning
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The Eh/en Common Traits arefree, hut the Watch/icI trait costs ipoint.
Lifepath Traits Lifepath traits cost one trait point to purchase—no matter what their cost would be in the general or special list.
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7. Attributes Attributes are derived from the stats and, in the case of Health and Steel, from answering a few questions.
Mortal Wound A character°s mortal wotmd tolerance is the average of his Power and Forte, rounded down l)lL1S 6. If Power and Forte are black shade -> mortal
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A character°s Reflexes exponent is the average of Perception, Agility and Speed, rounded down.
Ah hah. Here my choices heyin topc9/ of}? My Perception, AyiIity anoISpeeoiare aII B5 Thus my Reflexes is B5. Thatsyoooi Hope d x it"IIyire me an ea_/ye to compensate /hr the reIatire inexperience Ianciporerhi) ofmy character Re exes Shade
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Starting Health is the average of Will and Forte. Round down. Health may be modified by the player"s answers to the following questions:
Health Questions -—Does the character live in squalor a11d filth? Subtract 1 die from the starting Health. -—ls the character frail or sickly? Subtract 1. -—Was the character severely wounded in the past? Subtract 1. —Has the character been tortured and enslaved? Subtract 1. -—Are you a Dwarf, Eli or Orc? lf so, add 1 to the cl1aracter°s starting
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-—Does the character live in a really clean and happy place, like the hills in The Sound ofiliusic? Add 1.
My answers to the I-IeaIth yuestions: Thouyh Iin a wana/ere»; /oIon"t hire in syuaIor anal/iIth. I am not/i’aiIor sichh/. I haven't heen wounoieoior tortureoi
unIess)’ou counthein3 orceoito Iire amonS men . I am an EI. Sweet. AthIetic , ana/active? Iyuess Iam. Im a hunter hy traiie. But I certainhr cIon't Iire in paraotisc; so I oion ityet that Iast hump. Thatis +2 to my startiny I—IeaIth. Health Slzarle Health is black shade unless both Will and Forte are gray (in which
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Steel Base starting Steel is B3. Players should answer the following questions regarding their character"s history. Each answer can raise or lower Steel. Also, five ""yes"" answers ca11be used to buy a gray shade.
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——l-las the character taken a conscript, soldier, bandit, squire or knight type lifepath? Add one to Steel.
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My answers: Iin not a soIaiier As IanswereoI/for the HeaIth yuestion, Iha re not heen wounoIeci /-Im. Ihare murciereaf hence my exiIe, hut onhl once so no hoost there. As I saioi with the HeaIth yuestions, Iha ren’t heen tortureah I certainh ha re not Ieaoia sheIterea( hfir. The competitive cuIture yuestion is touyh—I oIon't thinh Ihare heen raise-it in such an enrironment,- I in not Qifteaf or Faithfui My Perception is BS; my V1/iII is B5 so thatyires me a
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Hesitation Your characterls hesitation is 10 minus his Will exponent. There is no shade for hesitation. My Ehfis hesitation is S (I0 minus my M/iIIexponent o/[S
Emotional Attributes Certain characters may have access to an emotional attribute like Faith, Grief, Greed or Hatred. The rules for starting sco1'es for those attributes are described in each applicable cl1aracter stock chapter.
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As an Eh,’ Ihare the £}riefemoti1naI attrihute. 6onsuItiny the E/ren Qrief section, Ianswer the yaestions there. Brie y, IcIon’t hnow any Iamentation sonys Ithere are none on mypaths), my history oIe 'niteh/ incIucIes trayeoh anoI I 're Iirea( amony non—EI/en peopIe. That mahes my Grie/‘B3—one exponent point r each of those answers. However IaIso hare the ExiIe trait. That
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Stride Snide indicates l1ow fast you move. lt isn"t rolled or tested. The munb er is compared to that of other characters to see who gets relative advantage. Stride for Dwarves is 6, Men and Orcs is 7, Elves is
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8. Spending Resource Points Total your character°s resource points (rps) from the Res colunm of
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Gear A character°s possessions are purchased with resom'ce points. Each character stock chapter has a list of available purchases. Ptu'chases are described generally but include any extras or accoutrements the cl1aracter might need: arrows, extra knives, saddles, etc.
6onsuItmy the Eh/en resources Iist. Ihuy the hasics.- a run ofthe miII how, cIothes, shoes ana/tra reIinyyear Thats 70points so /‘ar—'77 toyo.
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But EIres aIso hare sweet Eh/en mayic items they can start with. Screw tools,I (II/instthem on the roaai Ioiecioie to how Eh/en Mirrorwine I6’ nos I'IInerer
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° A relationship with a character who is considered powerful and who plays a large role in the ganie setting costs 15 rps. ° A relationship with a character who is considered significant or important to the game setting is 10 rps. ° A relationship with a cl1aracter who plays a minor role in the setting or situation costs 5 rps. There are no insignificant relationshipsl Every one of them is important. However, you can reduce the cost by introducing interesting complications to the natm'e of the relationships. Relationships have a minimmn cost of 1 rp. ° Immediate family relationships are -2 rps. ° Other family relationships (cousins, atmts, etc.) are -1 rps. ° Relationships involving bonds of romantic love are -2 rps. ° Forbidden relationships are -1 rps (the bishop who pals around with the bandit king, for example). ° Relationships that are hateful, are rivals or are extremely unfriendly to the character are -2 rps. (Enemy of the king? 13 rps.) Any non-player characters not bought as relationships—-—secondary background cl1aracters—fall i11to the sphere of the character°s Circles (described o11 in Step 9). l11 fact, it is the intention of these rules that each
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I create my cousin, Durion, who was compiicit in my crime hut receireoi a Iiyhter sentence. Hes a minor/fyure——costiny Srps hase. Hes fizmihl (-7 rp) and I fhppiny hate him I-2 rps)I Why din’ Iyet exiIeoI when he ch'cIn’t.7 He costs 2 ips. That Ieares me with one no Ieft. I couIoItahe a cIosefamzZu /irrhicicien or hate/i»iI rehztionship, hut I n/ecia/e ayainst it. What wiIII cIo with this iastpoin t?
Affiliations Each lifepath grants the cl1aracter a loose hip to a particular group. However, the character has little or no power in these venues. if he wants power, a player may buy his cl1aracter an affiliation with an organization in his Circles. See Step 9. The amount of points he spends and the dice granted indicate how powerful the organization is a11d where he stands within it. Lastly, affiliations must be accompanied by a one sentence description from the player. No, "°1D army"" affiliations. Be specific and detailed.
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, Keep affiliation dice separate from your Circles rating; a - J cl1aracter may have multiple affiliations, a11d Circles advances independently of affiliations. Finding your Circles exponent is described in Step 9.
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The characteris reputation refers to his renown and influence. Reputations are governed by their scope. This indicates l1ow broadly you can apply the reputation. A local reputation ca11 only be applied While in the character°s l1o111e city, neighborhood, village, demesne or a siinilar setting appropriate to your game. Regional reputations spread the character’s fame across the countryside, the suburbs, the province, the duchy, etc. Outside that area, his name ain°t worth mud. National reputations indicate the cl1aracter is known throughout his l10l116l811Cl, and even those wl1o have merely heard about his kingdom niight know his fame. 1' 1|), 7 rps. Local or minor 1'eputation—— the fastest kid 011 the street, the drunk, the neighborhood thug, the knowledgeable guide ' 2|), 25 rps. Regional or notable reputation—-—an old war hero, a religious figurehead, a well—known Elven \Va11cle1'er, a famous army captain, a lord, a notorious bandit, a fanious entertainer Q 3D, 45 rps. National or major reputation—a mimificent baro11 or duke,
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Gangs and Crews If your cl1aracter concept requires a group of ing characters, like the staff of a restaurant, crew of a ship 01' of your bandit brotherhood, do tl1e following: P1u'chase a relationship with the senior member of the group (if that°s you, choose a second-in-connnand), then buy an affiliation to the group and a reputation within that affiliation.
Bodyguards, Squires and Apprentices Some cl1aracter concepts require a bodyguard, squire or assistant to accompany the PC at all times. Such characters must be bought via the relationships rules. They cost 10 rps. Period. These characters must be burned up as full player characters with the following limits: They must take two fewer lifepaths than the limit imposed on the PC and they 1nust use a lower starting exponent cap. lf the PC started capped at 6s, bodyguards are capped at 5s. These relationship-cha1'acters must pay for a 10 rp relationship with the PC as well, and pay for all their own gear. The bm'den for creating and managing such characters is on the player
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Spells Using resource points, Ores and Men can purchase spells for their sorcerer—type characters. The actual cost is listed with each spell.
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9. Resources and Circles Abilities A cl1aracter l1as two additional attributes called Resources and Circles. All characters start with these abilities. These abilities each have their own chapters in the Rim of the Burning Wheel section.
Starting Resources Exponent
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The Resources attribute represents wealth, favors and assets. Total the resource points the player spent on his character°s property, reputations a11d affiliations—not relationships, spells or gear. Divide by 15. Round down. This is the cha1'acter°s starting Resources ability exponent. A gray
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Starting Circles Exponent Circles represents the character"s sphere of influence in his community— through his profession, class a11d family. All characters have it, and it is
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1 O. Physical Tolerances Physical Tolerances are used to determine l1ow badly injm'ed a character is when he°s struck with a weapon or spell. The mechanics for weapons and injmy are discussed i11 the Bmning Wheel. There are six tolerances: superficial, light, lnidi, severe, traumatic and mortal.
Mortal \Ve°ve already determined yom' cha1'acter°s mortal wound in step 7. That attribute is a coordinate on the physical tolerances grayscale (PTCS) located on your cl1aracte1' sheet. Place the mortal wotmd tolerance on yo1u' character’s PTCS now.
Superficial The superficial wotmd tolerance is equal to half Forte rounded down plus 1. Yeah, I know it°s funky, but it°s necessary.
Light, Midi, Severe and Traumatic Place the other Wound tolerances in order left to right between superficial and mortal. They may be set apart by up to half the Forte exponent (rotmded up). Typically, the only gaps are between superficial a11d light, and ligl1t and 11llCl_l. Severe, traumatic and mortal all tend to fall together.
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1 1. Beliefs and Instincts Beliefs and Instincts are the most important part of yom' cl1aracter, because they are the method by which we breathe life into all those 11U_I11l)61‘S and lists.
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A player must design Beliefs for his cl1aracter. He may take up to tln'ee, but no less than one.
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A Belief is three things: it is characterization, a goal a11d an indication of how you want to be rewarded for playing yom' character.
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The Garden is Burning ""‘i"' I wi// to/up/e my brat/ier if/1e a/are no matter the east. Note the action: topple. And the condition: no matter the cost. This Belief could l1ave been written as “I don’t like my brother, the duke,” but that's a terrible Belief. Great, you don"t like him. ls that going to make
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T_-lypes of Starting‘ Beliefs ° If you have a secret about your character, make a Belief about it. It seems counter-intuitive, but in order to make a secret work in this game, you have to tell everyone about it! ° If you have an object or artifact that is very important to your
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character5' write a Belief about it. ° If there is a11 NPC who is important to you, write a Belief about him or her. ° If you are interested in or care about another player character, write a Belief about him or her. @ lf there is son1ethi11g your character wants to learn or gain, write a Belief about it. ° ff you have a philosophy for your character, write a Belief about it. Beliefs and the Setting and Sifrmtion At the beginning of the cl1aracter burning process, you and the CM discussed the set ng of the game and the situation—the problem or action——that is starting off your campaign. Use this in your Beliefs! l11corporate what you care about, you hate or what you want to change into your Beliefs.
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Little Goals \Vhe1'1 writing goals, try not to make them too big. Try to create goals for yomself that you can at least try to accomplish this session. Don"t write goals for things you"ll get to i11 the future. If you l1ave a big goal, break it dow11 into steps a11d write a Belief about the step you ca11 take a shot at right now.
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Broad Sfafernerifs Are Bad Broad, vague statements make bad Beliefs. “This world is doomed” is a crap Belief. ltis a broad statement, and it docsn"t involve the character in the action. A simple change, “This world is doomed if l __;_e,'-, l1’.n_,._'iF‘
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Wink Together During a session, not all players are going to get all of their Beliefs into play at the S81116 time. Thatis okay. Tie in one or two Beliefs at a time——from different characters——and use the other Beliefs as hooks for additional sessions. Beyond that 1 not all of the l3layers° . . lJriorities are B oin g to be appropriate to one garne. That"s cool, too. Negotiate with the GM and the other players about what is important and relevant to the story/ game/situation at hand. lncorporate Beliefs based on those criteria Save the rest for another character in another game.
IconsaIt wit/z Ant/iony. tbe QM, anal’ asb bim about tbe on_aoin_ajame. How n/iI/ I come in .7 He teIts me t/lat t/ze_aroa,o is about to raia’ t/1e secret bar ofa wizara’ nemesis. Tbeylre searc/zina for ctnes to some mystery t/lg /za re been in I/estiyatirly.
Ibnow tbat I in _aoin_g to /rave to bonat witb tbs_aroa/1 anicbb/. My cbaracter neea/s a ymryoose—-—a reason to sticb wit/1 tbem. Icome n/o wit/1 an ia/ea anal’ as/Q. “Can my exiie be cine to tbe maro/er ofRic/1 is cbaracteris famij/.7 "Ric/1 is ,aIi9/ing a Dwarven axe bearer Iast of/us c/an. Anthony tbinbs its agreat ia/ea. I c/zecb wit/I Ric/r ana/asb if/1es_aoooI wit/1 t/rat, too. Hes aI//or it. ‘~1-
I expIain t/rat mypast wiIIbe a secret, bat Iin /iere to rea"eem mysebf Ybis bit ofbistoiy mabes my rst Beb'efob|/ions, '7 wiI/ injratiate myseb’ to Di/aIin (Ricbis Dwarf), andmabe myseIfnse/44/ to bim at airy cost. ” L /5111
My secono/Bebefis about tbe situation: "I wiIIaicItbese aciventarers ancimabe sbort n/orb oft/nls n/iaarc/ana/bis bana/it minions. ” Iin ata Ioss/‘ivr my tbimIBeb'e/,f bntrlnt/zany steps in ana/betas me oat. He teIts me t/1attbey're /oobinjfa» a /ost majica/cin/. Can we tie my /nstoiy into tbat?
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Instincts A player may choose one to three Instincts for his cl1aracter. Ahnost the opposite of Beliefs, Instincts are ga1ne—mechanical priorities that a player describes for his character. When a player sets an.Instinct, heis telling the CM, the players and even the system, “This is how I wa11t my guy to
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A11 Instinct should be a declaration of action, ideally an if/then statement. Describe exactly what the cl1aracter is doing and when: “IfI
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Instincts Break Rules Before We Roll, Not After I11stincts allow players to set conditions for their characters that otherwise bend the rules. Do you have a “draw sword” Instinct? Well then, your character°s sword is draw11 at the start of combat without having to spend actions. Instincts cannot allow you to by a test,
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but they ca11 assume you made the test some time before trouble started. Any time you can slip in a “my guy would have already done that ” based on a written Instinct, you"re on the light track. Once you are in the middle of trouble——once events are being narrated moment to moment—-it°s too late for most histincts to have an effect.
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“So Instincts are Action-Orientezl illncros?” Absolutely, thatis one way of looking at it; think of it as the mechanical level. At this level, my Instincts tell the group that “my guy“ functions i11 a slightly diffc1'ent 1na11ne1' than the bascli11e rules. For example, heis so aggressive that he actually starts combat in Aggressive Stance, even though other characters have to take a11 action to do that. Or he is so cautious in the deep tunnels that he Assesses at every junction, even ifl don’t actually state that when it comes up. I11 fact, thatis so important to my cl1aracter that if the players all forget and suddenly turn a corne1' and run into something dangerous, we°ll back up a step so I ca11 roll my Perception to see whether I became aware of it or 11ot. Then thereis what Iill call the character level. This works on the principle that actions speak louder than words. I11sti11cts are the 111ost primal, compact way of telling everybody at the table what your cl1aracter is about. Sure, my cl1aracter has a few Beliefs that do that too, but those are more of a big picture thing. If my Dwarf has the Instinct, “If there"s a cave—in, I push the youngest to safety,“ that tells the e11tire group a lot about who my character is and what he values. First, he’s careful a11d aware of the dangers that come with being underground. Second, his first thought is to protect someone else, not himself. And third, that someone else is the “youngest”-—meaning that he puts some sort of value on youth. A11d the group 1nigl1t rightly
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Setting Your Game’s Starting Power Level Choosing how inany lifepaths each character may take is one step in limiting tl1e power level of your game. However, the exponent cap is a more potent tool. The default setting for the game is: No character may start with a skill or stat exponent higher than 6. Period. Unless the group decides to change
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Ertporzerzt 7 and 8 Raising the starting cap to exponent 7 or 8 allows players to create very powerful cl1aracters—they can focus on being the best at something right o11t of the starting gate. This cap is preferred when jumping i11to the middle of a epic level campaign. Characters will be potent, but they won°t change as dramatically as characters with lower exponents. Five or more lifepaths per cl1aracter are recommended for this cap.
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Ertponent 5 Capping starting exponents at 5 creates a grittier, “more human” gaine. Characters can be experts, but none of them l1as truly mastered anything. It provides a lot of room for growth and development. This is my personal favorite starting power level. Dwarves and Elves may have trouble keeping their stats at 5 or lower—they might have extra stat poi11ts left over! If this is the case, have the Dwarves and Elves start with fewer lifepaths than other characters, or allow them to start with exponent 6 stats, but not skills or attributes. Six or fewer lifep atl1s are recommended for this cap.
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Min Max The Binning Wheel character binning system is basically an intricate point—buy character creation system. It seems that the instinct among players of roleplaying games is to min-max i11 point-buy games. Focus and gain 1naxin1u111 benefit for your character, right? Not so 111uch i11 Burning \Vheel. Min-Maxing produces so111e odd results in the system. Such characters are often very unsatisfying to play. Taking a 3 i11 one
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stat to get a 5 or 6 in another is cool. Setting ls a11d 2s against 7s a11d 8s is 11ot cool. Such creatures are 111o1'e like Frankensteinian monsters than playable characters. A well-rounded character will generate the n1ost satisfying results in play. $9 The GM may veto a character that he feels l1as been min—maxed. K
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with the game or the other characters.“ The vetoed cl1aracter 111ust have his points redistributed i11 a way suitable to both the CM and the group. If the group feels that, heaven forfend, the CM has been remiss i11 his veto duties, iey may heckle the offender: “Dude, what is this
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Missing Paths Obviously, in trying to detail every avenue of life, the system has missed a few streets. If you find something missing, please feel free to draw
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Born Clansman 20 yrs
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S/tilts: 3 pts: General
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20 yrs
7
+1 P
Guilder‘, Host
Slci s: 5 pts: Farlning-, Crop-wise, Hills-wise
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15 yrs
9
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35 yrs
l5
+1 M
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Skills: 4 pts: Stuff—wise, Mending, Scavonging
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Traits.- 2 pts: Curious, Tinkerer
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20 yrs
10
+'l P
Host, Guilder
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S/riH.s: 4 lits: Tunnel—wise, Gas Pocket-wise, Excavation§
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3U yrs
30
+1 M
Guilder‘. Host
Skills: 6 pts: Crain Appraisal, Miller, Mending, Brewer, Crai11—wise I
Trr-'its'I 1 pt I — Brewer
-<10 yrs
40
+1 P
(}'uiider, Host, Outcast
Slcills: 5 pts: Beer Appraisal, Nogge1'§, Miller, Beer—wise Q,
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Requires: Miller, Longbeard, Seneschal, Captain 01' Dru11k
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35 yrs
25
+1 P
Guilder, Host, /lrtzf'icer
Skills: 5 pts: O1'e-wise, Vein-wise, Engineer
Trwifs: 1 pt: _
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Requires: Delver, Artificer’s Ardent or Engineer -Husband/Wife
TU yrs
18
+l M
G'm'lrler‘, Host, Outcast
Skills: 5 pts: Cla11-wise, Fa1nily—wise, Haggling, Soothing Platirudes Traits: 2 pts: Dispute—Settler, Pragmatic Outlook He.s'tricfion: H11sba11cl/Wife cannot be the cl1aracte1'°s second lifepath.
§ This is a special, magical Dwarven skill. It costs 2 pts to open and is always open—e11ded.
110
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Longbeard
,
77 yrs
50
+'l M
Host, Uatcozst
Skills: 6 pts: Coarse Persuasion§, Ugly Truth, Cuilder—wise, Host—wise Traits: 2 pts: Folksy Wisdom, Oath—Swearer
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Requires: Foreman, Craybeard, Artificer, Trader, Seneschal, Adventure1' or Husband/Wlife
Guilder Setting-
L Bern Guilder
lies sat _ Leads-
21 yrs
5
—
, _
Clansman.
Skills: 4 pts: General Traits: Dwarven Common Traits plus 1 pt: —
Wordliearer
15 yrs
IO
+1 P
Clansman, Host
Skills: 5 pts: Hold—wise, Rumo1'—wise, Oratory, Clan History Traits: 1 pt: Quirky, Iron Memory, Quick—Step Halller
10 yrs
T
+1 P
Clansrrlan, Host
Skills: 5 pts: Hauler, \Vagon-wise, Cargo—wise, Road—wise Traits: 2 pts: Lifting Heavy Things : Carter
20 yrs
10
+l P
Claasman, Outcast
Skills: 5 pts: Animal Husbandry, Driving, Mending, Mule—wise Trails: 1 pt: Patient, lro11 Nose Hawker
l5 yrs
"I5
+l M
Clansman, Outcast, Host
Skills: 6 pts: lnconspicuous, Conspicuous, Streetwise, Haggling, Spiel—wise
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15 yrs
._ M
20
+1 P
Clansman, A:'tzf!'cer'
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25 yrs
25
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Clansmaa, /lrtificer, Host
Skills: 7 pts: Haggling, Reputation-wise, Cartwriglit, Mending, Black-
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45 yrs
45
+1 1\’llP
Clansrnon, Arti cer
Skills: 4 pts: Appraisal, Sl1ipwrigl1t, Artificer—wise; 1 pt General
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45 yrs
70
+l M
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Clonsrnari, Outcast
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Skills: 7 pts: Stentorious Debate§, Shrewd Appraisal§, Haggling, Persuasion T;-ails: l pt: —~
Requires: Hawker, .lour11eyn1an, Adventurer or Husband/\Vife.
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2'0 yrs
15
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Claasman
Skills: 3 pts: General; Z pts: Dwarven Rune Script Trails: Dwarven Common traits plus 1 pt: —
iiir eill
2.1 yrs
15
+1 P
Clansmcm, Noble, Host, G'i:ilder
Skills: 1-1 pts: Firebuilding, Soothing Platitudes, Soot-wise Traits: 2 pts: Humility, Hard Work
2 ‘ljfro Ariifieer
21 yrs
20
+1 P
Guilder, Host, Outcast
Skills: 5 pts: Black—Metal Artifice§, Mending, Dwarven Art—wise Traits: 1 pt: Determined Requires: Artificer’s Ardent or Journeyman I
riitieer
30 yrs
35
+1 P
Outcast. Host
Skills: 8 pts: Stone Artifice§, Etching, Wliite-Metal Artifice§, Gem Artifice§ Traits: 1 pt: Stolid Requires: Tyro or Craftsman ,_ ii1_ElSl§ Bearer
55 yrs
50
+1 M/P
Outcast, Host, Noble
Skills: 6 pts: Jargon, Fire and Steel~wise, War Art§ Traits: 1 pt: —
Requires: Artificer Master 0i':\-relies 75 Yrs
Y5
+1 M
Outcast. Host
Skills: 8 pts: Litllograplly, Sculpture, Hallmaster§, Symbology, Etiquette Traits: 2 pts: Confident, Patient Requires: Artificer
Master 0'l'~Forges '?5 yrs
75
+1 M
Outcast, Host
Skills: 6 pts: Forge Artifice§, Appraisal, Engineer, Command, Maker°s ‘I1.
Marlc—Wise Trails: 1 pt: Meticulous, Estimation
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Requires: Mask Bearer Master Engraver I00 yrs
60
+1 M
Outcast, Host
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Skills: 4 pts: Reason of Old Stone§, Stone-wise, Mountain-Wise; 2 pts: General Traits: 1 pt: —Requires: Master of Arches -FA‘ l1-‘"T11 E'5‘; ‘-"T'_#"1-u-:1-._'1- .-
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21 yes
10
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G’uilder, Artificer
Skills: 4 pts: General; 2 pts: Dwarven Rune Script Traits: Dwarven Common Traits plus 2 pts: Dvergar Khecetlart
2D. yrs
10
' +1 M
Guilcler, Artijicer, Outcast
Skills: 4 pts: Chronology of Kings, Etiquette, Obscure Text—Wise
Traits: 1 pt: Know It All _ Ardent
25 yrs
15
+1 P
Guilder, Artificer, Outcast
Skills: 4 pts: Sing, Soothing Platitudes, ing, \i/hispered Secrets-wise Traits: 2 pts: Humility in the Face of Your Betters
Axe Bearer
20 yrs
25
+1 P
Host, Outcast
Skills: 8 pts: Axe, Armor Trainingi, Shieldi, Formation Figlitingi, Throwing Traits: 1 pt: Proud Requires: Noble Ardent or Banner Bearer f Giironicler
50 yrs
20
+1 M
Guilder; Artificer, Host
Skills: 9 pts: Illuminations, Ancient History, Clan—Wise, DWarf—wise, Poetry, Cartograpliy, Etiquette, Symbology, Oatl1—Wise Traits: 1 pt: — Requires: Abecedart, Kliirurgeon or Graybeard ' Seneschal
55 yrs
50
+1 M
Ouilcler. Host d l '-nail’
Skills: 5 pts: Etiquette, Command, Estate Management, Hold-wise
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Traits: 1 pt: Practical Requires: Trader, Longbeard, Quartermaster, Clironicler, Kliirurgeon 01' Graybeard Treasurer
Hli‘,r
75 yrs
‘I00
+1 M
Outcast, Host
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Skills: 6 pts: ing, Etiquette, Treasure—Wise, istration Traits: 2 pts: Dangerous Obsession, Rain Man Requires: Senesclial, Artificer or Warden
l_l,i..;, 2_ High Captain
75 yrs
75
+1 P
Host, Outcast
Q,-=1,‘-in‘,
Skills: 5 pts: Command, Strategy, Conspicuous; 2 pts: General
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Traits: 2 pts: Muttering, Stentorious Voice Requires: Noble Axe Bearer and either Captain or \Varde11 Prince
IOU yrs
2UO
+1 M
§‘§%i*:l5]1
Host. Outcast
Skills: 8 pts: Conspicuous, Etiquette, Intimidation, Oratory, Command, Burden of the C1'own—Wise Traits: 2 pts: Grumbling, Galvanizing Presence, Baleful Sta1'e
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Requires: Born Noble and Noble Axe Bearer __|'ii:'-‘T
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10 yrs
6'
+1 P
Glausmau, Outcast. Guilder
Skills: 6 pts: Foraging, Brawling, Hammer, Armorl, Shieldi, Cadence—Wise Traits: 1 pt: Salt of the Earth
: Arbalesler
12 yrs
I2
+1 Ml P
Clan.s:uar:,- Outcast, Guilder
Skills: 5 pts: Crossbow, Mending, Fletcher, Artillery I-land, \Vi11dage—Wise Traits: '1 pt: Squinty Banner Bearer
7 yrs
10
+1 P
Clansmau, Outcast. Guilcler
Skills: 4 pts: Conspicuous, Banner—wiso, lntimidation Trails: 2 pts: Resigned to Death, Obsessive 'i
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7 yrs
9
+l P-
Clausmau, Outcast, Guilder
Skills: 5 pts: Links, Conspicuous, Cadence-wise, Suicidal Bravery-Wise Traits: 1 pt: — Axe Bearer
15 yrs
15
+1 P
Guilder, Outcast. Noble
Skills: 9 pts: Foraging, Axe, Conspicuous, Intimidation, Armori, Shieldi,
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Requires' Noble Ardent, Graybeard or Banner Bearei
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20 yrs
20
+1 M/P
Guilder, Outcast, Noble
Skills: 5 pts: Intimidation, Field Dressing, Command, Campaign—\vise Traits: 2 pts: Chuiling, Oddly Likeable
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Requires: Axe Bearer, Longheard or three Host lifepaths E Kllirurgeoll
25 yrs
25
+1 M
Gtlll[l€I', Outcast, Noble
Skills: 6 pts: Khirurgy, Soothing Platitudes, Cooking, ln[cction—\vise Trails: 1 pt: — Requires: Abecedart, Seneschal or Graybeard = Quartermaster
50 yrs
35
+1 M
Guilder, Outcast, Noble
Skills: 7 pts: Logistics, ing, Strategy, Supply—wise, Host—wise Traits: 1 pt: No Nonsense Requires: Seneschal, T1'easurcr, Trader or Graybeard Captain
55 yrs
'10
+1 M
Guilder, Outcast, Noble
Skills: 7 pts: Command, Conspicuous, Formation Fightingi, Strategy, Cartography, Graybeard—wise Traits: 1 pt: — Requires: Prince or Graybeard :\rlillcrist
55 yrs
‘15
+1 MlP
A:'ti/i'ce:; Outcast", Noble
Skills: 5 pts: Artillerist, Mending, Carpentry, Structural \Veakness—\vise Traits: 1 pt: Complaining
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Requires: Mask Beare1', Craitsinan, Foreman or three Arbalester lifepaths - Engineer
60 yrs
50
+1 M/P
/l:'ti/'icer, Noble
Skills: 6 pts: largon, War Engineeri, Scavenging, Leyerage—\vise
lieu .1?
Trails: 2 pts: Estimation Requires: Artillerist or Mask Bearer 2 Warden
75 yrs
65
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+1 M/P
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Outcast, Noble
-|"'n
Skills: 7 pts: Conspicuous, Oratory, Observation, Strategy, Etiquei tc, Cha1npion—wise
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Traits: 1 pt: Chuntering, Hard as Nails
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Sl ills 12 pts Sui vival Climbing, Knots, Heibalism Haggling, F11 ebuildiiig, Bi awling, Knives, Swoid Ciossbovv, Lock Pick, Appi aisal Obscuie Histoi y, Symbology, Lost Tieasuies—wise
Tiaits 2 pts Adventuiei, Boastei 1 Gamble!‘
us
I5
+1 M
Glausruau
Sl ills 5 pts Games of Chance, Ohsei vatioii, Sleight of Hand, Cheat-ivise T! ails 2 pts Stone—Faced 0
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Sl ills 4 pts Ugly Ti uth Falsehood, Oath—\v1se Ti aits 2 pts Oatlibi eakei, Bitter
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Sl ills 5 pts Stentoiious Singing§ Di unking§ Tavein Tales-wise T! ails 2 pts Diunk, Despondent
Cowaiil
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5
+1 MlP
Sl ills 5 pts liicoiispicuous, Ugh, Tiiith, Oiatoi y, Hypociitical Bastai ds-wise Traits 3 pts Bi aiided a Cowaid
Rune Caster
20 yis
6
+1 M P
Any":-.nceptHost
Sl ills 5 pts Rune CEiSt111g§ Foi aging, Scavenging, Bad End—Wise Ti aits 2 pts Slave to Fate Tlns is a special, magical [)\v'iiu=-n skill lt costs 2 pts to open and is alvi ays open ended
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7 pts
13 pts
31-50 Years
7 pts
14 pts
51-76 years
8 pts
15 pts
77-1 11 years
8 pts
16 pts
9 pts 9 pts 1'0 pts
16 pts
11 pts
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warvenComon Traits All Dwarf characters begin the ga111e with the following C0l]l1l1011
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sunlight, Dwarves do not suffer a11y penalty for twilight, starlight, candlelight, lanrplight or torchlight. They do suffer from co111plete darkness as Men a11d Elves do. Restrictions: Dwa1've11 con1n1o11 trait
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Greed
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Deep i11 the heart of every Dwarf lies a terrible seed, a lust for wealth
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a11d beauty. Some Dwarves 111aste1' it; others succurnb. It is a powerful ‘.1?’
ernotion that drives 111a11y a Dwarf from his colnfortable life and coinpels l1i1n to zealously create works of inestiinable craft or perform terrible acts. See the Dwarven Creed section in this chapter for 1no1'e on this enrotional attribute.
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All Dwarves have stern values l1ammered i11to their skulls fro111 a very early age. In fact, Dwarven society is a complex a11d i11te1'locki11g network of promises a11d traditions. Tl1e most prime among tl1e1n is: “Honor the oath.“
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To break an oath is to break tradition that has seen Dwarves through many dark ages. It is a terrible crime and one 11ot easily forgiven or forgotten. Dwarf characters start the game with a11 additional (fourth) Belief. This Belief must come in the form of a11 oath and represents a pre—game bond between the Dwarf a11d one of his relationships. Oaths that pertain to the
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Acceptable oaths are: “I owe Burri a debt of honor,“ “I swore to recover the crown for my brotl1e1‘;" “t\'ly fatheris last words were to rule wisely; this I swore;"° "'1 vow never to go near the beer again.” Yes, the requirements of a11 oath 111ea11 a Dwarf character must start with a relationship which must be bought with resource poi11ts. Restrictions: Dwarven common trait
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I11 the first age, when the earth was barren, Dwarves were created by the One W7l1o Most Dearly Loves to Shape with His Hands. Dwarves were bor11 beneath the earth and it was lo11g before they came forth into the light of the sun. I11 those dark ages, they grew familiar with the ores, veins, rocks and sediments that were their sky, ocean a11d earth. Attendant with their appreciation of raw 1nate1'ials is a love of building and shaping. Above all else it is craftsmanship a11d the beauty of that which is wrought by skill that Dwarves prize most. And since they were Born Under
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leather. This trait also gives the Dwarves access to natural magic abilities—
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Earth, 111etals, stones a11d gems are their first love—far beyond cloth, wood or
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Dwarves are smaller than Men i11 stature, but they tend to be a bit thicker
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around the middle, with broader hands, feet a11d arms. Though tough and doughty, Dwarves’ stout frames also hinder them slightly. Speed must always be lower than their Power or Forte (whichever is higher), even if this limits
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maximum of 6 rather than 8. All other caps a1'e 8. Restrictions: Dwarven common trait
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A player may choose to make his Dwarven cl1aracter especially Greedy. lvith this trait, he can raise his characteris starting Creed to whatever exponent he
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Whether true or not, this character has been branded a coward. In Dwarven society, this stain comes 11ot from breaking an oath, but from refusing to swear the oath in the first place. Branded a Coward grants the character a 1D infamous reputation witl1 either Dwarven Nobles, Olansmen, Guilders, Artificers or the Host. Player°s choice. Also, and more important, this Dwarf may not swear an Oath until he has redeemed himself in the eyes of his Longbeard. Restrictions: Dwarven lifepath trait
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This character contains within him the capacity to maintain terrible
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enmity for perceived slights. He swears grudges like others swear oaths. The Grndgekeeper trait allows the player to replace his OEttl1Sw01'n Belief with a Grudge. Rather than a promise or an oath, he swears revenge. Grudges follow the same mechanic as oaths. If the character has the Oathswearer trait, it combines with Grudgekeeper. He may only pronounce grudges—-rather than oaths-—-between two characters. They I11ust write them into their Beliefs as if they were oaths. Restrictions: Dwarves only, special trait
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This Dwarf is virtuous, honorable and restrained. He may add +2D to his Steel when making tests against Creed. He also may reduce his starting Creed by -1D.
Restrictions: Dwarves only, special trait
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l Dwarven Greed Lying in the heart of every Dwarf is a terrible seed—one of avarice, lust and greed. It is a strange facet of their nature. Some
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Dwarves manage hold it in check, others give in to it——acquiring all they desire in a bloody swath of war, murder a11d betrayal. Greed is a11 emotional attribute like Faith, Grief and Hatred. It is not di1'ect.ly tested like lfaitlt, theuglr. Instead it is a factor in many rolls
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Starting Greed Total the answers to the questions below. This is the cl1aracter°s starting exponent. Alternately, the player may spend five of those points to shade shift his Greed to gray. The remainder equals the current exponent. — +1 Greed if \Vill exponent is 4 or lower. — +1 Greed for every 60 resource points. -— +1 Greed for each of the following lifepaths: Trader, Mask-Bearer,
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Master of Arches, Master of Forges, Master Engraver, Treasurer, Quartermaster, Seneschal or Prince. —— +1 Greed if the Dwarf l1as coveted something owned by another.
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-— Has the Dwarf ever stolen something he coveted? If so, +1 Greed. — Has the Dwarf ever had his prized treasure stolen from him? +1 Greed.
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— Has the character ever been i11 the presence of the master craftsmanship of the Dwarven Fathers? If so, +1 Greed.
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— Has the character witnessed an outsider (Elf, Man, Orc, Roden, etc.) in possession of a work of Dwarven Art? If so, +1 Greed. — Is the Dwarf over 200 years old? If so, +1 Greed.
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— ls the Dwarf over 400 years old? If so, +2 Greed. — Relationships: Each romantic relationship is -1 Greed. Each hateful relationship is +1 Greed. A hateful innnediate family meniber is
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Greed in Play In play, the Greed emotional attribute is used by the player to acquire, create or retain wealth, power or beauty. \Vhen it is invoked, that which it was used in favor of caimot be willingly relinquished.
What’s Your Pleasure? Once the starting exponent for Greed l1as been established, the Dwarf player must choose what his character_ lusts after.
Greed Idiom Choose three of the four categories: riches (gems, gold, etc.), physical beauty, craftsmanship, power.
She’s Magni cent... Greed makes Dwarves vulnerable to a form of wonderment. Whenever they see something awe inspiring—an ancient artifact, a hoard of gold, a beautifully crafted hall-—t1he GM (or player himself) can call for a Steal test. if the Greed exponent is higher than the character°s hesitation, use that as the obstacle for the Steel test instead of the characte1"’s hesitation. If the test is ed, there is no adverse reaction. The character maintains his composure and restrains his will. If the Sheis Magnificent test is failed, the player chooses one of two reactions: Either Stand and Drool or invoke the [Marat Have It rule.
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This new reaction allows the character go for it: He must attempt to
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Greed and Resources Greed can both help and hinder Resources. If Greed is lower than Resources, the player may FoRK his Greed i11to Resources tests. The burning desire gives him the edge and m'ge to acquire more.
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Fuel the Fires: Greed and Artha A single persona point can be, spent to tap the burn_ing fires of Greed. lt ca11 be spent on any test: where the character is creating, acquiring or attempting to retain a thing of beauty/wealth/power/craftsmanship. Doing so allows the player to add any amount" of dice from his Greed
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exponent to an ability test. For purposes of advancement for the augmented ability, the dice act like a persona point; spent on a test.
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Greed a11d Advancement Tests for advancement of Greed are earned when the player spends a persona point to Fuel the Fires, when a Steel test is made for the She ‘s Magnificent rule, when I Must I-Iave Itl is chosen as a Steel result, when Greed is FoRKed into Resom'ces and when the situational conditions in the list below are met. Note that a failed Steel test in which the player chooses I Must Have It! counts as two routine tests for advancement.
Greed am'1R0utiue Tests
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Any . time dice are added from Greed to another ability, . it counts as a test for Greed. Comp are the dice added to your current Greed exponent. The dice used count as the obstacle of the Greed test for advancement.
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The Lr'm!'1‘s of Greed Once Greed reaches exponent 10, the Dwarf goes mad with his covetous desires and shuts himself in his halls forever.
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Obstacle 1-— Ta k i n g or demanding the biggest portion. Obstacle 2— Exaggerating a11 itemis quality, whether buying, selling or trading. Coveting another"s wealth. Obstacle 3—— Straight out lying about an itemis quality, whether buying, selling or trading. Failing to take a risk because you fear the cost. Betraying an histinct for Greed. Pronou ncing a Grudge stemming from Greed. 0l)stacle 4— Stealing what you covet. Buying the very best no matter if it might ruin you. Using a11 opporttmity to advance yom' political aims at the expense of a friend. Bet rayi ng a Belief for Greed. Claiming someone else°s work or idea as yo1u' own. Obstacle 5—— Manipulating the downfall of a rival in order to take his possessions or power. Failing to take a moderate risk in order to increase wealth. Swearing an Oath driven by Greed. Obstacle 6— Beholding a beauty in nattn'e a Dwarf can never attain: a perfect sunset, a perfect spark of a forge, a glitter 011 water, an Elf maiden°s sweet voice. Breaking an Oath for Greed. 0l)st.acle 7—— Robbing another of his livelihood for your gain. Killing another cl1aracter to keep oneis ow11 wealth. Failing to take a small risk because it might cost more than it gains. Obstacle 8—— Killing someone to gain what they possess and you desire.
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Dwarven Arbalest— The arbalest is a special Dwarven make of the traditional crossbow. It can fire rocks or bolts. It cotmts as a crossbow but only requires 10 actions to load when firing bolts, or 6 actions when firing rocks. These devices are so well—1nade they add a +1D balance die to the wielderis skill. Rocks IMS: I B3, M B6, S B9 VA —. When firing rocks, the arbalest counts as an arquebus for Range and Cover a11d DoF rules. It can fire bolts using the range and damage of a crossbow. Dwarven-made Armor-— This is J"I£R ofthe mill armor made by Dwarves. It obeys the standard rules for armor, except that the first “'1” rolled on an armor test per piece may be ignored. After that, it obeys the normal rules for armor failure. Once the 1 is gone, the special ability is gone. Lastly, Dwarven—made armor does not cause a Clmnsy Weight Speed penalty (no obstacle penalty or —1D).
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target, costs one action to activate and can only be used 011 a target face to face with tl1e Mask Bearer. Dwarvell Shield-— This magnificent device counts as a 3D gray shade superior quality shield. Against heat and flame. the shield counts as magical armor. The bearer of a DW'£I1'V6l1 shield may make an arnior test (ZED) against any incoining flame attacks. Black shade fire l1as no VA, gray shade is VA 1, and white shade is VA 2. Use these VAs
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instead of any spell VA. If the shield bearer is Wearing a Forge Mask. he may add +21) to this armor test. \Vhen used as a weapon, the shield"s
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Resources. *Only Dwarves of the listed rank or higher may take this kind of property. Dwarven W01'ksl10pS— Workshops are necessary to completely utilize Dwarven Artificer and Dwarven craftsman skills—without one, the Dwarf may only undertake smaller projects (Ob 3 tests or" lower). Also, Dwarven Workshops are required if the character will be building special Dwarven items like masks, shields, arms or mail. Dwarven Workshops include (portable) skill tool kits as part of their cost. \Vorkshops count as property when factoring Resources. Dwarven T00ls—— Every Master Artificer builds and maintains his own tools. lt is an ancient and proud art ed down from master to student: a vital tradition, for the tools are the Artifice1'°s fingers and hands in the forge. Dwarven Tools (of any type) provide the with +1D of equipment dice when used with the appropriate skill. Carts and Baggage-—— Guilders bring their wares down from the holds in great lumbering carts. Carts and Baggage represents trade and salable goods for Guilder Dwarves. They count as property when factoring resources and may be purchased multiple times for multiple bonuses.
Dwarves in Play Dwarves in Burning Wheel are potent a11d emotional characters. They
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have good stats, good skill poi11t distributions and a host of useful openended skills. And, of course, their gear choices are unparalleled. \Vhat°s more, every Dwarven character is directly tied to the plot by default. How so? Oaths and Greed, my friend. Using these two elements, it is practically impossible to keep them from being intricately involved in the story at hand.
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if i Rachma/is a wt/ct heac/stronp /ancer She tahespric/e in her shi//s, hat rarehpractices as her ta/ent; come to her natnra///. She has an easy rapport with horses, /ores the swzft anc/c/arz'n_a chases hat trnfil her heart is sto/en h)/ hatt/e. Yhonph she a /oathe to ac/mit it, the thr:'// andchaos ofcomhai (, ‘iv {J ‘mahe her heart sz'n_a. Bat if)/on ashect hen she’c/ te// that her heart he/onps to another-—Drnath, 5;‘ herparamoar r mary ayes has t//en to o/arhness, and Rachmaf secret? snspects that not i Yet even her sonjs can save him.
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/fbraath cannothe saveaf / wt//enc/him m)/sch? I wt//nnahertahe this aaestfor /ove anc/a’nr.j/. There is no traer measure ofa soa/ than the e/c/ofhatt/e.
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/fmy horse as I/ir§{. groom hen A/wen/s vo/nnteerfora aht. A/wa/vs /ooh for shortcuts. L/FEPA THS: Born 144'/o/er Ehfl Ric/en 0atrzc/er andLancer
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Perception
B4
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B4
Speed
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Power
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Forte
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Re exes
B4
Grief
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Hesitation
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Circ/es
B2
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Sing B2, E/r/en Scrzpt B2, Rck rnp B45 Bow B3. Spear B31, Ohserl/atrion B2, Trat/s-wzlse B2, Animal Hashanehy B3, Stea/t/y B2, Sonp ofBarm'nj Br:'phtB3, The daft ofSpeea'B3, by ofthe Horse B3, Lance B3, Monnteo/Comhat: Bowman 7ra:'m'n§, Monntec/Comhat Yicaziaxnj. Shae/rt Yramzna Armor Training
ELI/EN COMMON 77?/4/7'5 Born Una/er the Si’/verStars; Essence ofthe Earth, Fairano/Statue-sane, rst Born, ent-/5 Keen Sight 77314/TS Oziho/i4_r;7:'cj, Daring, Hea/th)/
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ilderlands Setting LifepathBorn Wilder Elf
Ti1ue_ B.es__Stal _Leatls ~ 20 yrs
5
—
_
_
Citadel
Skills: 4 pts General, 2 pts: Sing, Elven Script
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Traits: Elven Connnon traits plus 1 pt: — s Ridcl‘
20 yrs
8
+1 P
Citadel, Protector
Skills: 6 pts: Riding, The Gift of Speedi, Lay of the Horsei Traits: 1 pt: Oikofugic Harvester
50 yrs
5
+1 P
Protector
Skills: 5 pts: Round of Ha1'vest§, Farming, Firebuilding, Husbandry, Mending -I
Traits: 1 pt: Seasoned Batlmrclf
4:0 yrs
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3
—
—
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Skills: 5 pts: Rhyme of the Catherer§, Hcrb—wise, Orienteering Traits: 1 pt: Rough Hands
Fisherman
50 yrs
8
—-
Citadel
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Skills: 9 pts: Hymn of Scales and Finsi, Pilot, Boatwright, Knots, Mending, Cooking, Seamanship, Rigging Traits: 1 pt: Wary Sllellllcrtl
45 yrs
6
—
Citadel
Skills: '1 pts: Song of the Flocks and Herds§, Climbing, \Volf—wise
13.5. .
9,,
liars
Traits: 1 pt: Never Cry Wolf 2 Wanderer
75 yrs
5
+1 P
Citadel
Skills: 6 pts: Song of Paths a11d\Vays§,Ai1' of Gatesi, Foragi11g,plus anywisc Traits: 1 pt: —
Huntsman
45 yrs
9
+1 P
Citadel, Protector
Skills: 7 pts: Call of the \Vild§, lavelin, Bow, Tracking, Stealthy, Observation
‘*5-
Traits: 1 pt: Watchful Chandler
50 yrs
: "‘.T\
I5
+1 M
Citadel, Protector
Skills: 5 pts: Chant of Offeringi, Haggling, Conspicuous, Appraisal
Traits: 1 pt: Weaver
50 yrs
IO
+1 M
Citadel
Skills: 5 pts: Weaving Way§, Threading Chant-5, t\iending Traits: 1 pt: Fateful I|ITl1is is an Elven spell song. It costs 2 pts to open and has special rules described in this chapter. § This is an Elven skill song. It costs 2 pts to open a11d always counts as open-ended. Descriptions can he found in the skill list.
1
furesler
yrs
5
+
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Cttariel, Protertrrr
Skills 6 pts Song ofA1bo1s* Fo1est—w1se, T1ee—w1se, Song of the Eldai Tr alts 2 pts Stein
Vlntuer
6
rrs
20
+
Cl!-(If el
Skills 7 pts Puiple Song“ V1ne—w1se, Cooper, V1ntage—w1se, Te11o11-wise Trails 1pt Raiifled
Miller
rs
8
+ M
Crtarlel
Skills 6 pts G1 a111 Songi Mending, Cal penti y, Mill-wise, CIHIH-W186 Traits 1 pt Ea1tl1en
ong Singer
45 vrs
10
+
Citadel, Pr otector
SkIll8 6 pts Song of Songs‘? Song of Soothing‘? Lament of the Westei 1ng Suni, O1 El1I01 y Traits 1 pt Vocal
Spouse
75 IS
O
+ t
Crtadel, Protector
Skills 5 pts Song of Sooth1ng§ Rhyme of Rulesi Song of Feastingi F alty—w1se
Tr arts 1 pt — Palrlarcllllllatlirlrcll IUD yrs
15
+1 M
Citadel
Skills 6 pts Homesongi Ly1 1c of Heahngi Dignity of the \V1l(l81lE1l1ClS§ Tr arts 1 pt Pati 1a1chal/Mat11a1 cl1al Reqrrrr es Spouse Elder
l5 VLS
30
+1 t\‘I
Citadel Etharch
Skrlls 5 pts Verse ofDec1s1oni Counc1l—Calle1i
t
Tr arts 2 pts Wise Apl1o11sms
Rcqurr es The character must be 750 yeais old aftel taking tl11s path o1 the oldest cl1a1acte1 111 the g1 oup by 100 years
II‘
Citadel Setting
Citadel Born
ii
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Slat
20 yrs
-—
Leads
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Skills 5 pts Cenei al, 2 pts Elven SC11Pt., Sing Traits Elven common traits plus 1 pt --
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Wrlclerlarrds, Protector
Skills 5 pts Hauling, Ol)S61VElT1011., Citadel-wise, Altlnng-wise Tr arts 2 pts Hu1n1l1ty, L1ft111g Heavy Tl1111gs Wanderer
vis
+1 P
Wrlderlcrrztls
Sl{Ill8 6 pts Song of Paths and \Vays§ An of Catesi, Scavengmg, Str eetwise Tr alts 1 pt Loncso111e
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25_ yrs
10
+1 M
Wilderlands, Protector
Skills: 5 pts: Sing, Song of Songsi, Song of S0othing§, Lament of Starsi
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Traits: 1 pt: Voice in the Crowd = Sludenl
20 vrs
IO
+1 M
Wilderlancls, Protector-
Skills: 6 pts: Lyric of Law§, Ballad of History§, Elven Script, Etiquette, Oratory
Traits: 1 pt: Educated ' Clothier
75 yrs
20
—
Wilclerlands, Protector
Skill: 7 pts: Threading Ghant§, Embroidery, Leathercraft§, Weaving Wav§
Traits: 1 pt: Well Dressed g Soldier-Protentur 5 yrs
10'
+1 P
Wilrlerlonrls, Protector, Etharch
Skills: 8 pts: Alarnii, A1‘I1101'l, Shieldi, Sword, Bow, Knives, Fletcher, Mend Traits: 1 pt: Dutiful
Requires: Wanderer, Seafarer, Spouse, Rider, Huntsman, any Etharch or Protector lifepath
Seafarer
50 yrs
5
+1 P
Wilrlerloncls, Protector
Skills: 9 pts: lsveathersongi, Rope Chantii, Rhyme of the Mariner§, Seamanship, Pilot, Spear Traits: 1 pt: Call of the Sea, Bower Sea Caplaili
100 yrs
15.
+1 M
Wilder'lon(ls, Protector, Etllarcli
Skills: 8 pts: Slip of Currents§, Supplication to the \Vind*, Command, Oratory, Sword
Traits: 1 pt: — Requires: Seafarer, Adjutant, Lieutenant or Sword Singer ' Novice
'10 yrs
10
+1 P
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Wilclerlontls
Skills: 4 pts: Mending, C1'aft—Wise, Elven Artifact-wise
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Trails: 2 pts: Loval r Shape!‘
35 yrs
, . _ H" I5-7--53’
15
+1 P
Wilrlerlancls, Protector
Skills: 6 pts: W0odcraft§, Stonecralt§, Smithcraft§ Traits: 1 pt: Long Fingered Requires: Novice .l6W6l6l'
75- vrs
20
—
Wilcierlonrls, Protector
Skills: 5 pts: .lewelcraft§, G6H1C1‘Elff§, Appraisal Traits: 2 pts: Patient, Nimble Reqmres: Sl1£1I)61' 1]: This is an Elven Spell Song. It costs 2 pts to open and has special rules described in this chapter.
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150 yrs
4'0
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+' " - " T ll"1'ln'erlonrls, Protector; Erlromlr
Skills: 6 pts: A1'chcraft§, Starcrafti, Canticle of Yearsi, Antiphon Unioni
Traits: 1 pt: — Requires: Shap er ; Keel Master
‘IOU yrs
25
+1 M/P
Wilrlerlomls, Protector
Skills: 6 pts: Shipwright, Ship —wise, Carving
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Tra:'ts: 2 pts: Periectionist Reqa'ire.s'.- Shaper
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6Oy1;s
12
+1 M
Wilderlc‘m(ls
Skills: 5 pts: Song ofFo1'1n§, Painting Trails: 2 pts-. Appreciation for Beauty Bard
65 yrs
20
+1 MlP
Wilclerkmcls, Protector
Skills: 11 pts: Song of Merrinienti, Lament of Mourningt, Verse of Frieildshipi, Tract of E111nity*, Oratory, Conspicuous, Lyre, Flute
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Traits: 1 pt: —-
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Requires: Song Singer ‘Adjutant
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75 yrs
20
+1 M
ll’ilcler‘l(z::(l.s*, Proleclor
Skills: 7 pts: Code of Citadels-5, Etiquette, Adininistration, Etharch~wise, Citadel—wise, Pr0tcctor—wise Trails: 2 pts: Organized, Patient é 4;. H111J? l --".I_ ,__!' ‘
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200 yrs
25
+1 M
Wilclerlancls. Etharch
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Skills: 10 pts: Ancient and Obscure History, Research, Ballad of History§, Lyric of Law§, Canticle of Yearsi, Rhyme of Tonguesi Traits: 1 pt: — Requires: Bard, Adjutant, Steward or Patriarch/Matriarcli . Alllli-llg
250 yrs
100
+1 M, P
Wilclerlaads, Protector; ElllQI'ClZ
Skills: 10 pts: Council—Caller*, Song of Silencel‘, Persuasion, Soothing
Platitudes, Ugly Truth, istration Traits: 2 pts: Servant of the Citadel Requires: Patriarch/Matriarch, Loremaster, Steward, Bard, Artisan, Sea Captain or Captain
Etharch Setting i B_o_rnEil1arel'l
25 yrs
IU
-—
Wilclerlanrls. Citadel
Skills: 5 pts General; 2 pts: Elven Script, Etiquette, Sing Traits: Elven common traits plus 2 pts: Etharchal, Fea, Aman §-Sllltll ll
125 yrs
IO
+1 M
Wilclerlaacls, Citadel
Skills: 9 pts: Ages of the Etha1'ch§, Lyric of La\v§, Ballad of Hist0ry§, Oratory, Calligraphy, Song of the Eldar§ Traits: 1 pt: Learned
I Attendant
25 yrs
15
+1 P
Wililerlauds. Citadel, Protector
Skills: ‘1 pts: Etiquette, Ride, Brawl, Sword Traits: 2 pts: Calm Demeanor
. Second
35 vrs
E
1
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Skills: 8 pts: Song of Bondingi, Sword, Knives, Bow, Mending, Riding,
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Traits: 2 pts: Lesson of One, Patient Requires: Attendant, Bowyer, Spearbearer, Seafarer or Soldier—Protector
. Sword Singer '
40 yrs
10
+1 P
Any
Skills: 10 pts: Song of the Swordi, Sword, Armorl, Shieldi, Knives, Brawling
Traits: 1 pt: Fealty to the Fee, Cool Headed
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Requires: Second, Lancer or Lieutenant
Steward
1 10 yrs
20
+1 M
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Citadel, Protector
Skills: 8 pts: Estate Management, ing, Etiquette, Estate—wise, lntrigue—wise
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Requires: Lieutenant, Artisan, Bard, Loremaster, Adjutant, Sea Captain or Matriarchl Patriarch
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Pri_|_ieelPrincess 150 yrs 100 +1 M/P
Citadel, Protector
Skills: 6 pts: Song of Lordshipi, Voice of Agest, 4 pts: General Traits: 1 pt: Princel Princess of the Blood
Requires: Fea trait and Sword Singer |E1_1ta__l=_r,_1|
_
-250 yrs
200
+1 M, P
Citadel, Protector
Skills: 8 pts: Council-Callert, Voice of Thunderi, Doom Sayeri, Discerneri; '1 pts: General
Traits: 2 pts: Lord of Ages Requires: Aman trait and either Loremaster or Prince
Protector Subsetting Rider
1_5 yrs
8
+1 P
Wil(lerlaad.s', Citadel
Skills: 6 pts: Riding, Animal Husbandry, The Gift of Speedi‘, Lay of the Horsei Traits: 1 pt: Smells like a Horse
T Herald
35 yrs
10
+1 Ml P
Wiltle:'lauds, Citadel
Skills: 8 pts: Paean of Deeds§, Mornsongi, Evensongi, Recitation of Agesi, Silver Trumpet Traits: 2 pts: Stoic
' Soother
30 yrs
10
+1 M
lVilrle:'luucls, Citadel
Skills: 6 pts: Lyric of Healingi, Song of Soothing§, Doom oiStrengtl1*, Foraging
1' .
Traits: 1 pt: — ' Hanger
45 yrs
10
-+1 M/P
Wilclerltmcls
Skills: 10 pts: Observation, Stealthy, Bow, Foraging, Rhyme of the Pathfinder§, Song of Soothing§, Threne of the Chameleoni, Lyric of Healingi Traits: 1 pt: Cray Mantle, Sprinter Requires: Forester, Wanderer, Bowyer or Second ‘H
lloiryer
20 yrs
8
+1 P
Wilderlaucls, Citadel
Skills: 5 pts: Bowcraft§, Mending, Bow, Bow—wise Traits: 1 pt: Circunispect ' SpeaI'h_eal'er
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20 yrs
8
+1 P
Wilclerlauci.s', Citadel
Skill: 8 pts: Spearcraft§, Spear, Armor Trainingi, Formation Fighting Training? Traits: 1 pt: ——
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Any
Traits: 1 pt: Sword of the White Towers
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Requires: Second, Soldier Protector, Soother, Spouse or Spearbearer '1'
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10
Skills: 1O pts: Sword, Armori, Shieldi, Knives, Brawling, Song of the Swordi
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= [ianeer
50 yrs
12
+1 P
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Skills: 10 pts: Song of Burning Brighti, Lament for the Falleni, Lance, Mounted Combat Trainingi, Shield Trainingi, Armor Training? Traits: 1 pt: —Requires: Outrider or Second
Lieutenant
()5 yrs
10
+1 M
Any
Skills: 7 pts: Paean ofD_eeds§, Command, Sword, Shieldi, Formation Fightingi Traits: 1 pt: Ear to the Ground Requires: Sword Singer, Lancer, Sea Captain or two Bowye1'/Spearbearer lifepaths
. Gaptain
85 yrs
15
+1 M, P
Arty
Skills: 9 pts: Oratory, Sword, Command, Tactics, Formation Fightingi, Monody of the Marchi, Silent Fury§, The Hymn of Victoryi Traits: 2 pts: Sworn to the Lord Protector (or Etharch or Althing) Requires: Lieutenant, Prince, Sea Captain, Steward or two Sword Singer lifepaths Armorer
90 yrs
15
+1 P
Wilrlerlanrls, Citadel
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Skills: 7 pts: Armorer, Etching, Sewing, Tanner, Antiphon Unioni
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80 yrs
15
+1 P
Wilclerlancls, Citadel
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Skills: 5 pts: Riddle of Steel§, Etching, Elven Blade—wise Traits: 1 pt: Acute
Requires: Armorer, Shaper, Bowyer or Spearbearer
-Lord Protector 125 yrs .
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+1 M, P
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Skills: 10 pts: Strain of Far Sighti, Anthem of Couragei, Ballad of Ragei,
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Command, Formation Fightingi, istration, Logistics, Strategy H1
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Traits: 1 pt: Sworn to Protect Requires: Captain or Prince
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:1: This is an Elven Spell Song. lt costs 2 pts to open and has special rules described in this
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§ This is an Elven sl-till song. lt costs 2 pts to open and always counts as open-ended. Descriptions can be found in tlle skill list. '1‘ This is a special training skill. lt costs 2 pts to open and may not be advanced.
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26-60 years
8 pts
13 pts
61-100 years
9 pts
14 pts
9 pts 10 pts
16 pts
101-125 years 126-160 years
10 pls ll pts
17 pts 17 pts
12 pts
17 pts
426-525 years
13 pts
18 pts
526-625 years
13 pts
19 pts
626-725 years
14 pts
19 pts
1726-825 years
14: pls
20 pts
826-925 years
I5 pts
20 pts
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'15 pts
21 pts
1026-1125 years
15 pts
22 pts
1 126-1225 years
'15 pts
23 pts
1226-1325 years
15 pts
24 pts
1326+ years
16 pts
24 pts
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Elves are often perceived as either aloof and cold or out of touch a11d bizarre. Neither perception is true. Elves are a ionate people, keenly involved in the affairs of the world. However, their lo11g view of matters gives them a unique perspective. W I tat might seem urgent to sl1ort—lived Men and Dwarves is a matter that can be co11sidered at le11gtl1 for the Elves. But once their interest is piqued or ire aroused, Elves engage intensely.
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Nor are Elves above the connnon struggle. They are as complex and internecine as any other people. l11 fact, it is the mix of their need to
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be involved, their temperainental nature and their innnortal being
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that gives rise to their Grief. Often their aged wisdom allows them to predict that their affairs will come to a tragic end, but their ery nature grants tl1e1n little latitude to stop the calalnity. \Vatching a11d living this endless cycle of strife nu1'tu1'es within tl1en1 a great
-;- -
anguish, ever growing across their endless lives.
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Elven Common Traits
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All Elven characters start with the following traits:
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To those who look upon the Elves with clear eyes, there shimniers an unmistakable halo, like white light through a gossamer veil, like stars shining at night.
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Elves do not feel the effects of earthly cold and heat as do Men; they do not fall ill; they are ageless and will only on when the Earth ends. Elves do not have to take Health tests for illness, and they gain +1D to Health and Forte tests for resisting fatigue a11d poison. Yet, they are not deathless: Elves may be killed by violence or may waste away due to Grief.
Eainandjtatnesqne
Char
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Elves are fair and beautiful to all who look upon them. The Elven form inclines toward tall and slender, rounded by graceful curves.
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Elves are made fron1 the very fabric of 11atu1'e—wind, air, wood a11d water. Thus, they know its secrets very well: They know how to preserve much of
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Grief tug at their hearts. See the Elven Grief section for the rules of this trait.
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Like _ ea S les, Elves ca11 see 5 reat distances with P erfect clarit Y. Add +1D to all Perception- a11d Observation-based field maneuvers for Range a11d Cover
;____
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or any Perception test involving seeing lo11g distances. Elves also may see in starlight as if it were day. They suffer no obstacle penalties for dim light.
. '_, 1}'-1.'-"=“'CE.‘ 2'-F Smoke and haze still bar their vision-—norn1al penalties apply. In complete T" -
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c Special Elven Traits Elven special traits may only be taken for Elven characters in cl1aracter burning. They may only be earned by Elven characters in play via trait vote.
Exile_
Dr _2ap15._.._
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._
This Elf l1as committed some crime that l1as nearly earned him the title of enemy among his people. Rather than dishonor him with such a stigma, his
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people instead se11t l1in1i11to exile. Ultimately, though, it is a death sentence. The Exile cannot journey West. Should his Grief overtake him, he’ll have no succor a11d will simply waste away. This trait adds +1D to starting Grief and a 1D infamous reputation among all Elves.
Mourner
Dt
lpts
1 1
The Mourner is obsessed with his Grief. He is morose. The player may add any amount to his starting Grief that he sees fit, up to a maximum of exponent 9. ln addition, all Lan1e11ts are made at +2 Ob, a11d any time the characte1'°s Grief is one test from advancing, the next test-—regardless of its diffic11lty—advances him. Grief clings to this cha1'acter°s spirit and cannot be shaken.
Slayer
Dr _4._p15
_. .
1 1
This Elf has been marked as a slayer of his ki11. In his past, his rage overcame his Grief a11d comion, and he slew one of his ow11. Now he is marked as enemy and hunted by his ow11 people. +1D to starting Grief, a 2D infamous reputation (all Elven people) as a Slayer, a11d +1D to lntimidate/Silent Fury any Elf.
Unbreakable
Dr ,1 sprs .
This Elf is possessed of an unbreakable spirit. Grief seems to have no effect
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on him. Subtract -2D from starting Grief. I11 addition, all Grief tests are taken at -1 Ob.
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Certain Elves feel a weariness creep into their bones. The constant trial and tribulation that marks the ing of years begins to drag them down. Reduce hesitation by one, but increase Grief by one.
Care of the Eternal
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Elves have time a11d patience to work 111ore carefully than any other people. Therefore, Elven characters may use the war‘/orig‘ care zlly bonus twice-——+2D to a test at the cost of doubling the time spent. Conversely, Elves may never work quickly. This applies to skills, skill songs a11d spell songs.
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Elven Skill Songs Elven skills listed with a § in tl1e skill list are considered Elven. skill songs. They are called “skill songs” because tl1e instructions, rules a11d strictures for these skills are ed from Elf to Elfin long and Winding songs. These verses are sung as tl1e ElfP61'fO1‘111Sl1lS tasks. Skill songs are rooted in natural inagic. Tl1e majority have no additional or special effect aside from the fact that all rolls made using tl1e111 are
ope11—ended. Any additional]special effects are listed in the description. Many Elven skill songs are variations of similar skills listed in the in J General Skill List. In order to save s lJace and not re lJeat n1Y self, the skill descriptio11 indicates the skill they 111l11]lC. If more information is needed like sainl)l6 obstacles lJlease refer to the Dgeneral list. I a P olo 81'ze for the extra page flippage.
Elven Spell Songs Men possess Sorcery, Orcs have their Rituals of Night and Blood, but botl1 pale in comparison to the beauty and subtle might of die Elven Songs. Their position as the First Born grants Elves a11 intuitive understanding of the earth and its Ways. Tl1ey gather this knowledge into powerful songs.
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These abilities a1'e less skills and 1no1'e like individual spells. To create the spell—like effect, the Elf player needs to test his appropriate spell so11g skill. There°s no Tax or spell failure like Sorcery. See the individual spell song descriptions for their effects. Also, all Elven spell songs cotnlt as sorcerous skills for l;l16 purposes of practice and learni11g. None of thein require tools, a11d no FoRKs are possible. Helping dice may only coine fro111 another Elf with the saine song or the Song of Songs.
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All spell songs l1ave their own shade and exponent. They are advanced like skills. Spell songs are considered natural magic; tests are therefore always op e11-ended.
Special Spell Song Rules: Womlerment All spell songs, regardless of priinary effect, cause wondermemf. This enchantrnent affects all non-Elves i11 the Presence of the singer, forcing thein to inake a Steel test. Wondeiqnent takes effect in a nuinber of exchanges equal to the target character°s Will. I
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For oxnmyo/o, T/zo Recitation off/zo Ayes /mo no nan/or 5/oo//o/‘foot iéo 7'/irons of z‘/re 6/rams/eon, bnt, £f5MH n'nri'n_g if/reforms, if nu‘//oanso wono/ormonf to off n//ro /zoor if/ro stories oft/zo o:jo.s—c:/on zfinry n/o not nnn/orsfnnn/o worn/ofiz‘. \Vhen the Elf has sung for a number of exchanges equal to his victim°s Will, the player should test his song ability. If it is su11g successfully, all those susceptible within his Presence should make a Steel test with hesitation modified by the margin of success. Add +1 Ob hesitation for each success over the song obstacle.
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Casting Spell Songs Songs are listed with an action cost for casting them using the Duel of Wits, Range and Cover and Fight systems. However, song singing always coimts as a tandem action—-song singing is essentially speech. No actual actions are devoted to it. Actions are listed merely for timing purposes. Like sorcerous spells, 20 actions of spell songs can be performed in a Duel of Wits or Range a11d Cover volley.
Sustaining Spell Songs Elves may only sing one song at a tilne. They may sing a song continuously (sustain it) for a nuinber of hours equal to their Will exponent. If the song is not complete or the Elf wishes the song to continue, he may the tune off to another Elf who knows the song. The new singer need only make a successful song test to pick up where the first Elf left off.
Hearing Songs An Elven song starts from the singer and emanates outward. ln general, any character who is close enough to comprehend the Elf°s normal speaking voice is considered eligible to be affected by the song. The individual descriptions detail any exceptions to this rule.
Elven Spell Songs List
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This is a special song an Elf can sing to a door or gate. The singer may ask one gate i11 his presence, “\Vhat lies beyond? ” and be answered. ObStacle: Fence gates, Ob l. Cabin doors, Ob 2. House doors, Ob 3. Doors of
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Actions: 25 x the obstacle
Alarm is sung when on watch deep i11 the night. \Vhile singing this tune quietly to himself, the cl1aracter will always shout an alarm if surprised or
attacked. The cry rings out. Allies are immediately awakened from sleep
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with the cry in their ears. Obstacles: Alerting your companions, Ob l. Alerting the camp, Ob 2. Alerting the battalion or village, Ob 3. Alerting the town, Oh 4. Alerting the army or city, Ob 5.
Actions: 75
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The Anthem of Courage is a fierce song of hope that holds Elves steadfast against abominable foes. \Vhen properly sung, no Elf in the host will leave his station so long as the lord lives. Extra successes f1'om the song are added as dice to Steel.
Obstacles: Companions, Ob 1. Squad, Ob 2. Company, Ob 3. Battalion, Ob 4. Army, Ob 5.
Actions: 20
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The Lord Protector can summon forth his 1'aw Grief and hone it i11to a fine rage. \Vhile he sings of his wrathful sorrow and coming vengeance, Grief dice are added to the Lord Protector"s weapon skills. Obstacle: Grief FoRKs to weapon skill, Ob l. Grief helps weapon skill, Ob 2. Half of Grief added to weapon skill, Ob 3. All of Grief added, Ob 5.
Actions: ‘ix obstacle S01‘lg R00t: Grief
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The Canticle of Years is typically sung in the baritone and bass range. It is a long and winding song that tells the story of time itself. Its primary effect is wonderment. Actions: 600 per year
This devilish song draws the eyes of customers to the wares of the Elven merchants. lf successful, add +lD to Conspicuous to attract attention for commercial or spectacular endeavors. Extra successes add +1D each. This
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Using this powerful song, the Elven lord sends forth a call to his brotl1e1's and
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Actions: 160
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This spell song allows the prince to see what lurks in the hearts of Men, Dwarves
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In the throes of battle every soul is needed to assure victory over the enemy. During these desperate times, the Soother will sing the Doom of Strength to revitalize the wounded a11d send them back into the fray. If successful, the song temporarily reduces the ta1'get victinfs wounded dice by the margin of success. The effect lasts for minutes equal to Health of the recipient, after which the penalty immediately returns.
Actions: 45
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Doom Sayer bestows the arrogant power to judge the fate of another. It isnlt quite a song; his a powerful pro11ou11cen1ent, spoken in meter a11d rhyme, that evokes a forceful and binding magic. If a doom is successfully uttered, the Etl1arcl1 may change one of the target character’s Beliefs so that it reflects the destiny. However, the Etharch 1m1st also change one of his Beliefs to that very same doom. Playing the Belief ear11s artha as per normal. Dooms involve exile, pu11isl1111ent, a vow of vengeance, a11 oath of enmity, etc. Fulfilling the doom earns a deeds point for
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A festival song sung to greet the Moon 011 the evening of her first rising of each month. The primary effect of this song is wonderment.
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A song sung of all the victories of the Elves—~—this one included. The Hymn forces the enemy to choose Stand and Drool as a l1esitatio11 option from a failed Steel test while this song is being sung. The Hymn of Victory is a fi11e
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Actions: 60
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Homesong helps keeps the hearth safe. When sung over a l1eartl1, the master of the house knows everyone who enters (or tries to enter) his dwelling. Homesong is typically sung to greet guests returning l1on1e after a lo11g j ourney. Obstacles: Cottage, Ob 1. Small house, Ob 2. Large house, Ob 3. Manor, Ob 4. Castle, Ob 5. Palace, Ob 6. Citadel, Ob 7.
Actions: 60 l|l"1l'l_
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Elves nmst lament their falle11, otherwise Grief will overwhelm them. This lament is sung to alleviate the pai11 of seeing comrades fall i11 battle. It obeys the standard rules fo1' lan1e11ts as described i11 the Grief section of this
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Through this lay, an Elf may communicate with his horse and may call to it over great distances. Distance for calling is 100 paces plus 100 paces per extra success.
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The Litany is the endless list of duties of the Steward of a11 Elven house. The primary effect of this song is wonderment.
Actions: This song never ends. Lyric of Healing
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This beautiful and strong song seeps i11to the blood of the wounded and weary, strengthening body and mind. When sung over an injured cl1aracter, successes over the obstacle add dice to Health tests for the purposes of recovery.
Actions: 125
This helpful tu11e keeps the mind occupied while the soldier is marching. It is so effective that if the cadence is successfully achieved, the soldier gains +1D to any Health tests for that day.
Actions: 180
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Actions: 306,050 nf_Ages
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This spell song is both a history lesson and a wondrous show of lights and images. As the ages are recited, the Elf intermingles phrases of memory and u
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Actions: Obstacle x 100.
_ Qttji . _ The Rhyme of Rules is an ever-growing song comprised of all the adages,
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used as a FORK (not a helping die, though). The FORK die can be invoked for any skill so11g test (not spell song) for which the player can recite a clever bit of folklore obliquely pertinent to the situation. Actions: 3-10, depending 011 the le11gtl1 of the player°s verse
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Elven Loremasters s lJend many . 3Years stud 3tin S the la11 5 ua S es of all thin S s. This simple Rhyme helps them what they have learned a11d allows them to communicate with nearl3I an 3Y creature. Once the rl1 3tme is successfully su11g, the spell lasts for hours equal to the Elf"s Will. Obstacles: Dialects of na'tive/k11ow11 languages, Ob 1. Foreign language, Ob 2. Foreign language dialect, Ob 3. Vile Language, Ob 4. Low Speech: Dogs, wolves, pigs and dolphins, Ob 5. Horse and other ungulates, Ob 6. Birds, Ob 7. Fish, Ob 8. Insects, Ob 9.
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The So11g of Arbors allows the Elves to communicate i11 the tongue of the leafed o11es a11d learn what news they can from the cryptic mind of the wood. A11 Elf may sing to any tree in his Presence. If successful, he may communicate with the t1'ee about its well—being a11d any recent notable events. Obstacle: Ancient trees, Ob 1. Elder t1'ees, Ob 2. Full-grown trees, Ob 3. Young trees, Ob 4. Saplings, Ob 5. Vines and hangers, Ob 6.
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The Song of Bonding is usually only sung once in each Elf “s life—to bi11d himself i11to the 1I1aster—student relationship with his sword-father. Once successfully su11g, the Bo11ded Second now gains a new trait: Bonded. This cou11ts as a call—o11 for Steel when his master is i11 danger. If a player is starting a Second i11 a game with his Sword Singer, sing this so11g before the game starts. If the song fails, or the Second°s Sword Singer is 11ot part of the game, then the player may choose to bond himself to another master as the game progresses.
Actions: 555 —\_
The Song of Burning Bright evokes the true fire within the Elven heart. Once summoned, it drives the Elf into a blinding fury that strikes terror i11 the hearts of his enemies. All who look upon him must make a Steel Test. Hesitation is increased by the Elf ’s successes ove1' the song obstacle. The
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of the Steel test. The victims must make a Steel test—no matter wl1at—-at 10 minus Will plus extra song successes. The effect of this song supersedes wonderment: Do not test for wonderment. Actions: Obstacle x 2
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The Song of Merrinlent brings joy to all who hear it. Sadness is washed away and fatigue forgotten. Obstacles: \Vo11dern1ent, Ob 1. Negate +1 Ob penalty, Ob 2. Alleviate —1D penalty for one scene, Ob 3. Cancel all ongoing hesitation, Ob 4.
Actions: 120 Song_of_Silence
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To voice his displeasure, an Elven Lord will utter the brief syllables of the Song of Silence a11d then fall i11to a11 impenetrable a phony, thinking deeply on all matters at hand. No social skills or “n1i11d affecting“ spells will have any effect on the Lo1'd while he is under the So11g of Silence. If sung as an action during a Duel of Wits, the Elf ca11 end the duel. No winner is declared, and no compromise can be made.
Song Root: Grief Actions: 2
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This beautiful harmony can be su11g i11 accompaniment to any other spellsong. The So11g of Songs may help a Elvc11 spell song as if it were a related skill. Song of Songs may 11ot help skill~songs.
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The So11g of the Sword infuses the blade with a dread and vengeful power. The Sword Singer may only sing one blessing at a ijme, but he may bless any sword in his presence. Obstacle: The singer chooses the blade blessing to be sung before rolli11g: Morn
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Blade, (+1 weapon speed), Ob 1. Singing Blade (open-e11ded sword dice), Ob 2; Preternatural Balance (+1D), Ob 3; Crushing Edge (+1 VA), Ob 4; Sword of Might (+1 Power), Ob 5; Blinding Blade (+3 weapon speed), Ob 6; Blood Drinker (reduce Add by 1), Ob 7; Sun Blade (increase weapon le11gtl1 to “loi1gest“), Ob 8. All blessings also make the weapon a “spirit blade“ which
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This ancient and powerful song amplifies the Lord Protector°s vision. Once sung, the effects last for the duration of the scene or conflict. Obstacle: Seeing impossibly long distances, Ob 1. +1D to field maneuvers, Ob 2. +1D to Bow skill, Ob 3. +1D to Perception, Ob 4. +2D to Perception, Ob 5. Free forfeit in the script for Fight, Ob 6. Free forfeit in the Duel of Wits, Ob 7. Free forfeit for Range and Cover, Ob 8. Seeing into the past, Ob 9. Seeing into the future, Ob 10.
Actions: 1 x obstacle
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Elven Seafarers are friends to the wind, a11d i11 times of need, they may ask her to treat them kindly. Obstacle: Gauge the le11gtl1 of a storm (or other weatl1e1'), Ob 1. Bring winds to doldrums, Ob 2. Negotiate currents and shoals (+1D Pilot), Ob 3. Speed a long journey (+1D Navigate), Ob 4. Bring a gale dow11 to strong winds, Ob 5.
Actions: 60
This quiet song escapes the lips as barely a whisper. ‘While it is sung, the Ranger is cloaked in shadow a11d sl1ifti11g light, invisible to the eyes of his foes. Threne of the Chameleon adds advantage dice to the Stealthy skill. In addition, so long as the player gets one success, his character cannot be seen unless the opposing characters explicitly look for him—either via an applicable Instinct or a trait or by simply stating, “I look around.“ If sung successfully, the character counts as having one additional level of cover in Range a11d Cover. I11 Fight, other characters suffer a +1 Ob disadvantage to
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Obstacles: The player can set the obstacle for the Threne of Chameleon song. If su11g successfully, the obstacle indicates the number of advantage dice granted to the Stealthy. Thus an Ob 1 Threne adds +1D to Stealthy.
Actions: 8
Iract of Enmity
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Such enemies arouse the ion of Elves: They are relentlessly sought and
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remorselessly destroyed. Obstacles: 1D infamous reputation, Ob 1. 2D infamous reputation, Ob 2. 3D infamous reputation, Ob 3.
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This potent spell is used when an Elven Elder sets his mind to a task. He can bind himself and another character into a decision that carries the same weight as a Duel of Wits result. Both pa1'ties must nominally agree to the . The song is sung and the result is binding as if the two had come to the decision via a Duel of \Vits. No other test is necessary but the Verse of Decision. Actions: 555
__
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The Verse of Friendship is a formidable spell. Once it is sung over a character, henceforth he is known by all Elves as friend. The character gains a 1D reputation when dealing with Elves. Obstacle: Will, Greed, Faith, Spite or Hatred of the target, whichever is higher. Actions: 500
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Announcing his age and wisdom, the Elven lord lends weight and authority to his opinion, such that none can deny him. This effect lasts through the duration of one Duel of Wits. Obstacle: +1D to Oratory or Persuasion, Ob 2. +1D Will (applied to Body of Argument or as an obstacle vs social skills), Ob 3. +3D to Oratory or Persuasion, Ob 4. Open-ended social skill dice, Ob 5. +5D to Oratory, Ob 6.
Actions: 4 x obstacle of the spell
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Elven Grief
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Grief is an emotional attribute born from the toll of living an ageless life .._-'
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while watching endless tragedy unfold. Elves are plagued with Grief——it is the only force that can kill them, apart from violence. Nearly all Elves have some stain of it on them, but very few show it, and even fewer let it oveiwhehn them. Grief manifests in many ways: in sadness, in bitterness, in anger, in silence and in isolation. When an Elf"s Grief reaches exponent 10, he can no longer tolerate this world and its tribulations. Either he must on into the \Vest or his heart breaks and he wastes away due to Grief.
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The El l' player may spend a deeds point to tap his cl1aracter’s Grief while performing a spell or skill so11g. Instead of doubling dice like a standard
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deeds point, this adds the Grief attribtlte dice to the song exponent for the test. These dice are open-e11ded. Adding a Grief deeds like this always counts as a difficult test for advancing Grief. This cannot be mitigated by a lalnent.
Starting Grief ,1 recommend that Grief follow the salne guidelines as stats and rug? skills regarding starting exponents. If yon°re ljniitilig characters
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to exponent 6 skills, then Grief shouldn°t start above 6 either. This should be discussed with the Elf players beforehand. Note that Grief may never, ever start higher than exponent 9. All Elves start with a11 exponent 0 Grief. Consult the following list of conditions to deterinine the actual starting exponent: —Add one if the character has taken any Protector lifepath —h1 addition, add one if the cl1aracter l1as been a Lancer, Lieutenant
or Captain; a11d add another one if the character l1as bee11 a Lord Protector or Soother —Add one if the character was Born Etharch —Add one if the cl1aracter l1as been a Loremaster, Adjutant or Althing —Add one if the character has taken the Elder lifep ath —Add one if the character does not know any Lamentations —Add one if the character’s history includes tragedy —A dd one if the character has lived among non—Elven people —Add one for every point of the character°s Steel over 5 —A.dd one if the character°s Perception exponent is greater than 5 —Add one if the cl1aracter is starting 500 years old; add two if the character is starting 750 years old; add three if the character is starting older than 1,000 years
Gray Grief
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If it is appropriate to the genie, and the GM and other players approve, the Elven player may spend five of his starting Grief exponent points to shade shift to gray.
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Tragedy: Advancing Grief Grief is an attribute like any otl1er, and it advances like Steel or Health. However, it is tested a little differently from other abilities. The in-game
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Obstacle I Grief Being lied to. Going against an instinct. Obstacle 2 Grief Being robbed. Lying. Obstacle 3 Grief Being accused of a crime you did not commit. Being maliciously attacked or wounded. \Vitnessing a drought or famine. Seeing a person killed. Betraying a belief once.
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Obstacle 4 -Grief Killing. Having yo1u' home brunt to the ground. Losing a friend due to separation 01' in1p1'isonme11t. Stealing and causing others harm tln‘ough that act. Obstacle 5 Grief Fighting i11 a bloody battle. Having your homeland/ city/village betrayed by a friend. Being captured by the enemy. Betraying a belief a seco11d time.
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Obstacle 6' Grief Being imprisoned for a crime you did not connnit. Losing a massive a11d bloody battle. Being personally betrayed by a friend. Being mortally wounded. The death of a friend or loved one. Obstacle 7 Grief Forced to flee your homeland by scourging tides of darkness. Having to kill your friend whose mind has been twisted to the side of darkness. Betraying a belief a third time.
Obstacle 8 Grief Being tortured. Witnessing your friend, the most powerful wizard around and the sole hope of all that is good, pulled down by a demon. Having to kill innocents i11 order to accomplish what is “riglit.” Betraying family and friend.
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Obstacle 9 Grief
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Obstacle IO Grief To watch the light of die world doused and to witness the cold tide of
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Note appropriate Grief tests 011 your character sheet. The obstacle is used only to determine the level of the test for the purposes of advancement.
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The Limit of Grief An Elf whose Grief has reached exponent 10 can no longer tolerate the
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Laments: Mitigating Grief Elves are well aware of the toll of living an ageless life. They know that unless they are careful, the strain of Grief will overtake them. They will either collapse under its weight or fly into a burning, all-consuming
rage which will inevitably result in their death. Knowing this, Elves are mindful to vent their S8.Cl1'l6SS and lament tragedy in their lives. These songs help mitigate the bite of Grief. lllhen a Grief test needs to be taken, an Elf may sing a Lament to counteract its effects. Any of the lame11ts can be used; the various descriptions are provided for color. The lament need not be sung immediately. So long as it is sung at a reasonable and appropriate juncttne afterwards——at a ftmeral, for example-—it will have its intended effect. \Vhile Elves often lament their sorrows in great processions 01' mass chants, Grief is a private thing. Each Elf must lament and grieve personally. The obstacle for all Laments is the same obstacle as the Grief test. The effects of the Lament are a bit different from normal spells or songs. They lower the “level” of the Grief test the character would have taken by one step. If the character takes a challenging Grief test, a properly sung Lament will lower that to a difficult test. Laments do 11ot make Grief go away, but they do help the Elf cope with its effects.
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Elven Resources
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Notes on Elven Possessions Bun of the Mill Weapons and Ar1n0r—Use the stats for the equipment listed in the Lifepaths of Man and 1'un of the mill lists for this gear.
Elven Arm0r~—Elven Armor is superior quality armor. Also, there are no Clmnsy Weight penalties for the following: Elven gambeson for 9 rps, Elven reinforced leather for 20 rps, Elven light mail for 30 rps and Elven heavy mail for 40 rps.
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Elven plated mail can be bought for 75 rps. lt"s superior quality, but it retains all Chmisy \Veight penalties. Elves may buy armor piecemeal as described in the Mannish Resources section. Elvell Arms-—Elven Arms are considered superior quality weapons. Players may ptn'chase beaks, spikes and weights for their characters“ weap 011s at +3 rps per modification, p er weapon. Elven starting cli.aracters who have four or fewer lifepaths and whose last lifepath is Sworcl Singer or Spearbearer nzay take the appropriate Elven Arms for 5 rps. Elven Cloak-—Elven Cloaks are also known as Gray Mantles. They are imbued with the Tln'ene of the Chameleon a11d conceal Elven rangers who guard the fences of the hidden kingdoms of the Elves. Gray Mantles count as a 4D Threne of the Chameleon. lf the character is
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Elven B0w—These are the weapons made using the Elven Bowcraft skill. Elven Bows are bigger than hunting bows, but not as big as the great
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bows of men. They provide 3D of range dice at extreme, a11d SD at
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\Vhen purchasing an Elven Bow, Elves may choose from these arrows: Hunting Head:
I: B4, M: B8, S: B11
VA 2
Free
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l: B5, M: B9, S: B12
VA 1
+1 rp
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l: B4, M: B7, S: B10
VA 3
+2 rps
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Elven Slee(l—Elven Steeds are swift in travel a11d steadfast in war. Pe: B3(4), Wi: B2, Ag: B3, Sp: B8, Po: B5, Fo; B6. Hea: B5, Ste: B5, Ref: B3, M\V: B12 (Tough). Hesitation: 7 (Determined), Stride: 13. Skills: Moiuited Coinbat Training, Rider Training, lntiinidation B3, Foraging B4. Trails: Good Bone, Fleet of Hoof, Obedient, Loyal, Tough and Determined, plus Long—Lin1bed, Keen Hearing, Hooved, Ungulate. Elven B1'ea(l—This rare and cherished bread is nourishing and restorative. After it is eaten, it grants +3D to all Health tests taken for the day after it is eaten. One portion of Elven Bread will suffice as a ineal for a day. 10 rps buys six portions. Elven R0pe—Elven Rope is ligl1t and strong. lt weighs half as much as its norinal counterpart and holds twice as n1ucl1 for its thickness. Clinibing, Knots and Rigging tests taken using Elven Rope may add +1D. It couI1ts as tools for Knots and Climbing. Any Elf or Elf—frie11d lnay cue his rope to unknot and iuitie itself with a tug, 11od or gesture. Elven lllil'l'01'willc— Mitro1'wine refreshes a11d restores those who taste it. Add two open—e11ded dice to the next Health test taken. 8 rps buys foiu' draughts. Siar]ight—A bottle of starlight to illuminate the darkest times with the silver halo of the favored star. The Starlight is as bright as Mags Light
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with fo1u' successes over the obstacle. Counts as sunlight for creatures with Cold Black Blood or Enemy of the Sun traits.
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Elven ll1stl'umeI1l— Elves are renowned for their inusic, both in song and instrunient. Elven instru1nents—~—flutes, trumpets, lyres, etc.—grant +1D to the bearer°s musical instrunient skill.
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Personal Effccts— A player may purchase for his cl1aracter personal effects of sentimental value: a lock of hair, a inirror, a book, a ring, a cane, a locket or any other similar itein. Elven Worksllops—\Vorkshops are necessary to completely utilize Stonecraft, Sinithcraft, Starcraft and Ceincraft skills-—wi1hout one, the Elf may only undertake snialler projects (Ob 3 or lower). Also, Elven \Vorkshops are required if the character will be building special “Elven
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works. ” \Vorksl1ops count as property when factoring Besources. ——-
Elven Sl1ip— This is a beautiful, sleek and sturdy sea—going vessel. She has two niasts and can acconnnodate a crew of about twenty. The crew is included so long as the player purchases a relationship with an
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Elf who acts as his pilot, navigator or first mate. Their exact abilities are determined via the I Need a Gang or Crew rules. A ship counts as property when factoring Resources. Elven Lantl——Elves, though not as particular or land-hungry as Men and Dwarves, do lay some claims of ownership to certain tracts. Pastoral lands are 20 rps. This cost includes a single important terrain feature like a lake, a length of river, a hill or prairie and a modest but comfortable dwelling for the Elf°s falnily. 50 rps for a large country
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manor and land, 100 rps for a palace. 150 rps allows the Elf and his family to occupy a major terrain feature like a forest, bay or mountain. Alternately, 25 rps gets a sumptuous apartment in the Citadel. Elven Land counts as property when factoring Resources. Tolne of L01'e—~The tome of lore contains knowledge both prosaic and rare. It grants +1D to all Elven academic skills, skill songs and appropriate Wises.
Elves in Play It bears noting that these rules will create some very powerful Elven cliaracters. No attempt has been made to balance with Men or Orcs. Instead, we decided to represent Elves as they were in literature: potent, immortal and ionate. So i11 these rules, a 5 LP Elf is going to have a11 edge over other 5 LP characters. He gets more stat points a11d access to a host of powerful spells. 'n_r’_"" Speaking of spells, it is the intention of these rules that Elves 11ot cast Sorcery spells. Elves cannot take the Gifted trait, nor can they be Faithful. They have their own magic, rooted in their Essence of the Earth trait, in the form of songs. \Vhile songs don°t have the high—powered kick
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provide augment the Elves’ powers nicely. The Elven gear is also a rare and precious resource. If players are
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ignoring Rope, Bread and Starlight in favor of a Cloak, Arms and Armor, bat them upside the head. Encourage them to choose diverse items from the list. Also, I entreat all of you to use the Antiphon Union skill training rules and create your own cool Elven stuff! lt°s acceptable to build that
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stuff pre~gan1e and allow players to buy it and incorporate it into their characters. Price them at about 10—15 rps per +1D of song ability a11d you should be okay.
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‘ When bringing Elves into play, make sure to play off of the Grief 5%’ ‘ii attribute. That ability is a measure of how much a11 individual
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.rv4€r’s§ir€f§:rt; .a_.§§§;§§'§§ii’" Elf can take before he loses it. Push Elves to the edge. Drive that Grief up. Simply by focusing on the scenes and situations suggested in the Tragedy: Advancing Grief section you have ideas for dozens of different scenarios. Murder, betrayal, tragedy—-an Elven character must react to them. His Grief compels him. Use this. The attribute lends itself to some very powerful story/game ideas: Ruined homelands, eternal war, murder of immortal brethren and the inevitable short-sighted suicide of the younger races. The sadness is an after-effect——of the rage; the fleeting love; the decaying, corroding material world. In the moment, there is only seething, powerful emotion to contend with. Go with it! \Vhateve1' you do, don°t let a player your game as “die remote and aloof Elven Ranger, l’m quiet and l shoot things.” Boring! Turn it up a notch. Give him a personality: Make him a bastard who can’t keep his 1noutl1 shut. The internal conflict in that character creates a wealth of game play possibilities. Pm sure you’ll find similar inner struggles to drive characters in your games. Lastly, players like to play “half elves.” \Vhen a player wishes such a character, he must choose whether his character l1as embraced his Elven or human nature. If he chooses Elven, the cl1aracter is for all intents and purposes a11 Elf. You ca11 take the character trait, Half Elf, to represent your ancestry if you°d really like to. Lifep aths, skills and traits are chosen
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The Ambitious Noblewoman 6Iare ran HI»!/£9/ ’0i4d herfizmihl ssh’)/ears ajro. She hatedher hushand She hatedthe stifiliiia eourth rituaIs andtheyootite ties eve);/one toId So she raised a nyer to her hushandandher/‘ami paeheda trunhfuttofueeessities and set o f rr the cié/. Ihere she made a new hfe reaaiha fortunes, settinglootious and ii/:ai'u_a Ietters 'om her hushand to the Ioeat merehants. But she has muehyreaterptans in store, oh)/es... BELIEFS
Myformer hushandis a use/id/irot I must not orertax him Iest I Iose aeeess to his treasury. Ihe scum ofthis oiq are disoraauizedrahhIe, I u/i'II/hrae them into a suitahte /1c7¢¢.56/10/61//%I" err)/sehf Ihe nohihihz are aIIha/rs andeharhztaus. INSTINCTS
Never up an o,o,oortuni§' to humitiate a nohIem.-an. A/W69/5 hee/o a hni : eoueeaIe-dahout me. Never/oass up the o,o,oortuui§/ to mahe mom?/. I./FEPA THS: Born Nohte, Page, Your/ta Lad» Criminat 3'12?/y'earl: otid
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Peree/2tion Power
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A_aih'§/ Forte
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Mortat Wound I-Iesitation Resources
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Re exes Stride
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SKILLS Ineonspibuous B5, Streetwise B3, In timidation B3, Km‘:/es B3, Ch'mhin_a B2, Write B2, Read B2, Etiquette B2, Astrotoay B2, MusieaI Instrument (DuIeimer) B3, Com/oositiou B2, FieIdDressiu_a B3, Apothecary B3, Doctrine B2, Rtldriaj B2, Bra:/oiihy B2, Sword B3, Persuasion B3, Foraeiy B3 IRAITS
Marh ofPri|/iIe_ae, 0)/nieat Tenacious 554/? Writma 7TooIs, FieId Dressiua Toots, /lpotheeary 7ooIs, Run ofthe MiIIArms (sword hni ej, Rem zreed heather hreastjotate and sIee:/es, 6'Iothe.5 Shoes, I-'ine1Q4 House in the sin!
AFFILIATION.- 10 Noeity REP!/7:54 T/OIV: ID as an amhitious orimiiaat REL,4TIONSI-IIP: Hushand Lord Theurdorieus (Hate zt Immediate Famih/I
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8 yrs
3
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+1 P
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Sara, Soldier, Sea, Religions
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Skills: 3 pts: General Traits: 2 pts: — Farmer
8 yrs
Villager; Soldier, Sew.
Skills: 8 pts: Farming, Mending, Animal Husbandry, lveaving, Cooking, Sewing, Firebuilding, Sing
as:
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Traits: l pt: Hoarding
: Head of Household '15 yrs
20
+l M
Villager; Solclier
Skills: 8 pts: Carpentry, Hunting, Haggling, Almanac Traits: 2 pts: —
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Restrictions: may not be the cha1'acter°s second lifepath . llilitlivife
IO yrs
I5
+l M
Villager, Outcast
Skills: 7 pts: Animal Husbandry, Herbalism, Midwifery, Omen—wise Traits: 2 pts: Bedside Manner
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Requires: any female gender-specific lifepath (Lady, for example),
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Farmer or ltinerant Priest i Lazy Stayabout
7 yrs
3
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Outcast, Servitucle, Solclier
Skills.- 3 pts: Lazy—wise, Peasant-wise, Wife-wise, Work-wise Traits: 1 pt: A Little Fat (i0I1Sel'ipt
l yr
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Seruilacle, Soldier‘, Outcast
Skills: 2 pts: Foraging, Battle—wise, Rumor—wise Traits: 1 pt: Flee from Battle
Peasant Pilgrinl 3 yrs
-=1
—
Outcast, Seroitacle, Villager
Skills: 3 pts: Doctrine, Pilgrimage-wise, Saint-wise, l pt: General Traits: 2 pts: Road Weary, Alms-Taker
Miller
7 yrs
15
—
Villager
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Skills: 5 pts: Mille1', Brewer, Mending, Carpentry Traits: 1 pt: Lord°s Favorite - Fisherlnan
6- yrs
5
+l P
Villager; Outcast, Seafaring
Skills: 6 pts: Fishing, Rigging, Knots, Mending, Cooking, Boatwright Traits: 2 pts: Superstitions Sllepllertl
4 yrs
4
+'l P
Villager: Outcast
Skills: 5 pts: Animal Husbandry, Sing, Climbing, Flute Traits: l pt: Cry llfolf
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- Wootlcutter
5 yrs
5
+1 P
Villager; Outcast
Skills: 5 pts: Firebuilding, Mending, Foraging, Orienteering, Tree—wise, Tree Cutting
Traits: 1 pt: — ' Hunter
5 yrs
6
+1 M, P
Villager, Outcast, Soldier
Skills: 7 pts: Hunting, Tracking, Stealthy, Cooking, Orienteering; Iaveli11 or Bow Traits: 1 pt: — Trapper
5 yrs
8
+'l M, P
Villager. Outcast, Solclier
Skills: 6 pts: Trapper, Stealthy, Tracking, Cooking, Haggling, Taxidermy Traits: 1 pt: Foul Smelling
- Peddler
5 yrs
10
+1 M
Villager, Sero., City; Outcast
Skills: 7 pts: Mending, Sing, Haggling, Cl1a11dler, Persuasion, lnconspicuous, Falsehood Traits: 2 pts: Blank Stare, Glib, Eidetic Memory
Eigler
'15 yrs
5
+1 M
Villager, Outcast
Skills: 6 pts: Observation, Persuasion, Ugly Truth, Peasant-wise, Local History Traits: 1 pt: Crotchety Requires: The cl1aracter must have at least four LPs and start the game over 50 years old. Inlgur
5 yrs
10
+1 M
Seroiturle, Outcast
Skills: ’-l pts: Astrology, Sorcery, Falsehood, Ugly Truth, Omen—wise
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Traits: 2 pts: Disturbed, Dreamer, Cassandra, Touch of Ages Requires: Midwife, Country “life or must be female a11d character has no n1o1'e than three lifepaths total.
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llinerant Priest
6 yrs
8
+1 M
Villager; Outcast, City, Religious
Skills: 7 pts: Oratory, Suasion, Chandler, Riding, Write, Read, Doctrine
.-_ M
Traits: 2 pts: Dusty, Faithful Requires: any Acolyte LP from any setting Recluse Wizard
I5 yrs
28
+1 M
Outcast, Villager; City, Court
Skills: 7 pts: Astrology, Alchemy, Enchanting, Illuminations, Ancient History, Obscure History
Traits: 2 pts: Batshit, Gifted - 1;-'.;=
Requires: a previous lifepath that contains the Sorcery skill
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Religious
_Skills: 2 pts: Child—Rearing, Cooking; also, see note below Trails: 1 pt: — Note: A player who takes the Country \Vife lifepath may also choose her
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husband°s lifepath from the Peasant setting a11d may choose from his skills: She gets l1alf of his skill points, rounded dow11. She also receives
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3
+1 P
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Tr arts 1 pt Bad Egg, Good f01 Notlnng, Fleet of Foot
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Slulls 4 pts Inconsplcuous, Consplcuous, Ugly T1 nth, V111:-Age Secl ets w1se
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2 yrs
ii
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Religious. Servitacle, City
Skills: 5 pts: Religions Bnrnor—wise, Boa£l—Wise, Shrine-wise, Al1ns—Wise, Relic-Wise, Doctrine Traits: 2 pts: Collector Uorlseripl
I yr
5
—
Semitiirle, Soltlier, Outcast
Slcills: 2 pts: Foraging, Baggage Train-wise Traits: 1 pt: Hide before Battle
Groom
4 yrs
7
——-
Peasant, Cit-y Dweller, Soldier
Slrills: ‘i pts: Animal Husbandry, Riding, Mending, Horse—wise, Boad—wise Traits: 1 pt: ———' ii'lIllIl€l’
4 yrs
6
+1 P
City Dzaeller, Peasant, Soldier
Skills: 3 pts: Streetwise, lnconspicuous, Shortcut-wise Trails: 1 pt: Skinny, Fleet of Foot
Villaige Peddler
5 yrs
10
+1 M
Peasant, Sern, CityDweller, Outcast
Sltills: 7 pts: Mending, Sing, Haggling, Chandler, Persuasion, lnconspicuous, Falsehood Traits: 2 pts: Odd
Sli0_pl£ee[!er
0 yrs
15
—-
City Dweller, Peasant
Skills: 5 pts: Haggling, ing, OlJservati0n, Me1'cl1ant—wise Traits: 1 pt: ——-
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Glerk
4 yrs
9
-—
Cit-y Dweller, Outcast, Soldier
Skills: 4 pts: Bureaucracy, Write, Read, Gontraet—wise Traits: 1 pt: Cramped Hands, Mind for Small Details Sailor
5 yrs
5
+1 P
Soldiei; City, Peasant, Se-rv., Sea.
Sk:'lls: 6 pts: Rigging, Knots, Brawling, Mending, Sing, Fishing .-. A__
Trails: 1 pt: Superstitions, Sea Legs
.1
Laborer
‘-1 yrs
‘-1
+1 P
Soldier, Outcast, Seru., Peasant
Skills: 2 pts: Ditch Digging, Latrine-wise Traits: 2 pts: Callonsed, Starved, Broken, Hardened, Numb
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Miner
3 yrs
7
+1 P
Soldier; Outcast, Sam, Peasant
Sltills: 2 pts: Mining, Cave-In-Wise Traits: 3 pts: Black Lung, Drunk, Superstitions Requires: Laborer, Conscript, Farmer or Foot Soldier
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Taskniaster
6 yrs
15
—-
City Dweller, Outcast, Soldier
Sltills: 5 pts: lntirnidation, Brawling, Sing, Conspicuous, Lazy Bastard—wise Traits: 1 pt: Hard Hearted, Mean, Barker, Booming Voice
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3 yrs
5
+1 M
Any emeepi. Noble
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Slrills: 4 pts: Soothing Platitudes, Ugly T1'11tl1, Cnstomerewise, Sleight of Hand
as]/y
Traits: 2 pts: Choose 1stt1‘ait: ExtremelyBitter, Ugly, Drop Dead Gorgeous, Buxom I Hosicller
0 yrs
15
-4
City; Peasant
Slfills: 5 pts: Cooking, Mending, ing, Soothing Platitudes, Guest—wise Trails: 1 pt: Fixed Smile, Gossip
Restrictions: may 11ot be the eharacter’s second lifepath Yillage Guard
3 yrs
7
+1 P
Soldier, City; Peasant, Se:-::£tu.rle
Skills: 4 pts: Appropriate Weapons, Intimidation, Brawling, Graft—wise, Village-wise, Guard-wise Traits: 1 pt:Tl1ng
Village Sergeant 5 yrs
9
+1 MlP
Soldier, Servitucle, Noble Court
Slcills: 6 pts: Command, Intimidation, Field Dressing, Appropriate \Veapons, Shield Trainingl, Armor T1‘aini11g"‘, Brihe—wise, Wlealthy-wise Traits: 1 pt: Cverworked, Underpaid Requires: Village Guard, Squire, Freehooter, Sergeant—at—Arms or Man-
at-Arms U01‘-rllpt Sergeallt Syrs
12
+1 Ml P
Soldier, Servitacle, Noble Court
Skills: 6 pts: Intimidation, Appropriate Weapons, Shield Trainingi, Armor Trainingi, Bril)e—wise, \Vealthy~wise, Criminal—wise Traits: 1 pt: Predatory Requires: Village Guard, Squire, Freehooter, Sergeant—at-Arms or Manat—Arn1s
dig
f Tailor
5 yrs
12
——-~
,-ails,
Cit_y'Da:elle:; Peasant
1
Skills: 5 pts: Sewing, Embroidery, Clothing—Wise Traits: 1 pt:F1'ippery
Tax G-olleetor
5 yrs
15
+1 M
City Duieller, Peasant, Outcast
lttri
Skills: 4 pts: Intimidation, ing, Haggling, Persuasion Traits: 1 pt: Hard Hearted, Manhnnter
"Te ll? ii
Requires: may not he the characterls second lifepath
iliolililer
B yrs
2'0
—
City Dweller; Peasant, Soldier
1",-.-J:-t mi, f,_ .
Sltills: 4 pts: Cobbler, Shoe-Wise, Feet-wise, Leather-Wise, Nail-wise Traits: 1 pt: Comfortable Shoes
.
*’+‘ts’i+ tan’:
Requires: Apprentice ’ Farrier
_
5 yrs
12
~—
is
Peasant, Soldier, CityDweller
l E.
Sltills: 4 pts: Blacksmith, Animal Husbandry, Horse~wise, Haggling
I
Traits: 1 pt: A Bit Deaf
'
.
ti “ I. |,;-
Requires: Apprentice
,»: 1
sits» ., ,
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-re
“eve
¢%
“Wm Pmiw‘SA. ‘W2’ "mu “K. M ¢¥<’-
mas,“
as lira are
' Blliellel‘
yrs
-—
City Peasant, Outcast
Skills 4 pts Bntcl1e1 y, Cooking, Guts-wise, Anatomy Traits 2 pts P1 omment Seal, Tl11ck Skin, Stinky, Mutterlng
llnrller
-——
City; Peasant, Outcast
Skills 5 pts Bloodlettmg, Anatomy Apothecal y, V1llage—w1se, Gossip-wise Traits 1 pt Agieeable, Seemingly Concei 11ed Brewer
8
s
5
-——
Calf}, Peasant, Noble Court
Skills 4 pts B1ewe1, M1lle1, G1a1n wise, B1 ew—w1se T: alts 1 pt Becks of Alcohol Ruddy Complexion
A901;-is
1 1 s
10
+1 M
Peasant, Sermtude, Cu‘), R6ltgt0Ll8
Skills 6 pts Docti 111e, B111 eauc1 acy, W1 1te, Bead, Ritual Religions H1sto1 y, Temple-wise Traits 2pts Tonsuied E311) Bisel Bioken Pe1fectP1tch lihllejl lcoly-lc
(1 yrs
-——
Outcast, S0ltlIBI, Peasant
Skills 4 pts Te1nple—w1se, D11 ty Seci ets-wise, Doctime, Religious H1sto1y
T: arts 2 pts B1tte1 Village Priest
8 yrs
15
+1 M
Anyezcepz‘ Noble anclN0ble Cour t
Skills 5 pts O1 atoi y, Snas1o11, Symhology Traits 2 pts Vested Devout, Faithful Requu es Acolyte
llenal l'ries1
tit;
ages
20
+1 M
Any except Noble and Noble Court
T: arts 2 pts Venal Vested
_t€;;f'2'l
'~.;§,§'-.-l‘ '
‘I w 1:1
Skills 6 pts P61SL1ElS10I1, Soothing Platitudes, Falsehood Requu es Acolyte, Cleik, Student o1 any Religious setting lifepath Apprenllee
Q
7 yis
+ P
Cit}, Peasant, Soldier, Sea at mg
Skills 6 pts Me11d111g, Blacksmith Caipenti y, Tannei, Pottei, Coopei
t”
T: ails 2 pts B1 oken In Back—B1eak1ng Lal)o1
Jonmeyman
6 yrs
15
+1 M/P
Ctl), Peasant, S0lCltBI, Sea armg
Skills 5 pts Haggling, Appraisal \V11te, Bead T: ails 1 pt Made Man, Geometiic
re “
Requu es App1ent1ce Tlnlh lhel
Pt'e§%ase-as$*, are 1'- ‘."-t-a*s i§ 455e, '-‘E.-' -. I11
V15
20
+1 M
Fabi 1c—W1se, M1ne1al—W1se T: ails 1 pt Man) -Coloi ed Hands
Requn es Appi e11t1ce
g re "I
108i,
Clli) Dweller Peasant
Skills 6 pts Cloth Dye111g, Dye Maiiufactuie ing, Haggling,
\
E
ii’ts ~:e
ii 1?“ll
-,_1;, 1 til,
iii
Lrfépaths llowycr
-
6 yrs
15
-——
,.
Soldier, Outcast, Peasant
Skills: 4 pts: Bowyer, Fletcher, Mending, Bow, BoW—Wise
H111/"Q
Traits: 1 pt: -—— Hequires: Apprentice, Huntsman,'Fo1'ester or Archer iM_:.-aster Graflsman 1.0 yrs
30
+1 M, P
City Dweller, Soldier
Skills: 6 pts: Craftsman-wise, Artisan-wise, Materials—wise, Tools-wise; 3 pts: General Traits: 1 pt: Perfectionist, Early Riser, Stubborn, Healthy Requires: ]ou rney ma n
I ¥i'nl_1_1en
10 yrs
40
+1 M
Noble Court, Peasant, Fillager
Slcills: 4 pts: Vintner, Wine Tasting, Estate Management, G1'ape—wise Traits: 1 pt: Patient, Lugubrious Restrictions: n1ay not be the cha1'acter°s second lifepath _i iipiarisi
8 yrs
20
+1 M
Cit)/Dweller. Peasant-. Noble Court
Skills: ‘i pts: Insect Husbandry, Carpentry, Firebuilding, Honey~Wise Traits: 2 pts: Stung Once (Once), Beespeaker _ Mining Engineer 8 yrs
15
+1 M
City Dweller, Noble Court, Soldier
Skills: 5 pts: Prospecting, Engineer, Ore-Wise, Rock-Wise, Command
Traits: 1 pt: Grim, Agoraphobic, Deep Sense Requires: Apprentice, Miner, Student or Journeyman 5 Town Official
5 yrs
25
+1 M
City Dweller, Outcast, Soldier
Skills: 8 pts: Rule of Law, Persuasion, Etiquette, Interrogation, Falsehood,
|;%_,%’ 1 ._,|§ ,_|:,,.
Town-wise
,|
T,--ails: 1 pt: Pragmatic Requires: Clerk, Priest or Student Q l1'_1_eI'e|l3lli
T yrs
30
§
. { g
+1 M
City Dweller; Outcast, Seafaring
(Pg |"jF
1"” F’-I-'-:3’
Skills: 6 pts: ing, Persuasion, Falsehood, Haggling, Wholesale-wise, Lancllord—wise
.1“
Traits: 1 pt: Distracted Requires: ant, Sea Captain, Shopkeeper, Smuggler, Fence, Vintner . or Chamberlain
‘ Yillagewife
8 yrs
5
+1 M, P
Religious, City Dweller, Se-rvitude
M “.-' * igh "T
__:§;-n!§;,§-
Slrills: 2 pts: Child—Rea1‘ing, Cooking; also, see note below
all J
Traits: 1 pt: — lVofe: Players who take the Village “life lifepath may also choose their husbanc1’s lifepath from the Villager setting. The Village \Vife may choose
- '1'
from her hushand’s sl(ills—she gets half of his skill points, rounded
‘ ag
c1oWn—and she gets half of her husband’s Resources. 1‘ This is a training skill. It costs 2 pts to open and may not be aclvallcecl.
1-:
.
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City Dweller Setting Li[epathrM___'l‘ime__11es_Stat_[Leads City Born
12 yrs
10
-—
7
+1 P
_
Servitude, Court, Noble, Outcast
Skills: 4 pts: General Traits: 1 pt: — ._ |ll1n||e1'
'3 yrs
Villager, Soldier
Skills: 3 pts: Streetwise, lnconspicuous
Traits: '1 pl: — ; Urchin
2-yrs
4
—
Outcast, Servitude, Village
Skills: 5 pts: lnconspicuous, Falsehood, Streetwise, Stealthy Traits: 1 pt: Siclrly, Fleet of Foot, Unheeded
Requirements: if taken, must be second or third lifepath - Beggar!
5 -yrs
4
~—
Outcast, Servitude, Village
Skills: 6 pts: City—wise, City Gua1'd—wise, Wealth-wise, lnconspicuous, Persuasion, Falsehood Traits: 1 pt: Lame, Downtrodden, Hurt, Broken
Eourier
4 yrs
8
+1 M
Villager, Soldier
Skills: ‘i pts: Riding, Streetwise, Countryside—wise Traits: 1 pt: —
l.-al|_oret=
sf
=1 yrs
rt
+1 P
Soldier, Outcast, Sera, Peasant
Skills: 2 pts: Ditch Digging, Hauling Trails: 2 pts: Drunk, Mind-Nnmbing \Vork
F’ _. . 1"‘i;'1,_ -
Pilgrim
2 yrs
3
+1 M
Religious, Seruitude, Villager
Skills: 4 pts: Religious Diatribe, City-wise, Shrine—Wise, Doctrine
' ‘T3F*'-‘"3
Traits: 2 pts: Tall Tale Teller, Stinky
Groom
11 yrs
5
+1 P
Peasant, Villager, Soldier
Skills: 6 pts: Road-wise, Driving, Riding, Animal Husbandry, Mending,
_
:’
ass
City—Wise, Traveler-Wise Trails: 1 pt: Peripatetic lljllelist
4 yrs
8
+1 P
Soldier, Outcast, Servitucle
Skills: 7 pts: Sword, Brawling, Two-Fisted Fighting Trainingi, Streetwise, Haggling, Conspicuous, Trial by Combat—Wise Traits: 1 pt: Mercenary, Cold—Blooded, Fearless
_. n
Requires: Squire 01' any Outcast or Soldier lifepath, 01' any guard lifepath Coin Clipper
6 yrs
1.5
+1 M
Outcast, Noble Court
Skills: 5 pts: Streetwise, Forgery, Falsehood, lntimidation, Counterfeiting Coin—Wise Traits: 1 pt: Light Sleeper
l"1e’t,»,-,-9 . ,1 as 110
P t»
.-.=-iH-"':..
_
_-. H‘4
I
1"
ts
Lifépatlzs
.g_., 1,‘1%
Pickpocket
.
4 yrs
8
+1 1’
Outcast, Villager, Seruitude
5
Skills: 5 pts: lnconspicuous, Streetwise, Sleight of Hand, Crowd—wise Traits: 1 pt: Plain Face ; Street Thug
3 yrs
l 5
+1 I.’
Outcast, Servitude, Soldier
Skills: 5 pts: Brawling, Intimidation, Streetwise, Darkened Streets-Wise Traits: 1 pt: Cruel, Street Smart Criminal
5 yrs
10
+1 Ml P
Outcast, Villager, Soldier
Skills: 6 pts: lnconspicuous, Streetwise, Intimidation, Knives, Climbing Traits: 2 pts: Cynical, Poker Face, Rainman, Alert Confidence ltlall
4 yrs
12
-—
Outcast, Soldier; Villager
Skills: 5 pts: Falsehood, lnconspicuous, Disguise, Persuasion, Grift—wise Traits: 1 pt: — lg City Petldler
5 yrs
10
—
Villagen Seru, Peasant, Outcast
Skills: 7 pts: Mending, Sing, Haggling, Chandler, Persuasion, lnconspicuous, Falsehood Traits: 1 pt: The Story 2 Sailor
5 yrs
5
+1 P
Soldier, Sea:/aring, Peasant, Seru.
Skills: 5 pts: Rigging, Knots, Brawling, Mending, Sing, Gambling Traits: 1 pt: Superstitions, Sea Legs
Student
4 yrs
5
+1 M
Anyearcept Noble
Skills: 11 pts: \1l1'ite, Read, Philosophy, Rule of Law, History, Symbology, Anatomy, Astrology, l11conspicuous, Streetwise, City—Wise Traits: 3 pts: Rabble Ro, Drunk, Geometric
iialiylnede
5 yrs
15
—
Outcast, Servitude, Court
Skills: 5 pts: Fashion-wise, lnconspicuous, Conspicuous, Soothing Platitudes Traits: 2 pts: Catamite, Flamboyant, Comely, Sharp Dresser Dilcttante
3 yrs
8
+1 M
.~''-~=-1' -==a_: =~..§*.__,i,l-»*1
Villager, Court, Outcast
Skills: Ll pts: S0rcery—Wise, Obscure History, Falsehood Traits: l pt: Superstitions, Entropic, Cipher ',).,,:,_.-,%,_l$§
Neophyte Sorcerer" 6 yrs
12
+1 M
Villager; Peasant, Outcast, Sew.
Skills: 6 pts: Write, Read, Research, Symbology, Great Masters-Wise
§‘ssl§1}ii -4
Traits: 1 pt: Extremely Respectful of One°s Betters, Bitter, Gifted
Temple Acolyte
5 yrs
'10
+1 M
Peasant, Outcast, Sera, Religious
‘5l‘¢% it
it t
Skills: 5 pts: Doctrine, Bureaucracy, llllrite, Read, Ten1ple—Wise Traits: 1 pt: Believer, Tonsured, Faithful
Sculptor
5 yrs
8
+1 M/P
Outcast, Peasant, Noble Court
Skills: 6 pts: Sculpture, Mason, BlElCl(SI1111l1, Carpe11t1'y, Stone-wise Traits: 2 pts: ionate -—" _" _-.
at
l-VT .-;-:37:
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s=_ _ _
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1'
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. ---
§ Painter
5 yrs
5
+1 MlP
Outcast, Peasant, Noble Court
Skills: 5 pts: Painting, Illuminations, Anatomy, Paint-wise Traits: 2 pts: Odd, Perspective, Greater Muse I Gonlposer
4 yrs
5
+1 M
Outcast, Peasant, Noble Court
Skills: 5 pts: Music Composition, Poetry, Sing, Musical Instrument Traits: 2 pts: Esoteric, Remote llramaturge
4 yrs
5
+1 M
‘Outcast, Peasant, Noble Court
Skills: 5 pts: Playwright, Composition, Write, Drama-wise Traits: 1 pt: Other Life
Performer
3 yrs
5
+1 M
Village!-', Outcast, Soldier
Skills: 6 pts: Acting, Persuasion, Sing, Falsehood, Conspicuous, Sleight of Hand, Musical Instrument
Traits: 2 pts: Colorful 1 Tinlierer
T yrs
8
+1. M
Villager; Peasant, Outcast
Skills: 5 pts: Mending, Scavenging, .Iunk—wise Traits: 2 pts: — _Goa_l Man
‘:1 yrs
5
—
Sero., Peasant, Outcast, Soldier
Skills: ‘1 pts: Firebuilding, Streetwise, Charcoal—wise, Haggling Traits: 2 pts: Hacking Cough I Seamstress
Q, iii
5 yrs
1'0
—
Villager, Peasant
Skills: 4 pts: Sewing, Embroidery, Clothing-wise, Fashion—wise Traits: 1 pt: Fretful, Sharp Dresser
2 B_arkec_p
5 yrs
'15
—-
Villager, Peasant
Skills: '1 pts: Drink-wise, Drunk-wise, Persuasion Traits: 1 pt: Good Listener
no _ 1.1-
,1”?
Shopkeepcr
6 yrs
16
+1 M
Villager, Peasant
Skills: *1 pts: Merchant—wise, Haggling, ing, Observation
Traits: —
‘\-
i Baker
6 yrs
1,0
—
Villager, Peasant
Skills: 5 pts: Baking, Cooking, Daily Bread-wise, Sweet Tooth-wise Traits: 1 pt: Flou1'y
2 Alewife -rl
6 yrs
12
+1 P
Skills: 5 pts: Brewer, Mending, Drinking, istration, _ Drunk Husband~wise
-u
Traits: 1 pt: Domineering Presence Restrictions: Character must be female. -n.
§ia. élgip L;4$I__||-;_ ‘I_,_i_.-1-II L ‘IL }
112
Noble Court, Peasant, Villager
5 .-ss,a,s=.@;,~ ‘=31.' _ ~...."--" £3--.-at-e:,is)3-r"-r-=-,,;.tu e "--- 1"‘
-—.~-,-. ._,
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Lifepaths
'rriV
q.m\-"'I-'-._L__-"_. -"
Conner
.
6 yrs
12
—
Noble Court, Peasant, Villager
K $21
Skills: 5 pts: Brewer, Mending, Drinking, Cooper, Beer-wise
I3
Traits: 1 pt: Red Cheeks, Drunk =. Clerk
4 yrs
9
+1 M
Villager, Outcast, Soldier
Skills: *1 pts: Bureaucracy, \lV1'ite, Bead, ing, Bribe—wise, Pap erwork—Wise
Traits: 1 pt: — Scribe
_ 7 yrs
1O
+1 M
Villager, Peasant
Skills: 5 pts: Write, Illuminations, Read, Handwriting-Wise
Traits.- 1 pt: Near-Sighted, Cramped Hands Requirc.s': Student, Acolyte 01' Clerk 1 -ant
10 yrs
15
+1 M
Villager, Peasant
Slcills: 4 pts: ing, Bureauc1'acy, Write, Read, Lcdger—wise Traits: 1 pt: Bored Requires: Clerk, Young Lady or Student
_ Scholar
IO yrs
I5
+1 M
Villager, Outcast, Noble Court
Sl\'illS.' 11 pts: Read, Research, History, Philosophy, Symbology, Instruction, Ill111111I1El1I10l1S., Foreign Languages, Ancient Languages
Traits: 1 pt: Know It All, Bookworm Requires: Scribe, Tl1inke1', Archivist, Interpreter, Custodian, Bishop or any so1'cerous lifepath ilioncyleuiier
8 yrs
20
——
in
Villager; Peasant, Outcast
Skills: *1 pts: Currency—Wise, Haggling, ing
‘L
Traits: I pt: Pcnny—wise
3 Tax Collector
5 yrs
18
+1 M
Villager, Peasant, Outcast
Skills: 4 pts: Intimidation, ing, Haggling, Interrogation
|.
.
fii‘*E' ‘- l ,1;-_
T!'(Hl.S': 1 pt: Hard Hearted
1" V“ r‘.-_;_/
Re ricfions: may 11ot be the character°s second lifepath
5 Taskmaster
6 yrs
15
+1 MlP
W3
Villager, Outcast, Soldier
H i-,|,:I,,,,
" Slcills: 5 pts: Intinlidation, Brawling, Sing, Conspicuous, Laborer—wise
vs
--.-hr
|_
i
Traits: 1 pt: Intimidating, Dreadful
Resfricti0ns-_ may 11ot be the cl1a1'acter s second lifepath i Mercenary Captain 5 yrs
15
+1 Ml P
'_
J.
I’
Solclier, Seafaring, Outcclrt
'
Slcills: 6 pts: Pilot, Fat Merchant-wise, Sword, Clinlhing, Intimidation
Traits: 2 pts: Predatory
5‘-$35 .i '=’?“_‘l*'=’~ ‘E: Ft I ____?'-
Requires: Sailor, Pirate or Knight : City Guard
5 yrs
9
+1 P
Soldier, Outcast
Fpi
Slcills: 5 pts: Brawling, Intimidation, Drinking, Appropriate llleapons, Armori Traits: 1 pt: Dru11k
1
i=
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4 ‘ii gs wt’
'
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if.‘
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‘
§='i3*s
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12¢“
_
Sergeant-at Arms (1 yrs
+
Soldier; Outcast
Srl ills 6 pts Intiinrdatioii Appi opiiate Weapons, A1I1101l, Field Di essing Ti arts 1 pt Over worked Requii es any guard lifepath, Marine, F11 st Mate, Foot Soldier F1 eebootei, Squire, Man-at—A1 ms oi Cavali yman Guard Captain
6 yrs
15
+ M
Soldier, Oiitcast, Noble Coiirt
Slcills 6 pts Etiquette, Ridi1ig,Intin1idat1oi1, Command, Appi opiiate Weapons Traits 1 pt Exaspeiated Reqiiir es Knight Captain oi any sergeant ilpprcnllcc
'7 yrs
+
Villager, Peasant, Soldier, Sea
Sliills 6 pts Mending, Write, Read Hauling Di iving Ditch Digging Traits 2 pts Broken In, Back—Bieak1ng Lahoi
ppreiitiee Artisan S vis
+
Villager, SOlClI6I
Sliills Bpts Artisan-wise, Mason, any smith skill Caipenti§ Write, Read,la1gon
Traits 1 pt — Journeyman
6 vis
15
+1 MIP
Villager; Peasant, SOlCl(6I, Sea
SAIHS 7 pts Haggling, Appi aisal, Blacksniith, Caipentr}, Tanner, Potter Traits 1 pt Made Man, Geometric Requires Apprentice
* graver
rrs
+
Soldier, Noble Court
Sliills 4 pts Engi aving, Etching, laigon
Ti ails 1 pt Gentle but F11 in Heqmr es louineyinan Saddler
8 yrs
25
+1 Ml P
Villager Soldier, Coiirt
SIKIIIS 6 pts Saddler y, Tanner Sewing, Einliroidei y Mending, Mount—wise
Tr arts 1 pt -— Heqirir es loui neyinan riimorcr ‘H.
10 yrs
5
--—
Soldier, Court, Outcast
Sl ills 7 pts Swoi dsnian Wise, Blacksmith, Taiiriei, Armor er, Weaponsmitli Tr ails 1 pt Diligent Reqirir es loin neyinan Plumber
ris
2
+ LI
"‘r" m
i arts 1 pt A Touch of Madness Heqriii es Joni neynian
*.4_
i.
r;*l'ii%, _..
"Dr?
re
Noble Court Outcast
Sliills 5 pts Plumbing Engineer, Coppeismith, \VaterWo1lcs
in
__
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Locksmith
8 yrs
13
+‘1 M
Peasant, Villager
Skills: 4 pts: Locksmith, Haggling, Lock—Wise
WW 175 ‘=1:-'
Tr'aiz‘.5': 1 pt: Steady Hands Heqm'r'es: Journeyman Jeweler
9 yrs
20
—
Villager, Peasant
Skills: 5 pts: Jeweler, Lapidary, Appraisal, Haggling, Falsehood Traits: 1 pt: Guarded Reqiiires: Journeyman
Gaol “{Hl‘(lell
4 yrs
15
—
Outcast, Court, Soldier, Villager
Skills: 4 pts: istr'ation, Etiquette, GaoI—Wise, Everybody°s Innocent-Wise
Traits: 1 pt: — Requires: Born Noble, Merchant, Sergeant, Man—at-Arms or Judge lldvoiiate
6 yrs
25
+1 M
Outcast, Noble Court, Villager
Skills: 6 pts: Rule of Law, Bureaucracy, Persuasion, History, Rhetoric Tr'aits.' 1 pt: Shrewd Heqiii'i'es: Student or Young Lady
l)o'c1oi'
7 yrs
Z]
+1 M
Outcast, Noble Court, Villager
Skills: 6 pts: Anatomy, Apothecary, Bloodletting, Surgery, Soothing Platitudes
Trar'ts.- 2 pts: Frustrated Bequi'r'es: Student or Young Lady Physician
5 yi's_
15
+1 M
Noble Court, Solclier
Skills: 6 pts: Herbalism, Apothecary, Anatomy a Research 9 Hei'balist~wise
_ (ff;I
$-
T;-ails: 1 pt: —
ReqltlI'BS.' Midwife, Young Lad)’ or Student HOS[l1lal Warden 4 yrs
15
—
Outcast, SBi"I)lltiCl€, lleligious 11"‘:
Skills: 5 pts: istration, Beggar—wise, Vagrant—Wise, Leper—Wise
V41?}
Trails: 2 pts: Cyerworked, Generous, Venal, Hypochondriac
"lay; I .
Reqiiires: Any Noble, Noble Court or Religious lifepath
Banker
10 yrs
60
—
l
p__;_jJ
IH
Iii}?
Noble Court, Noble
Skills: 4 pts: ing, istration, Currency-wise; 2 pts: General
{i*""J-'%$’
Traits: 1 pt: Intense
, .1 . f . 1.1
.
ids
H€qIti'i'es: Merchant, Monc rlender, Steward, ant or Chamberlain ilhltcllanl
6 y. rs
30
+1 M
Villager‘, Peasant, Noble Court
QywF‘;
Skills: 6 pts: ing, Haggling, Supplier-wise, Lord—wisc, Peasant—wise
‘rt_ -n
0 i aits: —
T s
hr?
Requires: Master Craftsman, 1\'Iaster of Horses, Master of Hounds, Moneylender, Steward, Jeweler, Saddler, Arniorer, Cobbler, Courtier or Chamberlain
-
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32
+1 M P
Villager, Outcast Noble Court
Skills 6 pts Sorcery Enchanting Calligraphy
Traits 1 pt —— Requires Neophyte S01 cei ei A1 cane Devotee O1 Weather Witch
Ill :11 |'rii it
5 s is
-——
Aiiyercept Noble
Skills 8 pts Church Pohtics—wise, Doctrine, Oi atoiy, Suasion, Symbology Traits 2 pts Vested, Aloof, Impei rous, Strong—\1l1lled Requii es Religious Acolyte, Temple Acolyte, oi Military Order
lll e
r-1
U
+
I
Court, Villager
Skills 5 pts Rule of Law, Amer cement, C1 iminal-wise, Interrogation Traits 2 pts Crne1y,Quick—\Vitted Reqiiir es Town Official, Tax Collector Bailiff or Justiciar
Municipal Minrrler ‘i vrs
d.
+ M
Villager, Noble Court, Outcast
Skills 6 pts Pei suasion, Rule of Law, istration, O1 atory, Law wise, Minister-wise
Traits -— Reqiiii es Town Official, Scholar, P1 rest, Bishop Captain Sea Captain A1 tisan, Master Craftsman Knight, Courtier oi Master of Horses
Artisan
IO yrs
45
+1 M
Soldier Noble Court
Skills Q pts 1a1 gon, Mason, Engineer, A1 cliitect Traits 1 pt Self Confident
Requires Apprentice Artisan, Engineer or Master Craftsman Masler raltsman 11} yrs
45
+1 M P
Villager, Court Soldier
Skills 6 pts C1aftsman—w1se, Artisan-wise, Mate11als—w1se, Tools—w1se,
3 pts General
‘ii ~ "in- qt
Traits 2 pts Ambitious, Charismatic Requires Jour neyman and one of the following Locksmith, Plumb ei , Engi aver, Saddler Blacksmitli, A1 moier, Atilliator, Cobbler Bowyei or Taskmaster
ii
llisliop
12 '15
60
+ M
Court, Religious
Skills 5 pts Etiquette, Buieauci acy Ritual, Chu1ch—wise, C1ty—w1se
Traits 1 pt Holiei Requires Archpiiest, Canon, Steward Chamberlain oi the Your G1 ace ti art
Magnale
I
.~+rir-‘i i
yrs
75
+11
ray
Skills 6 pts rsti ation, Merchant-wise, Cou1t—w1sc, Co1nmod1t1es—wise, P11 ates wise, Bandit-wise, 1 pt Genei al Traits 2 pts Self-Satisfied Greedy Affinity for Business Requires Merchant or Master of Horses
by 'r=;;r-ri,-
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" $7’?
Lfepaths
1
GiIy_Wil'e
_
6 yrs
5
+1 M
Religious
'
ew
Skills: 2 pts: Child-Rearing, Hushand—wise, also, see note below
Traits: 1 pt: —
'
Note: A player who takes the City Wife lifepath may also choose l1er hushan(l’s lifepath from the City Dweller setting. The City “life may choose from her hushand°s skills—she gets half of his skill points, 1'0unded down—and she gets One quarter of her hushandls Resources. -1' This is a training skill. It costs 2 pts to open and may 11ot be advanced.
Noble Setting LiIepat]1?'l‘ime _lies_Siat
Leads
I Born Noble
/lny
3 yrs
15
——
_
Skills: 5 pts: General
Traits: 1 pt: Mark of Privilege, Your Lordship, Your Eminence, Your Grace liaslalzifl
6 yrs
15
+1 MlP
Outcast, Soldier, City, Religious
Skills: 4 pts: Family Secret—wise, Etiquette, Extortion Traits: 2 pts: Bastard, Bitter, Cynical, Happy-Go-Lucky Res ricfions: If chosen, this path must he the character’s second lifepath and may only be taken once.
Page
6 yrs
15
+'l P
Soldier, City; Servitude
Skills: 7 pts: Riding, Brawling, ‘Write, Bead, Sword, Etiquette
Traits: 1 pt; — Restrictions: If chosen, this path must he the character°s second lifepath
(ii, ~15;
and may o11ly he taken once.
Slude l
4 yrs
"IO
+'l M
"5. l“
City Dweller, Noble Court
»':_’.|-~=';ju
-5'ltills.- 8 pts: \Vrite, Bead, Rule of Law, Oratory, Doctrine, Etiquette Traits: 1pt: — é-Sqllir .
6 yrs
'15
+1 M, P
Soldier, Cit); Serv., Outcast
Skills: 9 pts: Sword, Mounted Combat Trainingi, Shield Trainingi, Armor
§,,_’n_p;;,¢a
Trainingi, Lance, Knives, Crossbow
Traits: 1 pt; —
, '|., .|.=,.,'i"t,=Q5=,f1'
Reqmres: Page or any Professional Soldier lifepath lircane Devotee
6 yrs
10
+'I M
City Dweller. Corzrt, Outcast
‘
"l
lI_1_.;_:r'
‘-I
Skills: 6 pts: Calligrapliy, Write, Read, Research, Symhology Trails: 2 pts: Base Humility, Gifted
. ll llgll-l.llS licnlile _5 FITS
10
+1 M
1"@1151
L
Cit?’ Dweller, Religious, Court
_4_
.
Skills: 6 pts: Doctrine, Bureaucracy, Write, Read, Etiquette
' I Ml ll ;,i*.iQi§
Trails: 2 pts: Tonsured, Faithful
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Mir l.»iies:u:.::¢:: ::i§i?.:: um: §¥faang_ljatly
19 yrs
20
+1 M
City Dweller; Court, Religious
Skills: 11 pts: \Vrite, Read, Etiquette, Astrology, Musical Instrument, Composition, Field Dressing, Apothecary, Doctrine
Traits: 2 pts: ——Rcstrictions: Young Lady may only be taken as the second or third LP for the character and it may only be taken once. linigllt
'_5 yrs
20
+1 P
Soldier, City", Outcast, Religious
Skills: 10 pts: Mounted Combat Trainingi, Shield Trainingi, Armor Trainingi, Appropriate Weapons, Intimidation, Hunting, Conspicuous Traits: 2 pts: Sworn Homage Requires: Squire or Cavalryman 1 litltly
5 yrs
25
+1 M
City. Outcast, Religious, Court
Skills: 11 pts: Etiquette, Estate Management, Persuasion, Seduction, lnconspicuous, Doctrine, Husband—wise, Estate—wise, Staff—wise, Court—wise
Traits: 1 pt: — Requires: Young Lady, Courtier, Knight or City Wife with Magnate or Bishop chosen as the husband°s lifep atl1
’ l.nr1l
7 yrs
50
+'l M
Soldier, Noble Court, City
Skills: 6 pts: Hunting, Dance, Sing, Falconry, Estate Management, 1 pt: General
Traits: 1 pt: —-
ttitl .
llrqtrirrs: Kuiglat or the Your Lor-ziship trait Dtllll
T yrs
'-11}
+1 M
City, Court, Outcast, Religious
Sliills: 3 pts: Estate Managc teut, Noble—wise; 2 pts: General Traits: 1 pt: — -..
I ‘}-,3
' A t.
Baron
B yrs
BU
+1 1"-HF
Court, Soldier
Si-cills: 1 pr: C-ante-t'al
.-Q.
T:~u:'fs: '1 pt: Noblcsse tlllulige, I-legal E:-ra ring, Pompous, Sharp Dresser, Callous
it
,_.:"r>
,
Haq:::':'s=-s: Baron requires Knight and the Your Lordship trait; or Magnate, ."rlastr~.r of l~l:1|'ses, St:~..w:1rd, l - rtl, Constable 01'.l1l5tiC1€l1‘.
' Viscount
65
+1 it-III‘
Court,- Soldier
Trait::: l pt: Noblessa Oblige, Regal Bea ring, Pompous, Sharp Dresser, Callous . Hcqtt'it‘t's: Knight and the Yotti" Eluitlence trait; or Magnate, Baro11,
3?: t. "r 1:;A
1rs
'3 yrs
Skllll t 1‘. pts: ’Ce1leraI
*t.‘-is-:,,,
,:l%:t""T-,
-
llcqtrires: Lady, City Wife with Magttate or Bishop as the l1usband’s LP or the Your Lordship trait
Curlatatblc or Justic:i:||'
cf—.z-3 s -'—‘
-
jig
‘
=-f"‘HE:
isiiti -
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Lzfepatlzs Count
_
10 yrs
TU
+'l M-/P
K $2:
Court, Soldier
Skills: 3 pts: General
:2
Traits: 1 pt: Noblesse Oblige, Regal Bearing, Pompous, Sharp Dresser, Callous Requires: Knight and the Your Eminence trait, or Magnate, Constable or lusticiar Duke
ll) yrs
Q0
+1 M/P
Court, Soldier
Skills: 3 pts: General
I
Traits: 1 pt: Noblesse Oblige, Regal Bearing, Pompous, Sharp Dresser, Callous
Requires: Dulce or Knight a11d the Your Grace trait Noble Prinee
10 yrs
100
+1 M/P
Court, Soldier
Skills: 4 pts: General Traits: 1 pt: Noblesse Oblige, Regal Bearing, Pompous, Sharp Dresser, Callous Requires: Duke or Knight and the Your Grace trait 'ritleetJl'll1e Blood *
60
—-~
Court, Soldier, Religious
Skills: 2 pts: General Traits: 2 pts: Born to be King, Noblesse Cblige, Regal Bearing, Pompous, Sharp Dresser, Callous Requires: the Your Grace trait and express permission from the GM a11d all players in the current game lVofes: Players may take the Prince of the Blood lifepath for any appropriate length of time, from 2 years to 20. Subject to GM approval, as above.
Noble Court Subsetting L1[epatl1m_' n1e. Bes__Stat a Minstrel
4 yrs
ll]
+1 M
__Leads
T
Ct'tyDtueller, Outcast, Villager
Skills: 5 pts: Poetry, Sing, Musical Instrument Traits: 1 pt: Recondite
Court Jester
5 yrs
10
—
Outcast, Seroitutle
Skills: 7 pts: Sing, Sleight of Hand, Climbing, Conspicuous, Throwing,
1!:
it
Ugly Truth Traits: 3 pts: Scapegoat, Aura of Innocence C0t'It‘l':lrliSl
6 yrs
15
—
Cit]-*'Dtuelle:; Outcast
Skills: 5 pts: Sculpture, Painting, Engraving, Seduction, Genius-wise Traits: 1 pt: Romantic Requires: Court Jester, Painter, Thinker, Scholar or Sculptor
Servant
6 yrs
7
—-
Outcast, Seruitude
I‘
Skills: 4 pts: lnconspicuous, Etiquette, Court Gossip—wise Traits: 2 pts: Veneer of Obedience, Lifting Heavy Things, Bored
I
5
E3-
t.-"-'1-'=»’7-=."1-.'1~. the r-“£1-.~',i‘'":1’ei'".'"1'—=-:“:-.1"r_-=,-"3~-"‘‘e*“=i-,;¢E:.'g-*1_£v§"--:'‘=*a'*.i"ltI'R-"%-
35>‘
m
Nurse
6 yrs
—-
Outcast, Ser rrrtude, Villager
Skills 5 pts Cl1rld—Rear mg, Etiquette, Court Gossip-wise, Field Dressing, Ch1ld—w1se
Tr arts 2 pts Maternal Groom
4 rrs
+
Ctl]/' Dweller, Villager, Solclrer
Skills 5 pts Animal Husbandry, Riding, Mending, Border-wise, Road-wrse Tr arts 1 pt —
Gardener
s
+
’
Ctlj Dweller Serrrrtucle
SkIllS 7 pts Plant wise, Flower -wise, Tree-wise, Pest wise, Herbalism Far mrng, Almanac Tr arts 2 pts Ear thy Snrell, Salt of the Earth, Down to Earth Affinity for Plants
orllrrcr
5 yrs
10
+1 M
Outcast, Serurtrrcle, Soldier
Sl lllS 5 pts Interrogation Torture, Anatomy Torture Devices-wise Tr arts 1 pt Unsavor y Man Forester
"l yrs
9
+1 MlP
Peasant, SOlCltGI, Villager, Outcast
Sktlls 8 pts Obser vatron, O1 renteerrng, For aging, S111 vrval, T1 ackrng, Trapper, Cudgel Staff Bow Poache1—wrse, Pa1k—w1se
Trarts 1 pt —Slntlent
rs
O
+ M
Crt3,NolJle Relrgrous
Skills 9 pts \Y1 rte, Read, Rule of Law, Oratory, Doctr me, Etiquette Tr arts 1 pt Dangerous, Geornetrrc Pa e
s
15
+
Soldier, Cu‘), Ser urtude, Noble
Skrlls 6 pts Rrdrng, B1 awhng, \V11te, Read, Sword
Tr arts 1 pt — Restr rctrous If chosen, tl11s path r11ust be the char acter°s second hfepath and may only be taken once r
an-at-Arms
yrs
+
Soldier, CtE_]'DlUBll€I, Outcast
Skills 8 pts Mounted Combat T1 arnrngl Shield Tr arnlngi Armor Trarnrngl, B1 awhng, Intrmrdatron, Etrquette, Appr oprrate Weapons
Tr arts 1 pt — Requrres Page, Squire or any P1 ofessronal Soldier lifepath t Falconer
5 yrs
10
+1 M/P
Peasant S lfltt-3!, Cit) Dweller
Skrlls 4 pts Falconry, Animal Husbandry, Huntlng
'srs’rs?‘-at.-~»=‘-.?t»a‘s"-t
T1‘? "P-'" 'l-‘Jr II. '*'----..‘ "-‘'5:--1'"-f1." '
Tr arts 2 pts Boastei, Weird Birdie Talk llnntsman
5 yrs
12
+1 M/1’
Peasant, Soldier
SklllS 8 pts Hunting, Animal Husbandry, For est—w1se, Stealthy Cooking, T1 ackrng, Orienteering, C1 ossbow
TJ(tllS 1 pt —
at.. - 1M E “ti :-‘iiiti its
6'
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T-K
:*
tFar it ri es
ti
iii
Llfepatlzs F Herald
-
4 yrs
1O
—
_ I-¢ 5|? . _- -41; .~
Soldz'er',Servi!1zde, Cz'£yDweller
Z E
Skills: -’:1 pts: Heraldry, Noble—wise Traits: 1 pt: Formalist, Rainman, Eidetic Memory Court Chef
5 yrs
14
+1 M
Outcast, City Dweller
Skills; 5 pts: Cooking, Sing, Herbalism, Falsehood
Trails: I pl: —— % Squire
5 yrs
14
+1 M, P
Soldier, City; Sena, Outcast, Noble
Skills: 9 pts: Sword, Armor Trainingi, Shield Trainingi, Lance, Brawling, Mounted Combati. Etiquette T:'ait.s'.- 1 pt: Pragmatic, Tough, Determined Requires: Corrupt Sergeant, Village Sergeant, Sergeant, Veteran, Page or Man-at-Arms 2 Young hady
9 yrs
25
+1 M
City Dweller; Noble, Religious
Skills: 10 pts: \Vrite, Read, Etiquette, Poetry, Astrology, Musical Instrument, Composition, Field Dressing, Apothecary, Court Gossip—Wise Traits: 1 pt: —Resh'icfi0ns.- Young Lady 111ay only be taken as the second or third lifep ath, a11d it may only be taken once. , Klliglll
6 yrs
20
+1 P
Solclier, Noble, Outcast
Skills: 11 pts: Conspicuous, Intimidation, Falconry, Mounted Combat Trainingi, Shield Trainingi, Armor Trainingi, Appropriate Weapons Traits: 1 pt: Sworn Homage, Sense of Entitlement (“I
Requires: Squire or Cavahymau § Courtier
5 yrs
15
+1 M
City Dwellc-3:; Outcast, Noble
Sliills: 8 pts: Etiquette, Observation, Persuasion, Seduction, lnconspicuous, Court Gossip—wise, Noble-Wise Traifs.- 2 pts: Rapier Wit
a~ Gorerness
3 yrs
12
rt‘ 1%;
—
Outcast, Servitude, Villager
1””-is9
Skills: 7 pts: Family—Wise, istration, Intimidation, Etiquette, Persuasion, Ugly Truth Trails: 1 pt: Dismissive, You Should Know Better than That! , Bitter
,_1,.+_.,.
Requir'es.- Nurse, Midwife, Lady or any Wile lifepath :_ fihaplain
5 yrs
18
+1 Ml P
Soldier, City, Religious, Servitude
Skills: 8 pts: Oratory, Doctrine, Riding, A1'mor Trainingi, Mounted Co111b at Trainingi, Shield Training", Appropriate weap 011s Traits: 1 pt: ——
ii?
Reqm'rcs.- Military Order or any priest lifepath
es» |\-.'l'
._ I.‘
1, , __?}-\,;r;r_~$~
_.
,
'1:
' - _,.":"=:;-i r“"' -1GU
2 Col1rlSol'-eerer
8 yrs
32
+1 M
Outcast, City Dweller
Skills: 7 pts: Etiquette, Falsehood, Astrology, Alchemy, Sorcery Traits: 1 pt: Inscrutable, Gifted, Second Sight Requires: Arcane Devotee, Rogue Wizard or Sorcerer
I ourl Lawyer
8 yrs
25
+1 M
City Dweller, Outcast, Religious
Skills: 6 pts: Etiquette, Oratory, Persuasion, Rule of Law, History Traits: 1 pt: Rhetorical, Evasive
Requires: Student or Advocate s Gollrf Doctor
3 yrs
20
+1 M
City Dweller, Outcast
Skills: 7 pts: Etiquette, Apothecary, Bloodletting, Surgery, Anatomy, Astrology, Falsehood Traits: 1 pt: Incomprehensible Diagnosis Requires: Student, Itinerant Monk, Cloistered Nun or Priest
%=Ch1'onicler
10 yrs
15
+1 M
City Dweller, Outcast, Villager
Skills: 6 pts: Composition, History, Etiquette, Illuminations, Obscure History Trails: 2 pts: Prone to Exaggeration, Flatterer, Denouncer, Cynical, Righteous Requires: Student, Custodian, Interpreter, Archivist or Young Lady Arm rer
7 yrs
25
+1 P
City Dweller, Solclier
Skills: 9 pts: Etching, Armo1'er, Blacksmith, Tanner, Sewing, Weaponsniitli
Traits: 1 pt: Proud Requires: Io urneyman
5"
J‘, " I es
I Milliaiol‘
IO yrs
30
+1 P
Soldier, CityDweller
Skills: 6 pts: Atilliato1', Carpentry, Carving Trai1‘s:1 pt: Professionally Diligent
1-i
Requires: Journeyman : Court Priest
6 yrs
20
+1 M
Outcast, City Dweller, Religious
Skills: 5 pts: Etiquette, History, Symbology, Doctrine, Persuasion
I’
Traits: 2 pts: Royal Favorite, Faithful Requires: Chaplain, Priest or Religious Acolyte Steward
7 yrs
15
+1 M
City; Noble, Outcast, Religious
Skills: 6 pts: Estate Management, ing, Observation, Manor-wise Traits: 1 pt: -— Requires: Town Official, Municipal Minister, Iudge, Court Lawyer, Court
-1.
Doctor, Governess, Young Lady, Magnate 01' Lord -.-
Masiemfllnrses 8 yrs
40
-—
City Dweller, Soldier
Skills: 4 pts: Horse Husbandry, Appraisal, Horse-wise Traits: 1 pt: Love of the Horse, Low Speech, Affinity for Horses Requires: Captain, Baron, Saddler, Merchant or Magnate '-I
T‘ -FT‘ 7'1'-"L1-; ""Iu-"'\‘-I_-" _ 1
182
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is‘? '
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'‘I-I
Ljfepatbs Master oilloumls ‘i yrs
20
—-
Cit_-y" Dweller, Soldier
Z s
Skills: 7 pts: Dog Husbandry, Dog—wise, Hunting, Instruction, Mimicry Traits: I pt: Dog Lover, Pigpen, Emotional, I1'on Stomach Requires: Captain, Baron, Saddler, Merchant or Magnate Hostage
6 yrs
*
——-
City, Noble. Soldier, Religious
Skills: 4 pts: Etiquette, Court-wise, Foreign Languages, Foreign History Traits: 1 pt: Homesick, Bored, Darling of the Court Requires: any lifepath from the Noble setting
Note: *Hostage gives resource points equal to half of the character°s previous lifepath. Ba-11111‘
‘1 yrs
'15
+1 Ml P
City Dweller, Soldier; Outcast
Skills: 7 pts: Intimidation, Interrogation, Rule of Law, Outlaw-wise,
Village—wise, City~wise, Tax—wise Traits: 1 pt: Nose for Trouble
Requires: Knight or the Your Lordship trait .1lIstisi l'
5 yrs
15
+1 M-lP
City, Soldier‘, Religious, Outcast
Skills: 6 pts: Rule of Law, Amercement, Interrogation, Crin1inal—\vise, Circuit-wise Trails: 1 pt: Stern Demeanor, Amenable to Other Options Requires: Judge, Captain, Bailiff or Lord
Coroner
6 yrs
15
—-
City Dweller, Solclier
Skills: 5 pts: Rule of Law, Anatomy, \I/rit—wise, Observation Trails: 1 pt: Hard Hearted, Seen It All
rt
'1
Requires: Steward, Town Official, Municipal Minister, Judge, Court
Lawyer, Court Doctor, Magnate or Lord Constable
6 yrs
50
+'1 M
,' ‘i City Dweller; Soltlier. Outcast
1 ‘1
171$‘~=='isJ
Skills: 5 pts: Command, Heraldry, Logistics, Kingdom-wise, Obligation—wise, Soldier-wise, Cavalry~wise Traits: 1 pt: \Veight of the \Vorl(l
'~>- “’.~ ,-**
Requires: Captain, Baron, Viscount, Count, Duke or Prince
Treasurer
7 yrs
4:5
~—
J14-*’r%I"' I I57;-in
CityDweller, Soldier, Religious
:3?. .§svi~\vi
Skills: 5 pts: ing, Estate Management, Tax-wise, Debt-wise
gs L
Traits: 1 pt: Pecunious, Lavish Taste
Requires: Steward, Town Official, Municipal Minister, Iudge, Court Lawyer, Court Doctor, Magnate, Baron, Bishop, Viscount, Count or Duke '
r
--F; -2
.
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S94:
‘Rm
es,
hr
“K2
7 yrs
30
+1 M
City Dweller, Soldier, Religious
Skills: 5 pts: Soothing Platitudes, Persuasion, Ugly Truth; 1 pt: General
Traits: 1 pt: -Requires: Scholar, Steward, Town Official, Municipal Minister, Judge, Court Lawyer, Court Doctor, Magnate, Baron, Bishop, Viscount, Count or Duke
Ai;1vis0rt'0llie_C0url §
1_Olyr +1 M/P
Any
Skills: 1 pt: General per year of tenure Traits: 1 pt: -—-
Requires: Thinker, Captain, Sea Captain, Magnate, Master Craftsman, Artisan, Bishop, Rogue 11/izard, Mad Summoner, Heretic Priest, Dame, Baron, Viscount, Count, Duke or Prince § This lifepath can be one to three years long, player chooses tenure. Character earns 1 general skill point and 10 resource points per year. The stat and trait points are earned once. 1‘ This is a training skill. lt costs 2 pts to open and may not be advanced.
Religious Subsetting Ll'1£ipa[ll'
|lllIIr":
Res
Still
Leads -
I Castrati
7 y-rs
15
+1 M
Outcast, Noble Cou-rt
Skills: 7 pts: Sing, Persuasion, Falsehood, Etiquette, istration, Rule of Law Traits: 3 pts: Eunuch, Scheming Hill
I Earitoner
5 yrs
12
——
Peasant, City; Villager; Outcast
r" F1, 9,4"! Q,
. _ . . . . . Skills: 5 pts: Pei suasion, Falsehood, Intimidation, Doctrine
_ If If1-‘II lg) ll
Traits: 1 pt: Pardoner, Corrupt
Z Zealous Convert
4 yrs
10
——
Outcast, Peasant, Servitude, Court
1
Skills: ‘1 pts: Religious Diatribe, Doctrine, Rhetoric I '
1-'l
.1 6%,
-,,., Fr,-,. : fr’?
Traits: 3 pts: Infallible Religious Logic, Righteous, Firm, Demagogue
Military Order
3 yrs
7
+1 M, P
Anyetrcept Peasant
‘ ' Skills: 5 pts: Doctrine, Riding, Armor Training1, Appropriate V1/eapons Traits: 2 pts: Disciplined, Fanatical Devotion, Sworn to the Order
1* —Iti’ ;_.,_
-
Requires: Knight of a Holy Military Order requires Squire, Knight or any I
lifepath from the Professional Soldier setting
Grave Digger
sir. - »r
5:"1}-§J‘ ".T-e»1‘: ' "
'\\.';-"BE-E‘
1
G .-_»
i\j_."'i-\ 1,:
"1_yl‘S
6
-—
Outcast, Sercitude, Cit-y‘, Villager
Skills: 41 pts: Digging, Grave-wise, Cenietery-wise ' Traits: 2 pt: Superstitions, Burial Rites
Porter
3 yrs
5
——
Outcast, Villager, Peasant
Skills: 4 pts: Temple -wise, Priest-wise, \Vo1'sl1ipper*wise, Chur eh Treasure-wise Trails: 1 pt: Keys to the Church, Familiar Face
,i1>'l§';f”¢
are
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R
Lzfepatlls _- Nmany
_
‘E yrs
'15
--——
City Dweller, Outcast, Court
%,";;,'|~ll
5
Skills: ‘I pts: Rule of Law, Bureaucracy, Church Law, Bribe-wise Traits: 1 pI.: —Reqaires: Clerk, Young Lady or Student : Gusioilian
5 yrs
10
+1 M
CityDw_eller. Qatcast
Skills: 7 pts: Relic—wise, Observation, Obscure History, Religious I listory, Folklore, Saint—Wise
i
Traits: 2 pts: Strange, Erudite, Obsessed, Arcane Requires: Student, Young Lady, Cloistered Monk/Nun, Temple Acolyte, Inquisitor, Exorcist or Theologian ' lnlcrpreier
5 yrs
'10
—-
C'it_}~*Dweller, Court, Villager
Skills: 7 pts: Read, Ancient Languages, Instruction, Write, Doctrine, Foreign Languages Traits: 2 pts: Ink—Stained Hands, Condescending Requires: Student, Young Lady, Temple Acolyte, Exorcist or Theologian "Archivist
7 yrs
3
+1 M
City Dweller, Villager, Court
Skills: 5 pts: Research, Library-wise, Ancient History, Symbology Traits: 1 pt: Myopic, Affinity for Books and Scrolls Requires: Student, Cloistered NunlMonk, Exorcist or Theologian £ llineranl Monk
6 yrs
6
—-
Peasant, Villager‘, Outcast
Skills: 7 pts: Doctrine, Suasion, Meditation, Begging, Ahns-Wise,
Streetwise, Road—wise
dig: ‘Flt,
Traits: 2 pts: Tonsured { Gloislereii un
10 yrs
12
—
Peasant, Outcast, Noble Court
Skills: 6 pts: Research, History, Meditation, Monastic Ritual, Vintner, Symbology Traits: 1 pt: Tonsured, Restless, Bored
Temple Acolyle
6 yrs
5
+1 M
City Dweller; Outcast, Soldier
Skills: '1 pts: Write, Read, Doctrine, Temple-Wise Traits: 1 pt: Tonsured, Ohedient, Faithful lfriest
5 yrs
18
+"1 M
Villager; Uatcast, Soldier, Court
Skills: 7 pts: Oratory, Suasion, Write, Read, Doctrine, Ritual, Symbology, Religious History Traits: 2 pts: Vested
:s-i%i:s,:2/¢~:= -#:=-&~~s~..*._<s?:—*E:.~@i;
Requires: Temple Acolyte or Religious Acolyte
A‘
4-
_..
-:..,_
s,-4?qr ' 1--fl
$1 1- A
>*'§>
3 Exorcist
6 yrs
ID
+ 1 M
Outcast, City, Court
Skills: 9 pts: Doctrine, Obscure History, Observation, Cl1urcl1 Law, Symbology, Demonology, Ancient Languages, Exorcist Rituall Traits: 2 pts: Skeptical, Haunted, Possessed, Lost Faith, Faithful Requires: Temple Priest, Itinerant Priest, Priest, Court Priest or Archivist
lm|||isiinr.
1} yr!
15
+1 M/P
Outcast, Soldier. City; Court
Skills: 6 pts: Doctrine, Interrogation, Torture, Heresy—Wise Traits: 2 pts: Suspicious, Merciless, Cold-Blooded, Righteous Requires: Temple Priest, Itinerant Priest, Priest, Court Priest, Judge or
lusticiar I Theologian"
‘IO yrs
9
+1 M
City Dweller, Villager, Court
Skills: 10 pts: Doctrine, Rhetoric, Philosophy, History, Religious History, Church Law, Obscure History, Read, Wlrite Traits: 2 pts: Learned, Insightful, Bookworm, Academic Requires: Scribe, Archivist, Court Lawyer, Advocate, Custodian, Interpreter, Priest 01' Bishop
Archpriest
5 yrs
25
+1 M/P
Cit_-y'Dwelle:; Outcast, Court
Skills: 10. pts: Oratory, Suasion, \Vrite, Read, Doctrine, History, Religious History, Ritual, Cl1urcl1—Wise, Parish-Wise, Tithe-Wise Traits: 2 pts: Imperious Demeanor Requires: Temple Priest, Itinerant Priest, Priest, Court Priest or Chaplain H?‘ .
I Eannn
'lU yrs
‘IE5
+1 MIP
City Dweller, Outcast, Court
Skills: 6 pts: Rule of Law, Clillrch Law, istration, Doctrine, Chu1'cl1-wise
, |:l
Tmits: 1 pt: Aullu::ritalivc
I
1": ti: I 1j,,1~)r
ltrqrrirrs: Archpriest, The=n|ogia1'| or Abbot
ihbliuihthhess
J"-- --T‘...
li-‘:§-1\l\|
"
—
,_
-
-10 yrs
I
+5
+1 M
..
CityDu:e_ller, Outcast, Court Q
n
|
n
-Skills: tr pts; Adniinistraticii, Aecountlng, Vintner, Wine Tasting, Royal Scc|'et-wise, Abliey-wise; 2 pts: General Tru:'!.~:.- 1 pt: — Requires: ltiucmtit Muillt, Cluistercrl Nun, Theologian or Vintner
. lllshap
3 yrs
45
-—
City; Outcast, Noble Court
.'§'kr'lls: '2' pts: lleligimls History, Intimidation, Ritual, Symbology, History,
._-.
[]l.\sr;1||'u I listury Traits: Q pts: D|::n1inee1'it1g Presence
Reqrrirn.-:: A1'r.l1|]riest, Baron, Viscount, Count, Duke or Prince and the -
‘:'n||r {1r:|r.e lrait ‘[' This is a training skill. It costs 2 pts to rr|1r.n u.| Ld may not be advanced.
H.
J":
1"".-
sA <=
T
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Lfepaths 1"
til‘
rofessionalSoldier Subsetting Li£epall1_ __ Time .Bes___Sta1 _ Leads: llunner
3 yrs
5
+1 P
:_
_
UH]/‘Q’
Villager, Peasant, Sem, Outcast
Skills: '1 pts: lnconspicuous, Stealthy, Sing Traits: 2 pts: Skinny, Fleet of Foot, Sprinter
llpprenticc
4 yrs
6
' +1 P
City Dweller, Peasant. Villager
Skills: 6 pts: Mending, Write, Read, Hauling, Driving, Ditch Digging Traits: 2 pts: Exhausted, Back-Breaking Labor Musician
3 yrs
5
+1 M
Villager, Peasant, Servitucle
Skills: 4 pts: Musical Instrument, Conspicuous, Riding Traits: 1 pt: ——-
Foet-Soltlier
3 yrs
6
+1 P
Outcast, Villager, Semitucle
Skills: 6 pts: Soldiering, Appropriate ‘Weapons, Shield Trainingi, Brawling, Foraging, Firebuilding Traits: 1 pt: —
:\rc11‘er
3 yrs
5
+1 1’
Outcast, lkillager, Servitucle
Skills: 5 pts: Bow, Fletcher, Brawling, Foraging, Firebuilding Traits: '1 pt: —
Crossbairmali
3 yrs
7
+1 P
Outcast, Villager, Sercitude
Skills: 5 pts: Crossbow, Fletcher, Brawling, Foraging, Firebuilding
Traits: 1 pt: -Sailor
5 yrs
5
+1 P
Sea, Outcast, Villager; Servitucle
Skills: 6 pts: Sea1na11ship, Rigging, Knots, Mending, Navigation, Knives, Sword Traits: 1 pt: lron Stomach, Sea Legs, Affinity for Rope Herald
3 yrs
7
+1 M
Villager, Servitucle, Noble Court
as
Skills: 4 pts: Oratory, Conspicuous, Riding, Heraldry, Bannerman—wise
Traits: 1 p1:—
"T MP: "1
Banucrmall
3 yrs
7
+1 P
Villager, Serviturle, Noble Court
Skills: 5 pts: Conspicuous, Riding, Appropriate Weapons, Armor Trainingi
gs-sir-‘§"'
Traits: 2 pts: Honored, Brutal, Aggressive Scout.
3 yrs
4
+1 P
.,E111+,‘\,l -L1,
Peasant, Servitucle, Outcast
Skills: 5 pts: Stealthy, Foraging, Orienteering, Appropriate lllleapons, Observation Traits: 1 pt: —
#’"l‘?%*l /-r'--"?*‘it- F’ r ts}? W-
'
as. =.;yF"’ El§‘=§f'ir.: -.,-1-
--1
i
|l
T
. Ser-g nl
5 yrs
8
+1 M/P
Villager, Sercitude, Noble Court
Skills: 6 pts: Intimidation, Command, Field Dressing, Appropriate \Veapons Traits: 1 pt: —— Requires: Squire, Village Guard, City Guard or Foot Soldier § Veteran
8 yrs
20
-—
Outcast, Court
Skills: 5 pts: S_oldier—wise, Soldiering, Campaign History, Tactics Traits: 2 pts: Stubborn, Maimed Requires: Sergeant, Sergeant—at-Arms, Knight, Military Order 01' Freebooter
"- Cavalryman
4 yrs
9
+1 P
Villager; Servitucle, Noble. Court
Skills: 10 pts: Riding, Mounted Combat Training", Armor Training", Shield Trainingi, App1'opriate Weapons, Horse—wise, Haggling Traits: 1 pt: -— Requires: a prior lifepath having to do with ho1'ses—Knight, Squire, Groom, Master of Horses, etc. Jollrncyman
5 yrs
15
+1 M/P
Villager, Peasant, Outcast
Skills: 5 pts: Blacksmith, Appraisal, Haggling, Ridiculous Request—Wise
Traits: 1 pt: —Reqaires: Apprentice * Armerer.
3 yrs
20
+1 M
City Dweller, Villager, Outcast
Skills: 9 pts: Mending, Blacksmith, Armorer, \Veap onsmith, Etching, Tanner
Traits: 1 pt: —— Requires: Journeyman Atillialor
10 yrs
22
+1 P
Court, City Dweller. Outcast
Skills: 6 pts: Atilliator, Carpentry, Carving, Blacksmith, Tanner Traits: 1 pt: —~ Requires: Journeyman
Cliaplain
5 yrs
15
+1 Ml P
Outcast, City; Sea, Court, Religious
Skills: 6 pts: Oratory, Riding, Armor Training", Mounted Combat Trainingl, Appropriate \Veapons
Traits: 1 pt: Icleologue, Psychotic .
‘ .-.G_""'r __tEII I_._*_jr -.
Requires: any priest lifepath or Military Order 5_1ll1gi1leer
(f _
5 yrs
18
+'1 M
Cit_-yDwelle:; Court, Outcast
Skills: 6 pts: Artillerist, Engineer, Fortifications Traits: 1 pt: Smart, Sense of Distance Requires: Student, Engineer, Mining Engineer or Artillerist’s Hand
—-1'?:r$
1ss
.s .
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Lgfepaths ‘ti2/Ii‘ "TE ~.~.‘ __,,_
' Wizard ofwar .
4 yrs
20
+1 M
Citg/Dzveller: Court, Outcast
Z 5'2:
Skills: 7 pts: Sorcery, Strategy Games, Soldier—Wise, Wa1'—Wise, Haggling 1 Cartography
rs
"
Traits: l pt: Arrogant Requires: Neophyte Sorcerer, Arcane Devotee, \l-Veather \\'/itch, Rogue Wizard or Mad S11I11I11OI161' Quartermaster
5 yrs
1'?
'+1 M
Villager. Cit,)='DwelleI‘, Court
Slri'lls.- 6 pts: istration, ing, Haggling, Logistics Traits: 1 pt: Light Sleeper Reqm'res: Sergeant, Veteran, Steward, Sl1ip°s Captain, Captain of the Guard, Merchant, Man-at—A1'n1s, Snnlggler, Constable or Lord Caplain
6 yrs
35
+1 M, P
Any except Noble
Slcills: 9 pts: Co111n1a11d, Contract-Wise, Haggling, Oratory, Appropriate Weapons, Field Dressing, Hiding, Strategy Traits: 2 pts: Savvy Reqm'res.- Captain of the Guard, Knight, Lord, Constable or two Freebooter lifepaths '1' This is a training skill. It costs 2 pts to open and may not be advanced.
Seafaring Setting Son of a Gun
H yrs
3
—
i1,,,
Servitude, Soldier, Outcast
Skills: 3 pts: General (yes, this is a Born lifepath) Traits: 2 pts: Sea Legs
Boy
4 yrs
8
-—
Cit)»; Servitucle, Soldier, Outcast
Slcills.- 4 pts: Sailor—wise, Sl1ip—\vise, Captain—\vise
ifsitlstl ' -- l"
Trwits: 1 pt: Veneer of Obedience, Curses like a Sailor, Sprinter Requires: If Boy is chosen, it must he the seco11d lifepath taken and may
6 yrs
F” 12?;
Y si ‘M
‘Y’
.-
Mi, x th.. “-1 I‘?
o11ly l)e taken once. Galley S-lave
ties,*7-
3
—
Servitucle, Soldiey, Outcast 1
Skills: 3 pts: Slave Declewise, Taslcnlaster-wise, Sing, Seanianship, Knots
,,'i,.'.1..»
Ti'ai'fs.- 3 pts: Tasting the Lash, Eating Maggots, Following the Beat, Iron
iéllli
Ston1acl1, Bottomless Stomach, Gnawing Hunger Ratcatclier
6 yrs
4
—
-1
§ 2, l
Outcast, S'erui'tude, City Dweller
I l _;
is
5% '| ‘i g i
Skills: 5 pts: Trapper, Poisons, Ratiqnette Traits: 3 pts: Bilge—Drinker, Rat-Speak, Feral Landsnlan
4 yrs
5
—
Seruitucle, Soldier, Outcast
Sliills: 3 pts: Seamanship, Knots, Brawling, Rope—wise
I ' ‘T
Traits: 1 pt: Cursing, Aches and Pains
éigsl
llI
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‘1-
|.,".
_
*
I
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,
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.-_
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_
Drummer
1 yes
-——
S0l(lt(-3!, Ctty, Vzllager Outcast
Skills 3 pts D1 um, Sing, D1 uni Makei TtHll8 2 pts Incessant Tapping Sailoi‘
5 yis
+1
Seruztucle SOl(lt€l, Cll}, Outcast
Skills 6 pts Seamanship, Bigging, Knots, Bi awling, Sing, Sea—wise, Cainbling Traits 2 pts Diunk
Crazy Old Sll l‘ 1U yis
8
+1 M
Se: viturle, Outcast
SkIllS 3 pts Ugly Tiiitli, Intimidation, Omen—wise Ti arts 3 pts Siipei stitious, Metal Plate in the Skull
He s a Jonah, that one
Requu es Sailoi, Pii ate oi Mei cenaiy Captain and that the chai actei take this path some time in his 1-10s
Purser
4 yrs
——
SBH)IlllCl€, S0l(lt6’l
Slalls 4 pts ing C1eW—wise, Supply-Wise, Ship-Wise Traits 2 pts Gnavving Hungei, Bittei
Requu es Cleik, Student O1 Sailoi Sigllal iali
5vrs
3
+l M
Semztucle Soldier
Skills 5pts Signaling Observation, Ciyptogiaphy TH1IlS lpt Ciyptic Pl 0
4 yrs
——~
Solclzer, Czty, Villager, Outcast
Skzlls 5 pts Pilot, Ship—wise, Ohseivation, Shoal-wise T: ails 2 pts Blisters, Light Sleepei, B01 ed, Pai anoid about the Ship Requu es Sailoi P11 ate oi Mei cenai y Captain
Marine
-*1 yrs
+
Solrlzer City, Villagei, Outcast
Skills 4 pts Appi opiiate Weapons, Knots, Intimidation
Tiazts 1 pt Bi uisei, Sea Legs Requu es Sailoi, P11 ate oi Mei cenaiy Captain Bostln
5
s
.3
-—
S0l(lt8!, City; Villager, Outcast
Skills 3 pts Intimidation, Bi awling, Sailo1~wise
Traits 1 pt Mean, Ohedient Requires Sailoi, P11 ate oi Mei cenaiy Captain
"1.
Sailinaker
-|_§'
5
s
+1 P
Solclzei, Cit), Village: Outcast
Skills 5 pts Sewing “leaving, Mending, Sail—Wise ,- '-H.
Traits 1 pt Hequues Sailoi, Pn ate, Seamstiess, Sewing
‘*it
Q49),II‘-.-*
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2 i? “il s?ssas:
itEn ill.
Fl
190 5?%Q’ 1
I"
_
i
» ir
Lie atlzs fp I Sli'i[l’S lloeior _
6 yrs
15
+1 M
1" ..
Soldier, City, Villager, Ou.tca'sl
Skills: 3 pts: Apothecary, Bloodletting, Sui'gery, Anatomy, Astrology,
saw
Falsehood, Tai'—wise, Scurvy—wise Traits: 3 pts: II1COI11Pl?Bl1BI1S1lJlB Diagnosis, Ugly Reputation Requires: Doctor, Court Doctor, Physician, Barber or Student
' Sliipfs Cook
5 yrs
10
+1 M
Solclier, Cit)»; Villager, Outcast
Skills: 6 pts: Cooking, Firebuilding, Sing, Falsehood, Mystery Meat—wise Traits: 3 pts: Crippled, Cookie, Maggot Connoisseui
li’equi'res: Sailor or Pirate
Sliigfs .G"liapl'aiii _ 5 yrs
1.5
—
Villager; City, Religious, Soldier
Skills: 4 pts: Oratory, Doctrine, Ship-wise Traits: 2 pts: World lveary, Bu1'ial at Sea, Secretly \Vorships the Black Sea God Requires: Chaplain, Military Order, Temple Acolyte or Religious Acolyte
!WeaiherWitc'li
5 yrs
20
+1 MIP
Seruituole, City, Villager; Outcast
Skills: 6 pts: Sea-wise, Summoning, Spirit Binding, Superstition-wise, Navigation, Astrology Traits: 2 pts: “leather Sense Requires: Augur, Neophyte Sorcerer, Arcane Devotee or Rogue “lizard Navigator
.6 yrs
15
+1 M
Soldier, City, Seruitucle, Outcast
Skills: 6 pts: Navigation, Sea—wise, Cartography, Astrology, Cui'rent—wise
Traits: 1 pt: — Requires: Pilot, Mercenary Captain, Sailor or Student
J #5, ' ll ' r
Ganpenier’s Male 6 yrs
8
+1 P
Solclie:;Serm'turle, Pillagei; Outcast
l
Skills: 3 pts: Mending, Gambling, Wood-wise
'11‘-. 5?‘,
Traits: 1 pt: Cursing, Bull°s-eye Spitter
Slii[lS.GI:l'F[!'ellier ‘iyrs
16
+1 P
Soldie:-, City,Se:'uitucle, Outcast
. -151 l.
9 Pi,
F“ ttjgjjl
Skills: 5 pts: Carpentry, Shipwright, Boatwright, Ship—wise
li, It
Traits: 1 pt: I Know This Ship Like My Own Hands
1
Requires: Apprentice or Carpenter's Mate
Iliriillerisfs Mate 4 yrs
8
+1 M
-' I -.
Soldier, City, Seruitude, Outcast
Skills: 4 pts: Mending, Carpentry, Artillerist
_i,.i, _,.*’-_;~;','~:,‘~|'
as - l
liihi
Traits: 1 pt: Disturbingly Confident
Hiigiiimir
4 yrs
25
+1 M
U
Soldier, City, Servitude, Outcast
Skills: 6 pts: Engineer, Munitions, Artillerist, Carpentry, Mending Traits: 1 pt: It Just Might Work] Requires: Artillerist°s Mate, Student, Ship’s Carpenter, Engineer or Journeyman
,?r:~fs",s
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- Jr
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191
_
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‘I jars
1-U
+1 M/P
Servuiude Outcast SOlCllBI, Czty
Skills 4 pts Etlquette, Capta1n—w1se, Sea111ansh1p
T: arts 3 pts Pegboy Requues B0111 Noble, Page 01 Son of a C1111 Rest: zctlons If chosen, tl11s llfepath must be the cha1acte1°s second
1 Steward
6 v.15
20
+1 M
Solclzer, Cat), Ser vatude, Outcast
Slalls 5 pts Accounnng, Slup Management, Hagg1111g, Me1cl1a11t—w1se, App1 a1sal T1 arts 1 pt —Reqmr es P111 se1, Me1 chant, Stewa1d o1 ant Elrsl Male
(1 vrs
18
+1 M
Soldzer, Czt), Sewztude, Outcast
Slcllls 6 pts l11t11111dat1o11, Command Co11sp1cuous, Seaman-Wlse, Swo1d
T1 alts 1 pt —Requu es Knlght o1 any two sa1lo1/sea1a1111g hfepaths Ship s Captain
7 1s
30
+1 M
Arryercept Noble
Slczlls 6 pts Command O1at01y, Sl11p—w1se, Sea—w1se, 2 pts Ge11e1al Trazts 2 pts Ste1n De111ea11o1 Requu es F11 st Mate, Knlght, Krught of a Holy M1l1ta1y O1de1 01 two Me1 cena1y Captaln llfepatlls 1- T1115 15 a trammg sk l It costs 2 pts to open and may not be advanced
1
Serwtude and Caphve Settmg L1fepath__ Tune -lies_ Siai Born Slave
12 y1s
5
—1M/P
Leads
__
_
S0l(lzer,Oul‘cast
Slczlls 2 pts Genel al 1 pt Slave1y—w1se
Trazts 3 pts B1oke11, Sca1red Manned, Lame ' Dlleh Digger
*1 yrs
—
Soldzer, Outcast
SklllS 3 pts Dltcll Dlggmg, Slug, Boss—w1se T: alts 2 pts Bl1ste1s, Back—B1eal<:1ng Lab01
Senaut
1 v|-=1
——
Outcast, Soldzer, Cat}, Court
Slulls 2 pts Sootlung P1at1tudes, Cosslp-wlse Tlazfs 2 pts Mlnd-Numblng Wo1k, Obsequlous 1 F16 (1 Laborer
6 yls
—
Outcast, Soldzer
S11 Ills 7 pts Fa1 1n111g, Mendmg, Smg, Hauhng, D11v1ng, Fall G1ass-wlse
L. ll-
Trazfs 3 pts Hope Capllve 01' War
‘:1 v1s
—
Outcast, Soldzer, Qt) Dweller
Sl Ills 2 pts Gell—w1se, Cl1a111-w1se
‘:
.
T: alts 2 pts Cla11st1ophob1c, Res1gned to Fate
11112;? J
I.
192
"*3 1:1
1:111
¥.'é_.;a ‘"11;-. §31=~"‘ar~*.-1'-"I‘
J
lifepaths ban
yls
-——
Outcast, Soldier, City Dweller
Skills 3 pts Gaol-wise Batiquette
IIHW
Traits 2 pts lnVolu11ta1 y Sl111dde1s
Harem Slave
rs
—-
Outcast
Skills 3 pts Falsehood, Seductlon Traits 2 pts Numb, Wolldly
1 Bondsman
v1s
—
Peasant Soldier, Outcast
Skills The playe1 may choose 111s Bondsman s 0wne1 s l1fepatl1f1o111 the Noble Clty Dwellel, S0ld1e1 01 V1llage1 settlng Tl1e Bondsman may pu1cl1ase F1 om ownei s skrlls w1tl1 one q11a1 te1 of that path s skill polnts m1n11num of 1 Traits 2 pts Lucky
Outcast Subsettmg a Ulelnn
1s
——
Peasant, Soldier, Ser vitiide
Skills 4 pts lnconsplcuous, St1eetW1se Slelgllt of Hand
Traits 2 pts Add1cted The Sto1y Restriction must he the second llfepath chosen and may only be taken once
Aposlaie
y1s
—
City Dweller Soldier Religious
Skills 4 pts Doct1111e, He1et1cal D0ct11ne Folelgn D0ct11ne
Tr aits 1 pt Apostate Blackinaller
yrs
10
+ M
Cit)/‘DtU6ll€I,S0ldl€I, Village, Sea
Skills 4 pts EXto1t10n, F01ge1y Ugly T1utl1, Falsehood B11be—w1se
Traits 2 pts Cold Hea1ted Kldnapper
1 is
10
+1 M
Cit) Dweller, Soldier, Village
ea
Skills 5 pts lnteuogatlon, T01 t111e, lnt1n11dat1on, Bansom~W1se Tiaits 2 pts Hald Heaned
Pillager
_
1s
—
Soldier, City; Ser vitiicle, Sea
Skills 4 pts Scavenglng Folaglng Almy-wise, Battle—w1se Haggllng
Traits 1pt —l
frailt
_
Tl‘:
-—
JF-
Cit)/Dweller Soldier, Seroitiide
L-
1‘.
Skills 4pts Road-w1se Hostel-w1se,Hosp1tal-w1se, l11consp1c11o11s Traits 2pts -— (rip e
h an
—
Serviiude, Cit) Dweller I, i
Skills 6 pts Begg1ng,Inconsp1cuo11s, Consp1cuous
1--1;,.____| _' 5'5,i.;,-___:
Ml? ll
Ti aits 2 pts Lame or M1ss1ng Llml)
l.|, : 5
-II
(1 151'
11.3%
1E lie.
_i_
1'
‘|-.-I|
1
l'iiai.:lle_r
5 yrs
5
+1 Ml]?
Ser'rritu.de, Soldier; Villager‘
Skills: 6 pts: Royal Parks—wise, Hunting, Stealthy, Tracking, Orienteering Traits: 1 pt: —
llrulngeil
ti yrs
3
—~
Sf-3I‘Ullll{l8
Skills: 3 pts: lnconspicuous, Quaclowise Traits: 2 pts: Sick, Phobia, Lunatic, Linguist, Possessed Qullaw
4 y rs
5
+1 Ml P
Solclier; City, Village, Peasant, Sea-
Skills: 5 pts: Autllority-wise, lnconspicuous, Conspicuous Traits: 1 pt: Outlaw
Failure
{'1 yrs
‘I5
+1 M/‘P
St-3!'Ulltt(l8, Cit_yDweller', Soldier‘
Skills: 6 pts: Appraisal, Haggling, lnconspicuous, Streetwise, Guard-wise Traits: 2 pts: Shrewd Beqiiires: Shoplceeper, Barlceep, Moneylender or an additional prior Outcast lifepath or c1'i1ninal~type lifepath from City Dweller
Grairedigger
5 yrs
4
-—
Soldier, Serviiiicle
Skills: 6 pts: Ditch Digging, Philosophy, Grave-wise, Cemetery-wise, Bone—wise Traits: 3 pts: Bitter
Ralcalclier
5 y1's
'4
—-—
Rats
Skills: 4 pts: Trapper, Poisons, Batiquette Traits: 2 pts: Diseased, Bat—Speak Beggar
3 yrs
5
~—
Peasant, Soldier‘, Village
Skills: 5 pts: lnconspicuous, Conspicuous, Streetwise, Falsehood Traits: 2 pts: The Story
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Leper
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4 yrs
3
-1 P
Serwilricle, Peiisarrt
Skills: 5 pts: lnconspicuous, Hospital-wise, Priest-wise, Pilgrim—wise
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Traits: 3 pts: Leprosy, Unbeliever, Wl1ite—Cold \Vielder
Pl‘0S111lI113.
5 yrs
6
-—
Peasant, Villager, City, S8I‘UllltCl€
Skills: 3 pts: Conspicuous, lnconspicuous, Persuasion, Falsehood, Haggling, Soothing Platitudes "0.
Traits: 2 pts: Tolerant -.
Wlioliemongen
1-
6 yrs
12
—
Villager, Cit_-y'Dweller, Soldier‘
Skills: 5 pts: Intimidation, Haggling, Prostitute—wise, City—wise, Guard—wise -1
Triiits: 1 pt: — -
Reqriirres: Corrupt Sergeant, Venal Priest, Shopkeeper, Barkeep, Moneylender or an additional prior Outcast lifepath or criminal-type lifepath from City Dweller
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5
——
Peasarrt, Villager, City, Soldier-
Skills: S pts: Cooking, Sewing, Acting, Sleight of Hand, Haggling, Mending, Disguise
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Traits: 2 pts: Odd lnsurreelionist
3 yrs
5
——-
City Dweller, Soldier‘
Skills: 4 pts: Philosophy, Rule of Law, Doctrine, Oratory, Arson Tr'iii'ts: 2 pts: Zealot
Cultist
4 yrs
8
—
_Peasarit, SBi'Ulltl(l8, Soldier
Skills: 5 pts: Cult Doctrine, lnconspicuous, Conspicuous, Falsehood, Persuasion Traits: 2 pts: Zealot, Babble Bo, Speaker of the Secret Language iPoisoner
5. yrs
8
+1 M
C'i't,'yDioeller; Villager‘, Coiirl
Skills: 5 pts: Poisons, Cooking, lnconspicuous, Disguise
Traits: 2 pts: Oil’-Killer e Thug
4 yrs
7
-—
Solrlier, CityDrireller'
Skills: 4 pts: Streetwise, Murde1'—wise, Cua1'd~wise, Brawling Traits: 2 pts: Cold—Blooded, ,1aded
Desperate Killer 3 yrs
5
-—
Soldier; Ci'tj}"Dirreller; Senritriile
Skills: 5 pts: Appropriate \V(3aPOI1, lnconspicuous, Assassinationrwise
Traits: 2 pts: Desperate, l\'111rderous, Cold Hearted, Hard Hearted i Bandit
3 yrs
7
+1 P
Soldier‘, Peasant
Skills: 4 pts: Appropriate Weapons, lntiniidation, Stealthy, Ca1'avan—wise Ti'ait's: '1 pt: ~—
5 Pirate
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4 yrs
5
-—
Seafaririg, City; Villager
Skills: 6 pts: Pirate Cove—wise, Rigging, Knots, Knives, Sea~wise, Map—wise
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Tmits: 2 pts: Problem with Authority, Scurvy, Mainied, Crippled, Lame Smuggler
4 yrs
15
+1 M
Soldier‘, C'i:'t_*y' Dweller, Villager‘
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Skills: 6 pts: Persuasion, Falsehood, Appraisal, Law—wise, Forgery,
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Traits: 2 pts; Paranoid Freebooter
4 yrs
10
+1 P
Solclier, Peasant, Ser-vit:rr.cle
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Skills: 8 pts: I11tin1idation, Appropriate Weapon, Countryside-wise, Fortress-wise, Mercenary Company-wise, Foreign Languages, \Var—wise,
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Loot—wisc, Extortion—wise Traits: 2 pts: Cold Blooded, Merciless
Reqiiir-es: Bandit, Smuggler, Squire, Knight, City Guard, Village Guard, Marine Sailor or any Professional Soldier lifepath
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5 yrs
6
+1 P
Soldier, Peasant, Servitiicle
Skills: 9 pts: Forest—wise, Orienteei 1ng F01 aging, T1 acking, F11ebn1ld1n Biding, Stealthy, Appropriate \Veapons Traits: 2 pts: Loner Reqiiires: Born Noble, Hunter, T1'appe1 Huntsman o1 Scout Mail Summoner
8-yrs
2U
+1 Ml]?
Peasant, City Dweller, Sea aririg
Skill: 6 pts: Sun1111oning, Enchanting Demonology Empyieaha
Traits: 2 pts: Mad, Fear of Cheese, Fear of Wet Noises, Alainnng Heqiiires: Cultist, Augur, Neophyte S01 ce1 e1 o1 Aicane Devotee
rllogue Wizard
6yrs
24
+1 M P
Seriritiicle, Sea arer, Religious
Skills: 8 pts: Sorcery, lnconspicuous, G1 aveyai d-Wise, Asti olog) Bloodletting, Ugly Truth, Apocalypse—w1se, Enchanting, Alchemy Trails: 3 pts: Spooky, Aura of Feai, Obscuie Aura Reqiiires: Cultist, Augur, Neophyte S01 ce1 e1 o1 A1 cane Devotee 1 llrazywlieh
6 yrs
6
+1. M/P
Peasant, Serviliicle Village
Skills: 5 pts: Folklore, Herbalism Poisons, S11m111o111ng Piofanity-wise Traits: 2 pts: A Little Crazy, Gifted, Mailc of the Beast
Reqiiires: Weather Witch, Young Lady Augui o1 Midwife i llere1iePl'ies1
7 yrs
6
-—
Peasant, Ser Utlttflt?
Skills: 7 pts: Heretical Doctrine, O1 atoi y, Apostate wise Demonology Sun1moner—wise, Cultist-wise
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Traits: 2 pts: Lunatic, Overbearing Loony Faith 1I1 Dead Gods Requires: Acolyte, Cultist, Apostate, Theologian, Venal P1 iest lnte1p1ete1 or Archivist
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15 yrs
5
+1 M
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6 pts
16 pts
7 pts
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11 pts
7 pts
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6 pts
9 pts
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Mannish Common Traits All 111a1111isl1 stats are capped at 8. Their stride is 7.
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Men have no c0n11non traits i11 the View of these rules. \Vhy? Because the ability, bodily shape and psychological inakeup of l1u1na11s is the
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benchinark for normalcy in the Burning Wheel. Traits are used to describe how characters differ fro111 that 11or1n. However, players are offered a Wide range of variation and options usi11g Lifepath and Special traits. Also, cultural traits provide a Way to further identify and 111alce unique Various cultures and races of111e11.
Cultural Traits Cultural traits are a subset of con'11non traits. They are used to describe bits of culture or racial physiology that cl1aracters carry
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with 1;l1en1—-an acce11t, a p articular attitude or perhaps the color of their skin it°s different from their neighbors). If building a game with multiple Mannish cultures, the GM, in concert with the players, can assign each culture a set of three traits. The traits should he minor, but telling.
One an/tum in my tam/vatgn war/»=/:15 5:4/ver.st:'t¢bus, /ndustrioms and Stu/alvorn. fl f/167'fro:/1,12 is 721/t Lit/re and Dcf.7srent:'a/ to Women. Any ,0/Z9/er w/:0 wants /its 0/mmater to 56 an»: cit/ier oft/zese an/tures starts wet/1 t/was c/mratter trtzits /%r/i/ac. Small details like these really help to bring even more life to characters built with the Lifep aths of Man.
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Mannish Lifepath Traits Lifepath (LP) traits rep1'ese11t the imavoidable effects of the choices 111ade in life. Men have to11s of lifepath traits, so there °s a lot to choose fro111. Reinelnb er, the first LP trait on each path is required a11d costs one point. The others are optional and can be p1.n'chased for one poi11t each.
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Lifepath Character Traits Tl1e most important function of cl1aracter traits is to add colorful details to the game. They are meant to help you embellish yo1n' roleplay. These traits are fairly self—eXplanatory——their name generally says it all, so there°s no need to describe them i11 detail. Players are free to interpret and sculpt them in order to better incorporate them into their characters. It°s even possible (and quite fun) to play against your own character traits——they ca11 be aspects of the character°s personality that even
he doesn’t like! A list is provided below so players ca11 determine if a
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lifep atl1 trait is a character trait, call—on or die trait.
Special Mannish Traits Special traits are purchased with trait poi11ts left over after buying required lifepath traits. Apostate
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3 pts
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The Apostate has forsaken one religion for another. Anyone can be a11 apostate—~many Christians captured by the Muslims duri11g the Crusades resorted to apostasy in order to save their lives. The Apostate cl1a1'acter must have at least one religiously focused Belief. He also gains a 1D infamous reputation among his former co—religionists. Restrictions: Men only, special trait
Bastard
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This cl1aracter is the illegitimate son of a noble of rank. He will only be heir to the lands a11d income if all the other heirs die or the clergy Bastards are not looked upon kindly, as they dilute claims to birtliright and threaten
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the system of rightful inheritance. Bastards have a 1D infamous reputation among the nobility.
Restrictions: Men only, special trait
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This character is a son in the royal line. If he is the eldest, he is the direct heir to the throne. If he is a younger son, he bears no immediate obligation and is free to pursue his own aims. However, the cl1aracter is a Prince and the obligations of said rank should play heavily on his life. He may, at some point, be called upon to take the thronei Restrictions: Men only, special trait
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Catamite has been chosen as the trait name to represent openly l10111056XtlEll characters i11 the Burning W heel. Honestly, it was a pejorative medieval term—~a slur. It is how society would refer to them, 11ot necessarily how they refer to themselves.
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Any character may be homosexual according to the player°s choice, but by taking the Catamite trait, the player is acknowledging that his cl1aracter is open about his orientation. The ramifications of such a decision in a conservative medieval society are grist for great game situations.
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If a player°s character possesses the Faithful trait, he may purchase this trait to make the Faith shade gray. Restrictions: Men only, special trait
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This trait is required in order to open the Faith attribute. With Faith, the character is able to perform miracles. The Faith section of this chapter describes l1ow to start the attribute. The Emotional Magic section of the Burning Wheel describes its mechanics. Restrictions: Men only, special trait
This trait is required for the character to be able to cast spells, enchant artifacts, speak witl1 the dead 01' summon spirits. \Vithout it, Sorcery, Summoning and Enchanting are merely academic pursuits. With the Gifted trait, the character can manipulate magic. See the Sorcery section in the Burning Wlieel for more. Restrictions: Men only, special trait
Qutlaw
1
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The Outlaw is a very particular person in medieval society. A player who
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chooses the Outlaw trait for his character n1ust consent to a few conditions: First, his character has either committed a grievous crime or is perceived as an enemy of the established order. Second, no law applies to this cha1‘acter— he l1as no rights whatsoever. He cannot appeal to the courts or the mercy of a judge. Any man or beast may kill the outlaw and suffer no legal penalty for it \Vhen the Outlaw trait is taken, the player must divide his resource points into two pools. Any resource points from City, Noble or Religious lifep aths go into one pool: The player may spend them as per the normal rules. However, he does not get access to these City/Noble/Religious resources until the Outlaw trait is voted off. The character°s remaining resource points may be spent as normal on gear, affiliations, relationships, etc. Outlaws gain a 1]) infamous reputation amongst town and city folk and the nobility.
Restrictions: Men only, special trait
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Though old, tl11s cl1aracter possesses the strength and vitality of his youth. If _
starting the game older than 40 years, a cl1aracter with this trait uses these stat pools: '7 mental and 14 physical. Restrictions: Men only, special trait
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Ar111s— 1h'ms covers the necessary hand weaponry to suit a characteris idiom. Arms for a knight would consist of a sword, lance and dirk. For a foot soldier, perhaps an are and dagger. Whatever it is, just take what you need. Players may purchase beaks, spikes a11d weights for their characters’ weapons at +1 rp per modification per weapon, +4 rps per modification per weapon of superior quality. P001'Q1IalityA1'n1s—— 3 rps. These are base Ob 2 to use and use the poor quality weapon stats. Run of the Mill Qualityril'n1s— 5 rps. Base Ob 1 to use and have the run of the mill stats fo1' weapons. Superior Quality Al‘lI1S—-— Z0 rps. Base Ob 1 to wield. Use the superior
quality weapon stats. Missiles—-— Throwing weapons like knives or javelins, 3 rps. Hunting bow, 5 rps. Great bow, 10 rps. Crossbow, 7 rps. Heavy crossbow, 12 rps. Pistol, 15 rps. Arquebus, 20 rps. Included in the costs of these
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weapons are enough missiles to adequately outfit the character. Special
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arrowheads are not included a11d cost extra resource poi11ts. They cost 1 rp per special head type———take as many of each head as you like. Rules for special arrowheads are given i11 the \Veapon Appendix of the Burning Wheel. Poor Quality Missilcs—- Half resource points cost rounded up. Poor
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grant the cl1a1'acter a +1D bonus balance die. This is added to his skill every time he takes a shot. A1'mol‘— Run of the mill armor: gambeson, 3 rps; reinforced leather, 6 rps; light mail, 10 rps.; heavy mail, 15 rps, plated mail, 20 rps; full plated mail, 50 rps.
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When you buy armor, you buy the whole suit-——helmet, arms, chest and legs. The player may choose individual pieces if he likes. A hehnet or breastplate costs half the full suit. Creaves or leggings cost a third of the full price. Botuid up any fractional costs. Shields may be included in an armor kit at no extra cost.
A /‘i¢//,a1i.ztc»a%s/n4:t——/ritezz .s.a//et——arsts Z9505. A /armyma:'/treastaértecosts 6’ 17:25. L1’;/rtmai//eyjziajsane/yreavas ao.st41;v.§ cat/1. Sanka lt£Z't»-t/0l4d$i/z:o.st47170.5 total Poor QualityA1'm01'— Half of the run of the mill cost rounded up. This
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Superior Quality Arn10r-- ‘ix cost of a full suit. Only the first 1 counts, which is rerolled; if that die comes 11p a 1 again, a11 armor die is lost.
Riding M0u11i— A horse, pony, camel and so forth can be bought with this choice. Basic riding horse stats follow: Stats: Pe: B3(-‘1), W1: B2, Ag: B2, Sp: B6, P0: B6, F0: B6. Attributes: He: B4, St: B3, Be: B4, ll/[W7
B12. Hesitation: 8. Skills: Rider Training, Foraging B2. Traits: C-elded, Docile, Obedient, Proud, plus Long-Limbed, Keen Hearing, Hooved, Ungulate. Stride: 12. warhorse-— A warhorse is trained to carry its master into battle. Basic warhorse stats: Pe: B3(‘i), \Vi: B2, Ag: B/-1, Sp: B6, Po: B7, Fo: B7. Attributes: He: B5, St: B7, Re: B4, MW: B13. Hesitation: 5 (Fearless a11d Determined). Skills: Rider Trai11i11g, Mounted Conlb at Training, Armor Training, Formation Fighting Training, l11ti1nidatio11 B2, Brawling B3, Foraging B2. Traits: Level—Headed, Loyal, Determined, Fearless, Aggressive plus Long-Limbed, Keen Hearing, Hooved, U11gulate.
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Stride: 12. Cl0ihcs— This resource purchase includes all of the clothing a cl1aracter would need for everyday life in his station. It is 11ot just one outfit. Like the Arms ptu'chase, Clothing allows the player to take what he needs to trick out his character (short of Finery).
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'll‘aveli11g Gca1'—- This is all the necessary bits, odds and ends and what11ots that are needed for survival 011 the 1'oad——candles, matches, flint and steel, a pocket knife, a rai11 cloak, a rai11 hat, a good sturdy
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rucksack, a thick leather belt, a money purse or wallet, a warm coat, etc. The exact choices are up to the player, but the CM has some say-— no flamethrowers or Elven cloaks in traveling gear. Oh, yes, I almost forgot. . .don’t forget to bring a good le11gth of rope; you’ll wa11t one if you don°t. Shocs— Shoes.
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Personal Effecls~— A player may purchase for his character personal effects of sentimental value: a religious trinket, a mirror, a book, a ring, a cane, a locket or a11y other similar item. Fillery-—— Finery covers specialty clothing a11d expensive items that one would wear either 011 s P ecial occasions or when tr Yin 5 to make a P oint: courtl Y re 5alia for nobles, vesnnents for Priests 1 shinin 5 robes for 111a 5 es v etc. Like clothin 51 this P tu'chase includes a whole wardrobe v 11ot just a single outfit. Take as much or as little as you like. h11proper dress imposes obstacle penalties to lnconspicuous and Etiquette tests. Cash—-—A player may start with a pocketful of cash. This grants 1D of cash that can be used as per the Resources rules. Once used, the cash is expended. Skill T00lkii.s— Many skills require tools. This resource can represent anything from medicine to books. If a skill is listed with “Tools: Yes,” then a cl1aracter must spend resource points on a toolkit in order to be able to adequately perform skill tests. Tests without tools (for skills that require them) a1'e at a double obstacle penalty. A toolkit that l1as finite supplies——like medicine for Herb alism——ca11 rim dry. Each use after the first, roll the DoF. If a 1 comes up, the kit is empty. The character must make an Ob 2-5 Resources test to replenish it. The GM may set the obstacle depending on how rare the contents
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of the kit are. Ob Z for carpenter's tools, Ob ‘ii for surgeon°s tools, Ob 5 for sorcerous tools. Only one character can help you When you°re using a toolkit.
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W0rksl1op—- A Workshop is just a big toolkit. It is used for artisan a11d craftsman skill tests that require more than just simple tools. Purchasing this gives the character an appropriate r001n/building/
.
tower to house the workshop. \Vorkshops allow for n1ore than one character to help 011 a skill test. This counts as property when factoring resources. Conlpallion Al1i1nal— Some players may wish to take a dog, cat or falcon as a11 accoutrement to their character. Stats are provided for these beasties in the Monster Burner, but they a1'e really there n1ore for show than for stealing the spotlight in an adventure.
Herd 0fAnin1a1s— Characters with the Animal Husbandry skill, or
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L fepaths Rc11l—Oharacters who cannot afford to own property live on leased land or rented l1ouses/aparnnents. lt°s a common condition of the age. This purchase gives the character a place to live a11d counts as a11 Ob 2 Resoiuces maintenance test. Paying rent counts as property when factoring Resoiuces. Pr0pe1'ty—— A leaky shack, 1 rp; a small cottage, 3 rps; a house or “cottage industry” like a weaver, 10 rps; a villa or a far111 or a knightls fee, 15 rps; a small business, 20 rps; moderate-sized business, 30 rps; manor
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or estate, an urban hotel, *4O rps; well-paid position (like mayor), *-‘l5 rps; successful small business, a large business, a keep, “"60 rps; a fortress or moderate—sized estate, *75 rps; a castle with attendant tow11, a large estate, *9O rps; a palace or government position in a prosperous town, *105 rps. Rowboat or skiff, 5 rps; longboat, 10 rps; junk, 15 rps; felucca, 30 rps; carrack, 60 rps; caravel, 75 rps; treasure ship, 105 rps. Property obviously coimts as property wl1en factoring Resom'ces. -\.'- '-\.
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other free purchases from the Resoin'ces list.
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Purchasing Spells with Resources Starting sorcerer characters purchase their spells with resource poi11ts. Resource poi11t costs are provided with each spell. But i11 case you need to price your own spells, the costs are as follows: The reso1u'ce poi11t cost for each spell is 2 rps for every point of obstacle. lf the spell is listed with a “A”, the cost is 4 rps per obstacle point. If the obstacle is listed as a “range,” price the spell using the obstacle in the middle of the variable range. For example, if a spell obstacle is 1-10, price the spell as a11 Ob 5 spell. If the spell Obstacle is based 011 a stat, price the spell based on a
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Faith
Faith is the ability to work miracles. It is 11ot merely belief but a connection to the divine that grants great power. Faith l1as a shade a11d exponent like any other ability——the mechanics and rules for testing it are covered in the Emotional Attributes section of the Btn'ning \Vheel.
Starting Faith \Vhen a player ptuchases the Faithful -trait for his cl1aracter, he may op en a B3 Faith attribute. By answering the following questions, he may raise his starting attribute. Once i11 play, advancement is governed by the standard mechanics. However, the player must incorporate his Faith into one of his Beliefs. See Emotional Magic in the Btuning Wheel. The GM should ask the player the following questions. The answers should be based on the character°s Beliefs and the situation at hand: ° \Vhom do you trust most? ° \Vhen in danger, wl1o111 do you consult for aid? ° Ultimately, l1ow can you best serve your allies?
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There is only one correct answer to these questions: Cod. Each correct answer grants +1 to starting Faith. _ Beware of Faith n1unchkins who do 11ot consider these questions "'
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answers to the Faith questions. lf they don"t coincide, be sure to reflect the cha1'acter°s actual behavior in a trait vote, perhaps with Lost Faith!
Advancing Faith Faith can only advance via successful tests a11d practice (in the form of many hours at prayer). Faith uses the sorcerous skill type for practice.
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Sorcery Spells
The following spells are available for purchase by characters with the Sorcery skill. As described in the Sorcery chapter of the Burning ivheel, each spell is listed with its obstacle, effect, facets, resource poi11t cost and actions required for casting.
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Soot/ring 1'/iyt/tins emanatefrom the sorcerer and make agreeable his desires. This incantation grants bonus dice to Seduction, Haggling, Oratory, Persuasion and Circles tests. Meeting the obstacle adds +1D to the listed abilities. Up to two more successes can be spent to add two more dice to a maximum bonus of +3D. Origin: Personal
Area of Effect: Caster
Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: 16
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Inky, snip/mrous vapor pours forth from the wizar'd’s black mouth. The smoke obscures vision for those trapped i11 it and looking through it (+5 Ob Perception to tests, +3 Ob to Observation). In addition, those within the cloud a1'e stung and smothered. Every exchange spent in the cloud requires an Ob 3 Forte test. Margin of failure is temporarily subtracted from the victim°s Health. If Health reaches zero, the victim falls unconscious. Health is recovered at one die per exchange. Weapon Length: as Missile; Range: as Thrown. Origin: Personal
Area of Effect: 10s of Paces
Element: Fire/Air Duration: Sustained
Impetus: Create/Tax Resource Points: 24
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Li/ie so many stat/is ofgrain, he sweeps aside the glitteririg spears ofhis foes. This useful incantation allows the wizard to sorcerously bond two or more similar items together, so that they lock together like pieces of a puzzle. A sorcerer may choose a number of items of earth, stone, wood or metal equal _-.
to his Will exponent within the area of effect. These items are held together
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with a Power equal to his \Vill exponent. \Veapon Length: as Sword, Range:
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Area of Effect: Half Presence
Element: Earth Duration: Sustained
Impetus: Control Resource Points: 4
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Fire is the breath of hfe. The sorcerer lays hands upon a wounded target. Meeting the obstacle grants +1D to Health. Each success over the obstacle adds another +1D to his recovery roll. This spell does not count as treatment. An herbalist or surgeon must attend to the wound first. This spell is then cast to speed recovery. Origin: Personal
Area of Effect: Single Target
Element: Anima
Impetus: Enhance
Duration: Instantaneous
Resource Points: 20
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Cold holds no pairrfor one who knows the secret ofthe Blue-Blooded Heart. This incantation protects the recipient from the drain of cold. No Health or Forte tests need to be made due to cold, and no injury is sustained from cold air, water or frost damage. Origin: Presence
Area of Effect: Single Target or Caster
Element: Anima Duration: Sustained
Impetus: Control Resource Points: 8
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Roaring winds howl rom the throat of the sorcerer. Natural effects of the winds: Success: Kicks up dust; 1 over: A nice breeze, papers flutter, candles doused; 2 over: Branches blown down from trees, shutters broken; 3 over: Larger branches blown f1'om trees, 4 over: \Vooden buildings damaged, people picked up and tossed down; 5 over: Trees blown down, 12~foot swells; 6 over: Doors ripped from hinges, 15-foot swells; 7 over: Sturdy roofs
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damaged; 18-foot swells; 8 over: Wooden buildings collapse; 9 over: Most structures destroyed. \Veapon Length: as Missile, Range: as Great Bow. Origin: Personal
Area of Effect: Natural Effect
Element: Air
Impetus: Destroy
Duration: Instantaneous
Resource Points: 16
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With afhch of the wr'zard’s wrist, the /tn is wrenchedfrom the assassin ’s hand. Using Call of Iron, a wizard can grab objects made of n1etal—a sword, for example-—with his mystical might and call them to him. Pulling something is a Power test, where Power = Will. For example, wresting a metal weapon from a11 enemy°s hand would be a versus test: your Will versus the enemy’s Power. Weapon Length: as Missile; Range: as Thrown.
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Origin: Double P|'::senee
Area of Effect: Single Target
Element: iilart ii Duration: lnstaiuaneous
Impetus: Control Resource Points: 6
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Tiuihg/it becomes bright and what lies in the shadows is revealed. This incantation reduces obstacle penalties for dimness, haziness and darkness
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Area of Effect: Single Target or Caster
Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: 6
Chameleon
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S/an and clothing swirl andfade as the sorcerer blends seazzilessty into his
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smroundings. Meeting the obstacle grants +1D to the Stealthy skill. Each success over the obstacle adds another +1D to the Stealthy skill. In addition, so lo11g as one success over the obstacle is generated, the chameleoned character cannot be casually spotted. Another character must explicitly state that he is looking about (either via expressed action or by an Instinct or trait). Only then can his PerceptionfObservation be tested to spot the one so concealed. Origin: Personal
Area of Effect: Single Target or Caster
Element: Heaven Duration: Sustained
Impetus: Control Resource Points: 16
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A cacophony oflfghts and sounds swirls round, obscuring the very earth from thyfeet and the sun from thy brow. This incantation causes confusion to all who fall under it. Meeting the obstacle imposes a +1 Ob penalty to all actions in the area of effect. Additional successes increase the penalty. Weapon Length: as Missile; Range: as Heavy Crossbow +1D.
Origin: Sight Element: Heaven
Impetus: Influencef Tax
Duration: Sustained
Resource Points: 20
Chokinglzland
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His mahgnant willforms an 1'rwr'si'ble appendage eager to do his terrible
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manages to incapacitate its victim, then it may continue to choke him to death as per the Damaging Lock rules. (Damaging lock rules are found in the Adventure Burner. If you don°t have the Adventure Burner, the victim is simply incapacitated.) If the victim breaks the hold of the Choking Hand, then the spell is broken and ends. Wleapon Length: as Polearm; Range: as Pistol. Origin: Presence
Area Of Effect: Single Target
Element: Anima Duration: Sustained
Impetus: Tax Resource Points: 12
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The word isjire in thy veins. This simple incantation negates your allies’ current hesitation. Meeting the obstacle reduces hesitation by one. Successes over the obstacle reduce any hesitation by one action per success. If hesitation is reduced to zero, the character can act immediately. Origin: Personal
Area of Effect: Presence
Element: Anima
Impetus: Influence
Duration: Instantaneous
Resource Points: 16
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A dirnpall suffocates the hall as the wizard enters, shadows lengthen and deepen, lamps shine but give no light. This spell creates darkness and smothers light. Thus a candle can be seen as a point of light, but it illuminates nothing. Successful casting creates the dim light condition (+1 Ob to any action requiring light). Extra successes ca11 be spent to increase the level of darkness up to a maximum of +4 Ob. Extra successes ca11 also increase the area of effect.
Origin: Personal
Area of Effect: 10s of paces
Element: Heaven
Impetus: Tax
Duration: Sustained
Resource Points: 12
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The touch of the wizard sends all thy‘ senses reeling. This spell increases
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Weapon Length: as Hands; Range: as Melee.
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Origin: Personal
Area of Effect: Single Target
Element: Anima Duration: Instantaneous
Impetus: Tax Resource Points: 10
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Purring in can ta tions imbue the reczjpient with the infallible balance of the cat. +2D are added to the character s Speed for purposes of climbing, leaping, dodging and other cat-like actions (including fighting, but not sprinting or long distance running).
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Origin: Personal
Area of Effect: Single Target or Caster
Element: Anima Duration: Sustained
Impetus: Enhance Resource Points: 12
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Stzdderzly the world is o storm craslring 0!/zroug/I an ocean ofsormc1——a man’s breath like o gust ofwind, a baby’s cry like the howl ofa gale,footji1Us litre lig/wring striltes. Increases Perception by +1D overall, and by +2D for strictly auditory—based Perception tests. Anima Enhancers like this spell ca11 be used to affect positioning and maneuvers. Origin: Personal
Area of Effect: Si11gle Target or Caster
Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: 12
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I coil upon 1?/lee, Powers Arcane. Protect this humble supplicantfrorn the depredo tions ofeuil! The Eldritch Sl1ield protects tl1e caster from the Destroy and Tax impetus spells—Fire Breath, Rain of Fire, \Vhite Fire, Fire Fan, E1nperor°s Hand, Havoc’s Hand, Choking Hand, etc. It will 11ot protect against a spell like The Fear or Persuasion. Meeting the obstacle creates a 1D shield. Successes over the obstacle increase the shield by one per success. This is the strength of the shield. W hen a spell effect hits the shield, subtract the shieldls strengtll from the dice used to cast the spell. If the shield reduces the i11comi11g spellls dice below the obstacle needed to cast it, then the spell is completely absorbed. If the spell is not completely reduced, subtract the shield dice from the spell cast a11d use this number as the new PoWe1'/effect for the spell.
For exam/1/e, 1'/cu sorcerer Ls sustaining u 70-11/ie E/c/rite/1 5/iie/d and u witch z‘/rrcws u re Fun (05 3) cu‘ /rim wit‘/I so! exfru successes, i/re s/u'e/c/absorbs z‘/re s,ee/4 /us is reduced to 1‘/zree n/ice. /f1.‘/re s/ue/c/ 1.‘/zen uescres u W/rite Fire be/z‘ at seven successes, i/iree eff/rem are 6/cc/zed év 1.‘/1e s/u'e/c/und 1.‘/re of/rer zurjei L‘/zrcuj/1./use encuj/1 to meet i/re s,ee//cbsiuc/e. Demuye r 1‘/ze s,ee// as fucicreu’ using t‘/re remuzlwzu successes. If all of the shield dice a1'e knocked down, the caster must make a11 Ob 2 tax test. Also shield failure counts as a “may not“ for Sustained spells. A sorcerer may er-tte11d his shield to his friends. Additional successes may be spent to cover additional characters. Those characters gain the full benefits
of the remaining dice of the shield.
/fszk successes ere re//euf if/re muje ml zfcuc/1 /us eisue/euu/lrriuj /rim us» 1.‘/re shale/at /is an 06 3 s/2e/6 one ueM¢'iz'cnu/success is spent, um:/new e twous s/zze/c/protects z‘/rem bu/1. Origin: Personal
Area of Effect: Caster a11d Single Targets
Element: Arcana
Impetus: Control
Duration: Sustained
Resource Points: 12
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Cold bluefire arcsfrom the wizard’s hand into the verysoizlof/z1'spr'e_-y; draining his strength. Meeting the obstacle tempora1'ily drains 1D of Forte from the victim. Each success over the obstacle drains an additional poi11t of Forte. Reducing Forte to zero incapacitates the victim. Forte recovers at 1D per exchange. Weapon Length: as Polearm; Range: as Pistol. Origin: Presence
Area of Effect: Single Target
Element: White Duration: Instantaneous
Impetus: Tax Resource Points: 12
F-G Ealcon Skin
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Invoking the names andpowers ofthe shaper, the sorceress and the trickster, the wizard transmutes his form into that of a sieeh falcon. \Vhile sustaining Falcon Skin, the caster takes on the stats of the Bird of Prey listed i11 the Creature Codex i11 the Monster Burner (also available as a free PDF on www.burningwl1eel.org). He may fly as the bird does, but since he cannot speak or gesticulate, he may 11ot cast spells. For the purposes of The Power Still Flows Through Him rules, use the wizardls own Forte.
Origin: Personal
Area of Effect: Caster
Element: Anima
Impetus: Transmute
Duration: Sustained
Resource Points: 8
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Origin: Personal
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Fear rarhotes from him like chillfrom a winter night. This charm causes
Area of Effect: Presence
Element: Anima
Impetus: Influence
Duration: Instantaneous
Resource Points: 6
A tongue of re lashes omf rom the caster’s gaping maw and bathcs his enemies in ames. Damaging effect spell: Power = Will +3, VA: 2. Die of Fate to determine IMS. Weapon Length: as Sword; Range: as Pistol.
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Origin: Personal Element: Fire
Area of Effect: Paces Impetus: Destroy
Duration: I11sta11ta11eous
Resource Points: 12
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Fh.'c/rerin gflames are outfrom the caster’sfingertips and scorch his enemies. Damaging effect: Power = ‘/2 Will +3, VA Z. Die of Fate to determine IMS. W’eapo11 Length: as Spear; Range: as Pistol.
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Area of Effect: Presence
Element: Fire
Impetus: Destroy
Duration: Instantaneous
Resource Points: 12
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Fire cannot burn one who /mows this secret. This incantation will protect the caste1' and his belongings'fro1n tl1e ravages of fire. This does not protect against fire created Viathe Destroy facet. Origin: Personal
Area of Effect: Caster or Single Target
Element: Aniina
Impetus: Co11t1'ol
Duration: Sustained
Resource Points: 10
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Br'z'n._y' water becomes Ii/re oirfor the lungs. Fish Lung allows the recipient to
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breathe underwater. Origin: Presence
Area of Effect: Caster or Single Target
Element: \‘i"ater/Ani111a
Impetus: Enhance
Duration: Sustained
Resource Points: 10
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A small, brightftame leaps into being in thepolm oft/Le sorcerer. This flaine can be used to ignite fires (like a brand would) or shed a little candlelight. Origin: Presence
Area of Effect: Single Target
Element: Fire Duration: Sustained
Impetus: Create Resource Points: 6
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The mostfoul sorcerous power is that of twisting man’s tvill. This spell allows the niage to i111plant forceful coinniands into the victinfs inind. The words of the 111age beco111e tl1ougl1ts—as if the Victim had forniulated theni himself. This is a very powerful spell. The wo1'ds of the sorcerer are p ern1a11ently ‘Iii’
embedded into the inind of the yictini. They resonate against the character°s personality for the rest of his days. Origin: Presence
Area of Effect: Single Target
Element: Anima
Impetus: Control
Duration: Pern1a11ent
Resource Points: 22
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Origin: Personal
Area of Effect: 10s of Paces
Element: Water/Air
Impetus: Control
Duration: Minutes
Resource Points: 8
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The sorcerer's hand becomes a venomous blade. The merest touch wreaks havoc upon his victim. The soroerer°s hand becomes a weapon. I-Ie n1ust simply touch his opponent to deliver his retribution. The damage done is according to the spell; not the successes of the hit. The touch has a damaging effect Power = Will +4. VA 1. Die of Fate to determine IMS. \Veapon Length: as Hands; Range: as Melee. Origin: Personal
Area of Effect: Single Target
Element: Anima
Impetus: Destroy
Duration: Sustained
Resource Points: 12
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Terrible emonations offear and loothingpourforthfrom the wizard. This spell causes all in the mage°s presence who can see him to make a Steel test at their base Hesitation; +1 Ob for each success over the spell obstacle. \Veapon Length: as Polearm; Range: as Pistol. Origin: Personal
Area of Effect: Presence
Element: Anima
Impetus: Influence
Duration: Instanta11eous
Resource Points: 16
Horseisistaae
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The swiftness of the running more courses through the sorcerer’s shanks. This spell increases the 1'ecipient°s stride to that of a horse (12). Origin: Personal
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Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: 6
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A rushing blast ofcolor and lightflies from the outstretchecl hanrls of the caster and stuns all in its path. This spell causes the victim to make a Forte
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Origin: Personal
Area of Effect: Paces
Element: Heaven
Impetus: Tax
Duration: Instantaneous
Resource Points: 12 _
Ql)_S_ee Description.
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This spell allows you to speak with animals: apes and simians; Ob 1; dogs,
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pigs and dolphins, Ob 2; horses; oxen, Ob 3; wild beasts, Ob ‘I; birds; Ob 5; reptiles; Ob 6; fish; Ob 7; insects, Ob 8. Decide which type before casting.
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Origin: Personal
Area of Effect: Presence
Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: 8
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He rapped his staffupon theflagstones and gentle ilhuninationflowed forth. Mags Light is a subtle and powerful spell that dispels darkness. It can be used to call upon the simple light of a candle or the awesome light of day. Before casting; the sorcerer must indicate what kind of light he is conjuring and where the light is set to emanate from: his brow; his staff; a ring on his finger; etc. There are four types of darkness: din1 light; lantern;
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torch; twilight (+1 Ob); candlelight; moonlight (+2 Ob); gloom or near dark; starlight (+3 Ob); and complete darkness or darkness indoors or underground (+4 Ob). Successfully casting the spell negates the penalty for dim light and reduces all other darkness penalties by one. Extra successes may be spent to reduce the stiffer penalties of the deeper darknesses.
Origin: Personal Element: Heaven Duration: Sustained
Magesense
Area of Effect: Presence Impetus: Create Resource Points: 16
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Magesense is a powerful spell that extends the sorcerer°s senses from the realm of the mundane into that of the arcane. \Vhen this spell is erected; the mage sees; hears and smells magic. When a spell is cast within or an active spell enters his Magesense area of effect; the mage may make a Perception test using the following obstacles: high powered magic (major miracles; Mjolnir; the Burning Wheel; Ob 10 spells; Strength 10 spirits etc.); Ob 1;
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moderately powered magic (minor miracles; Ob 5 spells; a risen corpse; the Belt of Flying; Dragon Slaying Sword; Spirit Weapons; Strength 5 spirits]; Ob 5; low powered magic (Bed Spectacles; Blessl Curse; Ob 2 spells; Strength 2 spirits); Ob 8. If successful; he can pinpoint the location of the magical effect—l1e does not instantly know the nature of the magic. Extra successes of the spell n1ust be divided between the area of effect and if
the sensitivity. Area of effect expands the range; but sensitivity adds +lD per
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success to Perception for the purpose of detecting magic. Magesense is one of the abilities that allows a sorcerer to use Aura Beading. Therefore; once magic is detected; Aura Reading may be used to determine the exact nature of the ability. Lastly; while the Magesense is being sustained; the sorcerer’s Perception counts as Observation for detecting Stealthy a11d Inconspicuous characters; and the sorcerer suffers a +1 Ob penalty to all physical activities like fighting; running and jumping. Origin: Personal
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Area of Effect: 10s of Paces
Element: Anima/Arcana
Impetus: Enhance
Duration: Sustained
Resource Points: 16
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A miniature firework launches from the magician’s outstretched nger and corlrscrews cr‘azr'ly off in to the air. Its journey ends with a magical whistle. Multicolor sparks drift to the ground. Weapon Length: as Sword; Range: as Pistol.
Origin: Personal
Area of Effect: Paces
Element: Arnesonl Cygax
Impetus: Evocation
Duration: Instantaneous
Resource Points: 2
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A wizard can walk in the guise ofany man. A mage may alter the appearance of his face with this simple illusion. The spell forces others to make an Observation test to recognize the mage. The obstacle is 1 plus the margin of success.
Origin: Personal Element: Control Duration: Sustained
Area of Effect: Caster Impetus: Heaven Resource Points: 12
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Under the witch ’s careful tending; the wear and tear of (tail;-y life disappears from cloth ; woocl and even metal. Meeting the obstacle repairs clothing and shoes; 1 success over mends tools; weapons or 1D of shield damage; 2 over mends 1D of armor; 3 over repairs stuff like gears or 2D of armor; 4 over repairs machines; like a mill; or large tools like a plowshare. Origin: Personal
Area of Effect: Single Target
Element: Heaven Duration: Sustained
Impetus: Control Resource Points: 16
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Know this simple spell anclyou’ll never be without that which you need.
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Starting with a scrap; piece or fragment; the wizard can recreate and multiply wood; rope; cloth or paper. Origin: Personal
Area of Effect: Single Target; Paces
Element: Earth
Impetus: Create
Duration: Sustained
Resource Points: 12
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Sorcery renders supple the words and tongue ofa magician. Using Persuasion; a sorcerer may offer a suggestion to his target. It must be a minor request or suggestion and seemingly normal or mundane; the sorcerer may not command his target to do anything. If the spell is successfully cast; then the victim must do as the sorcerer suggests. I-Ie must attempt to complete the request in the time allotted by the duration. After that time; the suggestion
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will lose importance; and the victim will move on. Origin: Presence
Area of Effect: Single Target
Element: Anima
Impetus: Influence
Duration: Sustained
Resource Points: 10
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Shadows, dreams anclphantasms come at the witch ’s beck and call. Using Phantasmagoria; a witch may conjure images and illusions. The size; scope; depth; texture a11d detail of the vision depend on the success of the spell. Meeting the obstacle allows her to change the shape of one small; paIm—sized object—but to all who view it; it seems real enough. Exceeding the obstacle allows her to increase the size and breadth of that illusion: 1 success over for a11 object or animal the size of a hat; 2 over for a dog or chair; 3 over creates a person; a wall 01' a bed; 4 ove1' for a horse or cart or a complex image like a painting or tapestry; 5 over to create a small house or a crowd of people; 6 over to create a house; a court or a monstrous creature like a Ciant or Ancient Seneschal. To penetrate an illusion; a cl1a1'acter must an Ob 3 Perception test or a11 Ob 2 Observation test. To make the illusions harder to penetrate; the witch
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Origin: Presence
Area of Effect: Natural Effect
Element: Heaven/Anima Duration: Sustained
Impetus: Control Resource Points: 12
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1-Iispure thoughts render him weightless; hefloats in air akin to afeather.
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This incantation allows the wizard to rise straight up into the air. He may rise a number of paces equal to his Will; and may only rise straight up. Origin: Presence
Area of Effect: Caster or Single Target
Element: Air Duration: Sustained
Impetus: Cont1'ol Resource Points: 6
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The sorcerer commands the life offire. He may cause it to burn high a11d b1'ight or cause it to be low and smoking. This spell affects bonfi1'e—sized fires and smaller. The mage may increase or reduce a fire’s strength by two steps on the 11atural magic scale. Fires reduced to zero are doused.
Origin: Presence
Area of Effect: Single TargetfNat. Effect
Element: Fire
Impetus: Control
Duration: Instantaneous
Resource Points: 6
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The sky turns a srrzolry red and streams offire erupt on the wind, annihilating the wizar'ci’s enemies. Damaging effect spell: Power = Will +2, VA 5. Die of Fate to determine IMS. Weapon Length: as Missile; Range: as Heavy Crossbow +1D. Origin: Sight
Area of Effect: 10s of Paces
Element: Fire/Air
Impetus: Destroy
Duration: Instantaneous
Resource Points: 20
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Leader: clouds rush to the s0rcerer’s call; thick, stinging rain sweeps the fields, causing his enemies to despair. This incantation causes a torrential downpour that turns the earth to soupy mud, drowns out the cries of men and Washes out bridges and homes. 1 over: light rain; 2 over: rain; 3 over: heavy rain; '1 over: downpour with accompanying, minor flash floods; 5
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Area of Effect: 100s of Paces
Element: ‘Water/Ail‘
Impetus: Control
Duration: Instantaneous
Resource Points: 16
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Arcane powerfiaresfrom the brow of-the sorcerer, and his eyes become scintillating stars ofjear: Those who look into his eyes freeze; their limbs go dead, paralyzed. The sorcerer may nominate one character to be the recipient of his gaze and attempt to paralyze him. Obstacle is the target°s Will 01' Forte, whichever is lower. if/eapon Length: as Missile; Range: as Pistol. Origin: Presence
Area of Effect: Single Target
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Impetus: Tax
Duration: Sustained
Resource Points: 12
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With a gesture, the sorcerergonges massive sph'nters_from nearby wood and stone anclflings them with great velocity into the unwary The spell leaves deep grooves i11 the material used as its source. Damaging effect spell: Power = 1/2 Will +2, VA 3. Die of Fate to determine IMS. \Veapon Length: as Polearm; Range: as Pistol. Origin: Presence
Area of Effect: Paces
Element: Earth
Impetus: Destroy
Duration: Instantaneous
Resource Points: 8
Light sharpens, and that which is distant becomes clear. The recipient gains +2D to Perception tests. Anima Enhancers like this spell can be used to affect positioning and maneuvers.
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Origin: Personal
Area of Effect: Caster or Single Target
Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: 10
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Fire leaps and spits spar/is at the sorcerer’s call. Anyone sitting around the
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Length: as Polearm; Range: as Pistol. Origin: Presence
Area of Effect: Single Target
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Impetus: Destroy
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Resource Points: 8
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A ghostly'presenceforms and shadows the sorcerer, serving his need and whim. The servant may perform simple functions for the caster: carry, serve, open, etc. The serva11t°s Speed and Power are equal to the caster°s Will. The Servant may 11ot leave the sorcerer°s sight. Origin: Presence
Area of Effect: Single Target
Element: Arcana/Earth Duration: Sustained
Impetus: Control Resource Points: 6
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The shy chokes into apurple rage and voices its displeasure with searing thunderbolts. Damaging effect spell: Power = Will +5, VA 6. Die of Fate to determine IMS. Weapon Length: as Missile; Range: as Heavy Crossbow +1D.
Origin: Sight
Area of Effect: 10s of Paces
Element: \Vl1ite/Air
Impetus: Destroy
Duration: Instantaneous
Resource Points: 24
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Callingforth thepower ofancient spirits, the sorcerer summons the limitless strength of the oa: into his veins. The recipient gains +2D to Power. Origin: Presence
Area of Effect: Caster 01' Single Target
Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: 10
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Speaking this primal incantation and bringing his hands together, the wizard causes a small thunderclap to erupt and deafen his enemies. Thunderclap deafens all those around the caster for one hour and causes +1 Ob to all actions for one exchange. Victims may make a Forte test to
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reduce time of deafness: 10 minutes per success. Multiple thunderclaps have
no cumulative effect (What? I can ’t hear you). Weapon Length: as Polearm;
Range: as Pistol.
Origin: Personal
Area of Effect: Presence
Element: Air
Impetus: Tax
Duration: Instantaneous/Hours
Resource Points: 6
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A true sorcerer is untouchable b_-):'swords, arrows, spears andfists. Turn In
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sorcerer casts the spell with five successes; all incoming attacks are at +2 Ob. Origin: Personal
Area of Effect: Caster
Element: Animal Earth
Impetus: Control
Duration: Sustained
Resource Points: 16
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lftwes o com age and zealpoin steadily oi th iom the wizard This spell adds +lD to Steel plus +1D pei niaigin of success to all allies in his piesence Origin Peisonal
Area of Effect Piesence
Element Anima
Impetus Enhance
Duration Sustained
Resource Points 16
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The voice o the soi cei er has no source He may piodiice sound wheiesoevei he desiies in his piesence This spell takes the sound fi om the soi cei ei s tlii oat and pi o]ects it elsewlieie The soi cei ei 1S silent his voice is lieaid fi om a diffei ent point Origin Pi esence
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Element Anima/Aii
Impetus Conti ol
Duration Sustained
Resource Points 8
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Lilre a hunting spider, the witch clings to walls and clambeis about This spell allows the witch to walk upon walls as if they weie lioiizontal surfaces Count Speed as Climbing skill Add +lD to Speed when able to utilize walls and ceilings foi advantage
Origin Peisonal
Area of Effect Castei
Element Anima
Impetus Conti ol/Enhance
Duration Sustained
Resource Points 10
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Water becomes hlie ice to the ensoicelled eet ofthe witch The iecipient of this spell may ti ead upon watei as if it weie solid gi oiind White/iough watei
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Area of Effect Castei oi Single Tai get
Element Anima Duration Sustained
Impetus Control Resource Points 10
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Smashing his hand against the glass) sui ace ofthe watei, the incantei sends a power iil wave rippling aci oss the sin ace Natui al effects of waves
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swamped small boats sliattei ed 6 ovei, inid-sized boats capsized 7 ovei laige vessels swamped, 1111(l-SI?6(l vessels shatteied 8 ovei, lai ge vessels capsized 9 ovei, laige seagoing vessels sliatteied
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\Vave must be cast in a suitably sized body of water. Deep pools of water (like a big fountain in a city) can only produce up to “ti over” effects. Ponds and streams can only produce up to “5 over” effects. Weapon Length: as Missile; Range: as Crossbow. Origin: Pei'so11al
Area of Effect: 100s of Paces
Element: Water
Impetus: Controll Destroy
Duration: Instantaneous
Resource Points: 16
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With a word, aplea and apinch oflucli, the weather witch aslrs the clouds, wind and rain to move along, remain a little longer or even calm down a bit. The caster may influence clouds, rain, and storms. He may not influence sun or light independent of moving clouds about. When successfully cast, the spell reduces any nasty weather to something merely bothersome, and can magnify botliersome weather to something nasty. W'eatlierworkei' can reduce or increase the intensity of weather by up to three steps on the Natural Effect scale. Reducing the effect to zero moves the phenomenon completely out of the caster"s vicinity. \Veather may only be increased up to the “9-over” effects—an act tantamount to suicide.
Origin: Sight Element: Air/Water
Area of Effect: Natural Effect Impetus: Influence
Duration: Elapsed Time: Hours
Resource Points: 10
Power arcane sends words winging like divine messengers across the gulfof distance into the ear of the named receiver. The caster can deliver a short (syllables = 21' Caster°s \Vill) message to a named and known recipient. Spell travels I mile (l500p). This distance may be increased by upping the obstacle for area of effect.
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Area of Effect: Single Targetl Miles
Element: Air
Impetus: Control
Duration: Instantaneous
Resource Points: I2
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A crashing bolt oflightning arcsfrom the caster’s brow, obliterating his enemies. After striking its intended target and resolving the effect (the most likely result being a pair of smoking boots where once stood your foe), roll the Die of Fate. On a 2-6, the spell dissipates. On a 1, the bolt jumps to another target~—fi'iend, foe or self. Roll randomly to determine the new target
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giving equal weight to all possibilities. After resolving this impact, roll the Die of Fate and go through the process again. Damaging effect spell: Power = Will +5, VA 4. Die of Fate to determine IMS. VI/eapon Length: as Missile; Range: as Great Bow.
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Origin: Personal
Area of Effect: Natural Effect
Element: \Vhite
Impetus: Destroy
Duration: Instantaneous
Resource Points: 16
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Rain and wind grow hostile and lash out at the enemies ofthe witch. Vllindlasli increases obstacle penalties for those out in the weather: +2 Ob for light rain; heavy rain is +3 Oh; storms are +6 Ob. If a test is, for some
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reason, not normally penalized by being performed in the rain, Windlasli adds a +2 Ob modifier. \Veapon Length: as Missile; Range: as Heavy Crossbow +lD.
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Origin: Sight
Area of Effect: 10s of Paces
Element: Air
Impetus: Control/Tax
Duration: Sustained
Resource Points: 8
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Voices whisper answers and questions across the indigo gulf of time. This spell grants the wizard +2D \Ilill. Origin: Personal
Area of Effect: Caster
Element: Anima Duration: Sustained
Impetus: Enhance Resource Points: 10
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This spell launches the witch in a long leap and allows her to come safely to earth. Increase stride by four for your next positioning test. Leap 10 paces per success.
Origin: Personal
Area of Effect: CasterlSingle T. /10s of p.
Element: Anima
Impetus: Enhance
Duration: Instantaneous
Resource Points: 6
/I sorcerer’s merest whim is the hey to any loclc. Witch Key opens any mundane lock for the caster. Origin: Personal
Area of Effect: Single Target
Element: Earth
Impetus: Control
Duration: Instantaneous
Resource Points: 12
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To the witch, a man ’s scent becomes as distinct as his voice, fear becomes a taste on the tongue. This incantation increases Perception by +1D overall,
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by +2D for strictly olfactory/taste—based tests. Also, Perception counts as Observation for detecting Stealthy characters. Origin: Personal
Area of Effect: Single Target or Caster
Element: Anima
Impetus: Enhance
Duration: Sustained
Resource Points: I2
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Globes of swirling light orbit the caster and move with a Speed equal to the caster°s \Vill. The lights hover and float at the caster°s command, illuminate as if
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they were torches, and may not move beyond the limits of the caster s presence. Origin: Presence
Area of Effect-. Natural Effect
Element: Heaven
Impetus: Control
Duration: Sustained
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Men and Women in Play Of the four character stocks presented in Burning Wheel, Men are the least fantastic. They are designed to closely emulate the facets of medieval life: All walks of life are represented, and nearly any combination of fate and fortime is possible. There are multitudinous options in their lifep aths, moi'e than any othei' stock, in fact. Despite being the least fantastic, the Lifepaths of Man are where it°s at for traditional fantasy mystic archetypes———soi'cerers and priests. Only -'-1_‘-_-» syn-,1i~r.-.=,i'~.-=si:~":=,'1:"; -.."’,=12-a,.-5-75_3}aI_,"
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men and women can tap the power of sorcerous magic or divine miracle. These are potent abilities. I recommend that either only one player take
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magical and mundane characters is challenging to rim. Such a grouping
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on the role of the above, or all players play one. Having a mixed group of creates a pretty big rift in the standard adventuring party—styIe play group.
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Ltfepaz‘/vs Qw y at Lifepaths of Man also set the benchmark for all other characters. The four-lifepath man or woman is the archetypal starting character in Burning Wheel. Such characters are competent, but not powerful. Three lifep athers are rank beginners; five lifep athers are experienced veterans. Most characters built with these lifepaths a1'e going to come into the game with relatively vanilla numbers: stats and skills of 3-5. But they are by far the most quirky. Men and women get more trait points on average than Dwarves, Elves or Ores of the same number of lifep aths. This allows
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players to juice those vanilla stats a.nd skills with lots of really cool traits. If you find yourself struggling with a character concept, try different paths or a different order so that different leads open up. Keep your eye on your end goal/concept, but let the ourneythere develop as you choose lifepaths. Also, don°t be afraid to close down or open up options in lifepaths or leads in order to emulate other cultures, either historical or imaginative. For example, Bishops nright not work well in an East Asian style game, and might be better replaced with a mandarin or geomancer lifepath of your own design. If you’re really interested in creating your own lifep aths, you can find the guidelines in the Monster Burner. Finally, the role of gender in these lifepaths deserves mention: The vast majority of the lifepaths are gender neutral. Even though medieval Europe was male-dominated, there are enough examples of female participation in all facets of society to make restricting women to “traditional” roles counter to the ethos of these rules. lvomen fought in wars, started rebellions, ruled kingdoms, ran businesses, worked the fields and dug the ditches. They were disenfranchised, though. The customs and laws of the age denied them inheritance rights and limited
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10 yrs
5
+1 P
Black Legion, Servant
Skills: 2 pts: General Traits Ole Common traits plus 1 pt: —
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3
+1 P
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3 yrs
6
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Skills: 3 pts: Foraging, Inconspicuous Traits: 2 pts: Tasting the Lash, Running (Away), Hiding, Stealing, '
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5 yrs
3
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5. yrs
3
+1 P
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5 yrs
3
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4 yrs
3
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3 yrs
'3
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Black Legion
Skills: 4 pts: Brawling, Cudgel, Intimidation Traits: 2 pts: Pack Hunter
Woodeu er
7 yrs,
9
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Skills: 4 pts: Bude Carpentry, Mending, Intimidation Traits: 1 pt: —Reqaires: Cutter Slave
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7 vrs
9
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Traits: 1 pt: — Requires: Cattle Slave
Farger
7 yrs
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9
+1 M
—
Skills: 5 pts: Blacksmith, Intimidation
Traits: 2 pts: Singed Requires: Forge Slave l'i£wright
3 yrs
'10
+'1 M
—
Skills: ‘I pts: Mining, Intimidation Traits: 1 pt: Deep Sense Requires: Tunneler
Edge Grinder
10 yrs
15
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Black Legion
Skills: 6 pts: Mending, WBH1)0DSmlIl1, Armorer, Tanner Traits: 2 pts: Suspicious Requires: He \Vho Grinds the Edges of Our Axes to Clinting Sharpness requires Forger Wllipm sier
9 yrs
15
+1 M
Black Legion.
Skills: 4 pts; Inter1'ogation, Intimidation, B1'awli11g, Torture§ Traits: 1 pt: \Ill1e1'e Tl1ere°s a \Vhip, The1'e°s a Way Requires: Pitwright, Forger, four slave lifepaths or any Great and Black o1' Legion lifepath
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3 yrs
3
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7
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Skills: 3 pts: Armor Trainingl, Axe, Bow, Knives, Mace, Riding, Shield Trainingl, Clan—wise Traits: 1 pt: Silent Hatred Requires: He Who Walks in the Named°s Shadow requires The Rites or Astride the Beast.
Black Destroyer
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12
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Chanel
Skills: 7 pts: Mounted Combat Trainingl, Great Wolf Husbandry, Riding,
Axe, Spear Traits: 2 pts: Intense Hatred, Low Cunning Requires: He \Vhose Skin Is like Winter Night, \Vhose Mere Presence Causes Those Beneath Him to Shiver in Terro1' and Cower Beneath His Wicked Blade requires Follower, Astride the Beast or Head Taker. Named
3 yrs
25
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Skills: 5 pts: Command, Brutal Intimidation§, Tort11re§ Traits: 2 pts: Savage Consequences
Requires: He Who is Mighty and Earned the Ancient Right to Be Named requires Black Destroyer, Troll Lord or Head Taker.
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10 yrs
30
+1 M
Chattel
Skills: 5 pts: Siege Engineer, Artille1'ist, Mending Traits: 1 pt: The Bigger They Come, Brutish Efficiency
Requires: Servant of the Gate
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30
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Cltattel
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9 yrs
40
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Servant oftire Dark
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20 yrs
60
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Traits: 2 pts: Brooding, Flights of Murderous Fancy, Unrelenting Hatred
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Tr arts 2 pts Tasting the Lash, E-‘\tl1Ei11SlC1U11, Running Away
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Skrlls 2 pts Bow, Mending, Fletchei Tr arts 1 pt Hiding, Runmng Away) Rest! rations B01 11 Great Ores may not take this path
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Tr arts 1 pt Psychotic, Paranoid Booming Voice Reqrrrr es The Rites, Legionei or Wlnpmastei Despair Shouter 3 vis
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6
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Skills: 9 pts: Mounted Combat Training’F__ Hiding, Great \Vo1f Husbandry, Intimidation, Spear, Armor Trainingi Traits: 1 pt: Brash, Cry of Doom Requires: He \\/ho Sits Astride the Howling Black Beast requires Black Hunter or Follower. I Beams the Lash
6' yrs
9
+1 M
Chattel, Great and Black
Skills: 6 pts: \Vhip-wise, Intimidation, Torture§, Command, Sword, Brawling Traits: 1 pt: Where There"s a Whip, Tl1ere°s a \Vay Requires: He Who Bea1's the Lash and Drives Us Ever On requires \Vhipmaster, Black Hunter, Astride the Beast or The Rites
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10 +1 M/P
Chanel, Great curd Black
Skills: 5 pts: Great Wolf Husbandry, Great Wolf-wise, Pack-wise, Mending Traits: 1 pt: Flea-Bitten; Where There's a Whip, There's a “lay; Show No Fear Requires: He \Vho Rules the Black \Volf Pack requires Bears the Lash, Follower, Whipmaster, Master of Eight or Knower of Secrets.
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6 yrs
15
+1 M, P
Chattel, Great and Black
Skills: 5 pts: Command, Brutal II1tiII1idE1tiOI1§, Axe, Brawling Traits: Z pts: Unrelenting Savagery, Fondness for Elven Blood, Taste for
Man—Flesh Requires: He Who Cleaves the Heads of His Enemies From Their Shoulders and Sets Them Upon Stakes for All to See requires Bea1's the Lash, Black Destroyer or Named.
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Servant of the Dark Blood Subsetting ,-In
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3
——
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Skill: 2 pts: Servant—wise Traits: 2 pts: Fearful Respect of the Servants, Naked Hatred
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6
+1 M, P
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Skill: 3 pts: Doctrine of Night°s Blood .- _.;£_ _,._,(,l.: _._;|.___;»_l_ ,_H-._,“_.:-_Ls=I___ 1.!
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Sltill 4 pts Rituals of Nighti Vile Poisonei§, For aging lraits 1 pt — Requires Diinkei of the Dark Maslerof ight
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Chattel Legion
Sltills 7 pts Spider Husbandry Riding Mounted Combat Trainlngl Web—wise, Climbing Traits 2 pts Batshit, Affinity for Spiders
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7 yrs
8
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—
Sli ill 4 pts Rituals-wise, Animal Husbandr y, Oi c—wise, Elf—wise, \Volf—wise Ti aits 2 pts \Vheie There s a \Vhip There s a \Vay
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I2
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