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Head Wizard lit

Chris Allinghaln

Burning Wheel Concept


and Design

Fight Captains
,

Luke Crane

Ian Marshall, Jacob N0l'W'Cl0Cl


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Cln'is Allingham, Luke Crane, Badek

Founder of Dynasties

Burning Wheel Development

Bob Dohorty

Drozclalski, Ian Marshall, Thor Olavsrucl,

T Speaker of the Secret Language ,

Rich Soto and Peter Tierney

Circles Concept

Radek Fmzdalsiaa

Proofreading

Thor Olavsrnd

Thor Olavsrud, Topi Makkonen, Mayur il

Character Burner Development

Tirucllelvain, Alexander Newman, Drozferatu

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


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Thompson, Kaare Berg, Alexander Cherry,

Tony Hanlilton, Wilhehn Fitzpatrick,

Cave Troll
Andy Action

Louis Nava and the lnost sagacious and


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Wise nlenihers of BPG.11et, indierpgs.coI11,


11erdnyc.co1n and l) tu'ningw11ee1.org

Charts and Sheets


Ben Morgan

Content Editor
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Cover Illustrations

Tl1or Olavsrucl

Copy Editor

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Rich Forest

Kurt Koinoda

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Burning Wheel on the Web


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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

his excellent talents to making the Jvheel

Colin Theriot.

Section Page Illustrations

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 Youre the best fans ever.

Cliaracter Burner Front Page: Mark Smylie


(\vww.artesiaon]ine. com)

Extra Thank You On Top

'_-__'i-

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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

t
E

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


SilmarillionWay back in 1991 .

And let us not forget Danny and Mike at the


Compleat Strategist. Theyli never let me

Radek, its 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 itaud then what the hell will

design sessions. Ralph Mazza, for the down

you do?

to earth support and insight. Kaare Berg, for

A Special Nod

amazing actual play posts. Oscar Rodriguez,

rules, hut are not). And Abby Bell, for the

forget it if I dont thank them.

feeding 1ne and keeping me healthy with his

Kyle Davis, John E Bogart, Megan McFer1'en

during my bouts of overwrought drama.

Roberts, for those intense and fm1 game


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McCoy, Mel Camp, Andy Action, Jon Slack,

Thor Olavsrud who appeared on the scene


in the nick of timeto save n1e from myself.

Binger, Colin Booth, Katie Boclie, Megan

Revised Thank Yous. ..


Bob Doherty, Jason Costa, Jesse MacDonald,

(W

'10 Barbara Tuclnnan, JRR Tolkien and to

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Ursula K. Le Cnin for continuing to inspire me.

Phil Wedei, Neil Coorh'ieh, and Keith

Senkowski for their awesome and unholy

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mixture of darkness a11d the Wheel. .h1dd


Burning Wheel, the Adventure Burner, the Character Burner, the Magic Bu: net and the Monster Burner at c

tra(lcn1n1"ks (m) of Luke Crane. The five-spokcd Wheel logo is a registered trademark () of Luke Crane.

The Burning Wheel is Z01 l Luke Crane.

ISBN: 978-O9836'i58()~'1

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Printed in the United States at CushingMalloy, hie. Ann Arbor, Michigan.


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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

'

The Kingdoms of Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198

Orc Lifepaths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228


I

The Hate of Ores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235

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Skill List ......................................... . . 252

at'~

Trait List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310

the Rim

M/heel Meets Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357


Steel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 360
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 366
Relationships, Circles, Affiliations and Reputations . . . . . 377

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Duel of Wits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388


Range and Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403

Fight ............................................ . . 424

Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 463

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Armor and Shields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474

Anatomy of Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 484


Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 499
Emotional Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 522

Natural Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 528

Distance and Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530


Riding and Mounted Combat . . . . . . . . . . . . . . . . . . . . . . . . 533

Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 541

Heroic and Supernatural . . . . . . . . . . . . . . . . . . . . . . . . . . . 544

Appendices

I
'-I

Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 548

Weapons Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554


The Die of Fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 559
Burning Rogues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 502

"Q._i
5-_ _'_I'-"

Index of Headings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 572

Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 599
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by

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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 its 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 Wheels core mechanics, advancement a11d Artha rules demand
morethan-usual attention fro111 the player. Skill or stat advancement
isnt 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 valuesit"s a question of who you, the player, want your
character to become. Every actio11pass or failis 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
players 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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Buriiing Wheels why is built into Luke and c0111pa11ys extensive how.
The genie is n1ea11t to be played as Written. Each rule has been lovingly
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c1'afteda11cl now, 111a11y of them re-c1ai:teclt0 support playe1'- driven

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stories of white-kiiucklecl action, lleart-1'e11(li11g decisions and triumpll

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against the odds. Burnjlig Wheel Cold is the result of a decade of such
stories. Its not a fix of Burning \Vheel Revised 01' Classic. Its a new
how.

May you enjoy discovering the why as much as I will.

I.

Jake Norwood

March 201 1

I.I

Jake Norwood is the creator and aulh-or oft/ze acclaimed (and out qfprin L) r0Iep1a_}*ing game

T.

The Riddle of Steel. He is also 0 veteran oft/re 101st Airborne (Ra/6/iasansfj, presiclent q/'

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the HE1lLfA Alliance (www.hemaalliance.c0m) and an internah'0naI[)' recognized German


Iongsword g/rte!" and teacher. He lives in lllarjyland zuilh his wife, daughter and mom-z'n-law.

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But new/a/one is nonsnowy/1 fa set/uawer 'ee: z/zere mum[re know/%@e.


U1'sula K. Le Guin, A Wizard ofEarthsea

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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.

'

Donaldson a11d ] RB Tolkien in their works of fantasy fiction. It is


also heavily influenced by the brilliant medieval historical accoimts
of Barbara Tuchman and Desmond Seward; a dirty, complicated
world full of uncertainty, but not without hope or opportunity for
c liange .
Unlike many other roleplaying games, there is no set world in
which you play. Burning Wheel is an heir to a lo11g legacy of fantasy
roleplaying games, 111ost of which contain far better worlds a11d
settings than could be provided here. Also, it is 1ny strong belief
that players of these games are adept at manufacturing their own

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worlds for gameplay; my own world pales i11 comparison to what


you will create.

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In the game, players take on the roles of characters inspired by

history a11d works of fantasy fiction. These characters are a list

Expressing these numbers and piiorities within siuiations presented

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do contain a philosophy that implies a certain type of place. There

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are consequences to your choices in this game. They range fro111

task, hell be changed, and I don"t know exactly how. Recognizing

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that the system enforces these choices will help you navigate play.
I always encourage players to think before they test their characters.
Are you prepared to accept the consequences of your actions?

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Though the game l1as no world full of ethics and laws, the rules

might die, to the more complex, If my character undertakes this

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by the galne master (GM) is what the game is all about.

the very black and white, If I engage in this duel, 111y character

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of abilities rated with numbers and a list of player-determined


priorities. The synergy of inspiration, imagination, nunlbers and
priorities is the most fundamental element of Burning \Vheel.

"

The in-ga111e consequences of the players decisions are described in


this rulebook. The moral ramifications are left to you.

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, makeor burn, in our parlancea character. Then get some
friends together and play the game! After youve played, explore the
rules further to see what you"d like to add to your game.

Voices in

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Head

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!
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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?

The Flow of the Game

that
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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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pi

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ass a

The Hub qft/we W/wee! F15


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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

f_1'l{lH053510:133

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 tl1eyll 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 outa 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.

Dice

D6

as='--ifI""TiY~_-='" <_f
fl "ta l

_.'"\-.f-_"-. ._ _;

I |.

Burning Wheel uses common six~sided dice for all rolls. From here on
out, these dice are referred to as D6 (which is gamertallc for six-sides).
Groups of them are referred to as 3D6, 4D6, 5D6, or 3D, ID, 5D for

._-

short. How's that for confusing gamer parlance?

%\"if'?"?~.-T?
1\-*1 .

Difficulty Number
Dice i11 Btuning Wheel are rolled i11 handfuls (or pools) of usually three

tithes

to six dice. In each roll, every die is cotmted as its own result, either a
""yes"" or a no. The more yeses the better. Any die that comes up as

* Wli.i/
it-;1-.=-5

a no"" result is a traitor to your cause and doesnt count toward success.
The number needed for the die to achieve the yes result is called the
c1{'f)li'ctZit_')/' 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

I*\*(:-J!
f "'-ll.

only two instances where this changes, and they will be discussed later.

|' I" -1|

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fit? =fl
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;=->-1-"11-"
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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//u6fy1'i/6.5 merz Z 2, 2, 4, Srcsn/z. Two


oft/16 /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 characters actual ability in

2.-' ="e- 1"-3"'

"Ir'

that area (not because it stands for X to the Nth power). Throughout the
text, youll see 111e refer to an ability as exponent 3. Thats ustme saying,
You 1'oll tln'ee dice for that, bub.

'|.|

-, 4.'.

Exper selu xponent


Below is a list of exponents (exp) in Burning Wheel and what they imply

t as
.. J

about the ability they represent. Hopefully, this will help you get a feel
for the system:
Exp 1 is naturally disinclined, crippled or utterly i11co1npete11t

Exp 2 is untrained, raw, weak or unpracticed


Exp 3 is nominally trained a11d practiced
Exp 4 is competent, everyday stuff doesnt pose a challenge
Exp 5 is expert
Exp 6 is near mastery
Exp 7 is excellence

was

Exp 8 is total mastery, complete understanding

"- "_.1I-_;|-=-._
-_,r_

Exp 9 is uncanny, incomprehensibly good


Exp 10 is as 11ear perfection as the system allows
__

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The Hub cfthe Wheei


-""1-"Tm
.1: __.,,

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.

_.|_-_

Shade

~*

ansaeuoaag
sql
if
1-I.

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

T" \I._LtW

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
" lllllllbtil for a roll varies from 4 (or B shade). Changing an
abilitys 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.

z:"-7'=-'-I."-51i'E'"

wefi-:;;'?
J -ii;
"'-IF;_--1-_
are -I
.--7?-=
*-= :;_"*I_- '."'*=7I-'.

Tests
You make tests during dramatic moments, when the outcome is
uncertain.

The Orcs are ccmirj. I neca/tc redn arce this door to hcIcIthem c/ffferen /far/'n.st
a IIttIe wh:'Ie). I test m)1 Cancer:by chi/I

I
, '-I _."-='|' ii.

Shade
\

piiarp-entry [E 5

,_[1p0n1nl

i'I -.

/fhihly Ihillus case,a skl i

When I want to test my characterfs Carpentry .shi'IIn/)/ character mast


rein rrce this a/cor he/ii-re the 0rc.s came./I rcII three aice.

gr

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Re

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 abilityroll 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 pass more difficult
teststests that require multiple successes to overcome. The number of
successes needed to pass a test is called the obstacle (Ob). It is the CMs
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

"3-.'
' i'

=3.it
},i:'*. -at i.

and lucky the character will need to be to pass it.

. .=.!'i!"iliilI '

Difficulty by Obstacle
Obstacles range from 1 to 10 (only occasionally getting higher): 1 is the

"'1"

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-1"7!- ii. -*
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easiest, 10 the most difficult. According to the exponent list, a character

tttltiiit
.I-*"- - I

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 pass tests of
obstacle 1 or 2. He ca11 pass 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 5a11 expert according to our list-ca11
routinely hit obstacles 1 through 3, but will find obstacles 4 a11d 5 a

L.

Ti-.

.
bit difficult. Still, he ca11 hit a11 Ob 5 unassisted, while a skill exponent

of 4 cannot. A character with a master level abilityexponent 8can

achieve great things rolling six, seven or eight successes, but even he
can"t reach Ob 10 unaided.

. _,,_
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tat

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The Hub ofthe Wheel f'i~.ie:j;I


This simple table below visually depicts the range of difficulty by ability
level in Burning Wheel. Light gray is easy. Medium gray is hard. Dark
gray is too hard for an ability of that exponent to accomplish miassisted.
1--I.

0b2

obs! on-1 I 0115 Q 0110 l Ob? I obs l 0119 , 01110,

Fjxp 1

'

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Exp 2

. 3
Ev
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En
Exp 7

Es
T1359

hie

with

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 user.

;1(,

The difficulty is set a11d the user must muster his skill and advantages
to overcome it.

t\. ./it

A simple act done with little thought

A11 act performed routinely at your job

An act you ca11 accomplish if you concentrate

OOOOL:t.wLt. 4

A risky act

Ob 5
6

An act that requires expertise


An act that requires a heroic effort

OOOOOe'ceue~

__] 1]. -1?. __-'

a'i<i".~" I'L*

An improbable feat

An act requiring p1'eternatural ability or a lot of help

An act deemed nearly impossible

I\- CJ

A miracle

\ - -.

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

lief-=5="*'-is~
t,.5'-K;},il_.i
.*

t\~'"'\*i.iI~
I It!J!
r /e:t%?"=--='->

fighting. Obstacles, once set, arent reduced by the workarounds, tricks

or fixes from the players. Those elements add dice to the ability to
overcome the obstacle.

l E15

'%'i=--! '%?'iF#

J" IR.

"

it-1" -:__I"i' if

| t-_=,|,.'

J
_---'

Open-Ended Rolls
Certain rolls in Burning \Vheel are described as openended. This
means that any 6s rolled allow the player to pick up another die. If you
hit yotu' difficulty munber or higher, its a success. If you dont 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 opene11ded rolls.
Anything ca11 happen.

Basic Dice in Brief


\Ve roll dice when a conflict arises.
The number of dice rolled is deterinined by the characters relevant
ability that applies to the conflict. You dont 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 abilitys shade.
._

_.-I

t 1??

The obstacle is the inherent difficulty of the task being attempted. You
need successes equal to the obstacle to pass the test.
Ope11ended rolls 6s on Faith, Steel and magictype testsallow
you to pick up another die and roll it again, hopefully adding more
SUCCBSSBS.

F it

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Ep

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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

'-@I@"i

bleed, strain and sweatthey have limitations, but are also lucky
a11d miraculous.

.=~=- ,*-t~._. -

Characters are the most important part of Btuning \Vheel. They are
the players incarnations in the game, and nothing happens in the

II

game world that doesn"t involve a player character.


Lets 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 terms in
the following section. Individual uses of these abilities are detailed
in later sections.

if; I \

tin) '
If
Mufilt

Stats
"D,

There are six stats that describe a characters basic mental and
physical composition in Btuning D/heel: \Vill, Perception, Agility,
Speed, Power and Forte.

Will
\Vill is the social statit 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

"' -Itt
may?

information or clues, and this is the stat tested in those situations.

17

.,-L 5'5 ,-,


F. ,- l1_ .

Agility

.,

Agility rep res ents the l1 an d - eye

. '|

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+.--,5.- Iii
1-- --.'

- '

tested when a character must keep


hold of something, snatch something
I

.""' "'

.-I"'' _'..-I
.1;
_,.

coordination of the character. It is

.'

I-ll_ -1--.'. ii.

-I'll

01- toss a11 object. It 1s also the basis


for many martial skills.

P
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.,

I_

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.

.1

1: _

Speed

'

,_

I-I

-I -. ii

.-

J'-

fast the character moves and l1ow


coordinated he is overall. Its rolled

fl

all the time in game, from fleeing

""'"' *

..

"-.

HR

"
Hf,

I.--.-7_,.|
.-_.r$3
'\-II--I,=-~l.
_. _'L,_-._F_|; __
._.. 'li ".t-_L1-l_' _.-Z
. .___"'-'"''-"w_'._:_:_. 5_:=*|_!.r- I.,

._4,.
.

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.
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.._..-;. .-

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_.__

._.'_,
______!___ I __I._____

-:-.-,~.-:=; =~' "- :~',-._


=- -.9.""'-T.-4
"=.-.-.1f'":-?=en
"*-'*"l~-'1fiv
L''-~-.1'",_B.-1f*

Its rolled in game when the character


has to push something over or

'5
'=:'"-'-.;-._'-._1.T-_=-1-_E_;"-:-

_-_-_..- .-_.,-_~,e.~_.i.
*a-:---.1. -.:".-..-=t'1i-.**--_
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.75.". ___
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_--. .-._.-_-

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:.;-7-.
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-.-',':-,
-"'-1 ',-'.=,.-_5.' r-.""'F'L'--.-.F
:|--P -vJ,4

!.|--;__;:;1

Power represents physical strength.

I i -

' I

"II.

your enemies to ducking a blow. It


is also the basis for the Dancing,

Powet

I _l I_

-,
_.-H

This quirky stat represents how

Stealthy and Climbing skills.

I
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--

\.,.""
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IL-T
._|_1
.:-.:_:
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.

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grapple with someone. It is also the basis for daniage in melee attacks.

wt

itfn Forte
Forte (pronounced FORT) represents the characterls physical mettlel1ow 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*

.1 @-1.4I:

Attributes

_ :51"?-

I-9:"?LEA-

Attributes are derived from stats a11d are used for more subtle tests
than the raw instances described above. They ca11 also be avenues to

"!" "

additional abilities, available only to certain characters.

Health
I. .;~._;|_ J,

#.=a;tt{
I-. _ .-1 .
e":_f~t!|

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.

-".ilIi}
r-..r!t~\~'

It is used to determine how often a character acts during a fight. Reflexes

W51...

isnt tested like other abilities.

'-1- "|

J
F

18

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tit: *:t\rat I-"sf-'-: ,1.


IT.
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The Huh ofthe Wheel :- - ~ -

I;'_-_l'|
.|I
I.

Steel

"

Steel is a complex attribute that combines elements f1'o111 different stats


a11d the characters background to determine how steady a characters
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

In
sirauiaamsjsreuggan

chapters.

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 shadegray or white.

Skills
I11 Burning \Vheel, a skill is a specialized field of knowledge or particular

IQ

it- t~

fl".--5-_'_7"'"T "'l.i\3.- '=-:~.I=*"<. l

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.

Beliefs

we

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 IwiIIm'eIe them thrcajh these


caverns.
Beliefs are discussed i11 their own chapter in this book. Creating them is

.
_.t_$_.I" "l-

.:="='

H __f_f!-:"fii
I?

described in the Character Burner.


_

.
Ft\)-K

"'

~. ~ _ > st-:
.

-_;~/'

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" +"=. -.-_:-.-.sT.=;.-'2-="-=


J

- ,9

Instincts
Instincts are siinilar to Beliefstl1ey are player- determined priorities and
reactions for the cliaracter. They are based on the chai'acters experiences
and have a tangible function.
An Instinct is essentially an if/then or always/neyer statenient foi'
the characters 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.

-1..

1sf

Traits affect a character"s personality, his appearance, and


l even grant I]J_l11 special abilities. Where Beliefs and Instincts are

"

|-I-",._

relatively loosely defined, the role of traits in game is niechanically fixed.

-1

'-_'.-"'5'"

f \g

Using traits is dis cussed iii the Burning Wheel, creating and purchasing
tlieni is talked about in the Cliaracter Burner.

"E-I-,

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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"

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Who does the character know froin his days as an apprentice? Can he
call on his fornier gang inates for help? Such questions are answered
using the Circles ability. Itls a ineastne of the characters social influence,
and its scope is shaped by the characterls lifepaths.

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Gear and Stuff


No
fantasy roleplaying ganie would be coinplete without stiz :
I ~' ts Swords, arnior, books, spells, clothes, shoes, lanterns, etc. All of
the bits and pieces to niake you feel right. hi this gaine, gear augments an
ability or reduces (or increases) a penalty. Swords augnient your Power
stat when your character is trying to kill soineone. Lanterns reduce

ttut

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penalties for Perception tests in darkness. Clothes keep those social skill
test obstacles down.

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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 AttributesFaith,
Grief, Hatred and Creedand various niagical skills like Suniinoning,
Enchanting and Sorcery.

Fe
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F

From Hub to Spokes


- 3? 1

The rules for the elenients touched 011 in this clia Jter are

" Qil discussed in their individual sections. In the next section were
going to look at the next level of the rules: how to test your abilities, how
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to advance = how to tell the other lJlayers


what 3You want and how to 5 et
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rewarded.

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stray?/es sow/1 as 1/Icse wz'///we, when /easzf/are/oaren/fair it /aM /aw.
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"

Cl1Elt1CB1, The C(mterbur'_}* Tales

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Burning Wheel is very 111uch a gaine to be played a11d inanipulated


for fun (and profit, sort of). Dice rolls called for by the GM and
players are the heart of play. These are tests. They deterinine the

tail

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results of con icts and help drive the story.


Tests involve the characters abilities. Whether its 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

/=Mil)2
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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. '

Intent
\Vhat do you want do and why do you want yo1n' character to do it?

c\4y=!'

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.

an/(

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

sa_1;_1 _zqVmoi

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 wlfes 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 -'

at

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.

I-

-I-uI-.-

"-;:":-_=-E?-

57T;

Standard Tests

Il'Lj_\':?\'

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

/.ts/,_+\ ~.~~i

ability and needs to co1ne up with a number of successes equal to or


greater than the obstacle. Doing so passes the test.

i. at

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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25

Versus Tests
When two characters come into opposition, a versus test is madeone
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 testhe 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

-- :i"!tT'T

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.

-.. "1_|

The amotmt of information distributed by the CM is directly dependent


on the number of successes generated.

1.1-

ta1

start

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//ajewise 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

,st,~

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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The Spokes

'

Linked Tests

Once in a while, the player characters will find themselves in a longterm


or co111plex operation that requires many skills or abilities to ove1'co111e.

Sneahina oat ofa harhor anti saihna throaah /2irateinftstec/ waters to a


remote is/anaf for exam/1/e.

Linked tests can be performed by a single character with many skills, but

u_1,igay
nzs/{sa_[
!'II|.

no.3

more often they are undertaken by multiple characters complementing


each other.
. Note that in linked tests, the task happens across ti1neeacl1
F ii test of skill comes at a certain jl111Ci11l6 a11d leads to the next. It
doesnt 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 passes his test. o/esyoite the increaseciohstac/e.

.-"

-|.

,""~n.___-f

The nai resn/t is that the shrjo fine/s its wry to the is/and (success) hnt
a/2/oroaches om the wrong any/e f/ai/nre)sheis syootteoi in/yoirates in the
hay at the same time she s/oots them (success The chase is on ./

-'
,1-.-=_ji ;_*-1|,-_

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
journeywhich can be resolved within just a few minutes play.

Advantage and

9.~/es

isadvantage

iI~r*t

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

.iT.'t5-ii;
Ty-it

may -1:, ' . _

attacker.

we

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21

Conversely, its 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 terms, the darkness and wind are disadvantages for
the spotting character.
--*1_-. 2-s

Advantage

-..~-.5?
"~*
_-_.-1;".-*1.-':_Z'.T=_ ;:.=', .~

_. "_~'=_ "_-.._?-"_.-E;,'J

Whenever a player can claim his character has a clear advantage

over his ta1'getdefinitively favorable conditions like higher ground,


J- _ _
pushing yotu' opponent onto an ice patch or a weight advantage in
. _|x
I-PITT?-J
w1'estlinghe gains +1D to the ability being tested.
3|

__t

,
*"-1
'*_"i-:i"'

__ ,7 A player may only lobby for one +1D advantage


j,.*
per test. In order to gain this advantage, he
_,/
must state how a11d why he deserves such a boon
'

in one clear se11tenceno 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. /ts 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).

_r
.-

In the case of social skill tests, good roleplay, keen description or just
_.t-

iiii

good timing can earn the advantage die.

|'||

The
GM l1as final say over what is and isnt 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

I
,i,I

1._ ' ft

'\i

add additional advantage dice if he thinks the character is in a strong


L1

I-"' 1-

position. If he disagrees with the player regarding the nature or benefit

of an advantage, then no bonus 1s granted. Only one to tnvo advantage

1"

dice should be granted to each roll (at inaximmn).

F]
|
-rt

Disadvantage
Any time the GM feels that conditions put a character at a disadvantage,

he 111ust increase the obstacle of the test. Disadvantages co111e fro111


t,,..,f'3

myriad sotu'cest.he character is moving quickly, the light is dim, the air

is smoky, the ground is slippery, the character doesnt speak the language

,
wt

well or hes dressed inappropriately. All disadvantages are ctunulative


each one increases the obstacle by one.

__
fl
- I.

1lll;a'_,1.1|-jl i

T T,. L
.1 *\}

Norma/he hittinj someone with a Foch atsuch c/ose range is an Oh 2 test. Bat

there is smohe/Pom cnera in/res/oartia/ivohscnrinj the characteris vision (+7


Oh). This o/isao/vantauae hnmps his ohstac/e nyo to 3'.

F,__ ___

_-'

Est
23

___ _ __

. .

T F. est

, J', 3-j'.~:.-=_i_-gs_+.
":.'-5-5-i--15*-\'i--"3
1

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-hi.

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The Spokes
The na/test woahthe ,4ji/i/ ofB4 + 72> (SD tota/) vs an 0h 3/irom the smoke
c/isaa/vantage.

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.

Iii.

Su_:qty
z,1_
,:s.a__[mo/5
5El_I;_

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. Thats your final obstacle. Dont 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

Q
I-

or obstacle.

if
.-"',f:-" -

J tied
an .

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

.1-. .1.

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 ti1nethe bomb goes off, the
guards burst in, the old man dies, etc. By working carefully, the player is

Ti'il?
is -..:
st

.
,.__,_|_

|
n__|

.-

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.. ,4 ,

allowing the CM to introduce a serious complication up on failure.

4' .

filth

e.~li.i j.

Patiently
\Vorking patiently allows a player to allocate extra successes to the
quality of the finished product. Extra successes can be used to embellish

s.

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29

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% eacl1three 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 theyre 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.

it e
ii

.1 ff If Ti

segsii

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.

,,i

/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.

"it/(ti-1
IT Fj:.l|'

i_..

riijisilyl '-

'l.-en:

| __.\:|.___\

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

IT

'F_:|'-'

_ '

I.

--.._
-=m~;.*~.-. -r:-e-..-i.-. -.s-s-.-.+.:'2"-="_.= 5-""":-I-L"'= ='-"-*

so -ts.-s

- ~=-

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The Spokes

21
.=.5.5.EEEiF.=. .- .=.=.-.-'.-.-:;:-E '=I=:=.-.

-s1='5'12;'==.Ii..=.-:'.1..;';:-11;=';=E'';-;E.=-:.2iE-.:1';'555i51:- I; e1:i=..I2:'E="='.-=' ;:-= I "'1:-I-.2; I-I5:-=E'=':';.==I

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 }ouII 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 wizarciwiIIhepoisoneaeven though
he cIioIn't oIrop thepoison oh'rect/ in his mouth. Why? Because Pete stateahis
intentciescrihecihis task anu the aiice came up in his zz/or

Su_z,zsa_[_1 _zq]/.1no/r

. The most important criteria for passing a test is that play moves
" s... in the dj1'ection of the success, even if only 1no1ne11tar.ily.

$'3_1,1

"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 crownancIhe 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.

H-

1"

it I%~.n~="
I '.- . -U1 ,1
._

If

q.

"Fin_.-" __-ff-

Failure

J i_i.~.-$2/..

When the dice are rolled and dont produce enough successes to meet the
obstacle, the character fails. \Vhat does this mean? It means the stated
intent does not come to pass.

it
. i[qt'r.y-i,,

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/ea/rama anoi

El; J .

action I

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_,|

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(

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31

Two Directions
When a player sets out a task for his character a11d states his intent, it
is the CMs 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 whats 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'esultsYou dont 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 characters 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.

si.- *"s.=?;:.~='-:~"'.<e~'-E. .=*~"s.

T
-"-'-. _

"'"\.'l.~~s

Let It Ride

l|,l._;' "l' .

One of the 111ost important aspects of ability tests in game play in

._._|,gE-__.1-z
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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.

I ' 1 -r-. ll,

A CM cannot call for multiple rolls of the same ability to accomplish a


players 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

-rm}

successes of those rolls ride across the entire situation, scene or session.

_.-, ___.

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.

- .\.-==.-.~
-.i'l
4*

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5.. ~*-;.=-is
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52 ts)

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;. --fl:-l_l'.T_f'_l3' _

The Spokes

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.
-|

Suggssl
jroysnol

Length of Time

\-

Tests in Bmning Wheel often mimic real world cotmterparts. The game is

59.11.

meant to evoke a living, breathing world, so there are ho1u's, days, nights,
seasons a11d years to account 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

less

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.

(W

Academic
Time for Academic skill tests falls into two categorieseither
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

Q7, . '

A1-tistic skills like Painting a11d Sculptu1~e 1~equi1-e time in weeks.

'1
l"

Sometimes they can expand


into years for particularly ainbitious tests.
'
re sman

_
Jew
I

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.

. ly
-i.J Hi

Tiiiiiii

+;-ii
."i\'.=T"ls

Forester skill testsStealtl1y, Tracking, Hunting, Orienteering, etc.

slit..1

are measured in 111inutes, hours and occasionallyT days.

1*

Forester

."*I- _, '1

l- t A

.--"'1"

ll/Iartial
Martial tests are nearly all sudden actions.

setsP
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- i:__e-i .Tin
. ._-._ ___.

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-*" i or *""-rte

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'~*'==-

as

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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 skillsStrategy, Tactics, Logistics, Skirmish Training and
Formation Fighting Traininggenerally 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 co1nplexfro1n 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.

Plzysical

t ii?

Physical skills like Climbing are very situational. Usually the time of

.- is _?=

the task is based on how far the character has to go. Use common sense.

,,,_.

.;r!='
s_i.}s#"
r .-'.r I _

Schools of Thought
Doctrine and Philosophy tests obey the same rules as academic skills.

._

'-I

-._

. 1'! -

Seaforing

6,3
is 1 _

Seafaring skillsRigging, Knots, l\lavigationobey the same rules as

Eta

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.

jp/til;
I-"H-.

This is heavily dependent on roleplayiug, but these tests can require a


few moments of banter or a hours of negotiations.

E ~/i
t~*-i
nk

it

Sorcerous
Times for sorcerous skill tests are discussed in the Sorcery section.

if
i -l
cliff-\'7l

SpecieMliiseellaneous

ll.i "

For skills that fall in the SpeciallMiscellaneous category, use the


closest analog from the list above.

Q xi
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34

:%|_____

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r?

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1"
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-

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ii? ls.
"stats

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The Spokes

E11 |.-'~.~:_~__-'-.___*-t__'52.".'

F".1.Z' ,v-_"t'..-'

'4.

la-r'

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.

u_z;1_::s.a_,1c110/p,{_ r(_

,4)/oun /any /ms mneten ancient E/wls/z text. 7'/re GM te//s t/1eye/49/er t/rat it
w:'// take many ment/2.5 to reeet T/reye/:9/er/vessee /rer Reee nj test and e _'q.s
into the tame. Eee/1 eessden, t/ie 6Mj:'e/es t/re/1/en/er enet/zer e/ne to t/ze eontent
oft/re no/nmeeteeera't1:'rj/Qzeets 0/E/vtlen /nlstwy ent//ere.

In-t,

S3};

Time and Failure


A character must spend the same time failing a test as succeeding. Even
when the character fails, he doesnt always know. If he missed by a
lotcompletely messed it upthen 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

til.

that can be narrated to have occupied the in-game time frame.

Help

ii??? 1'

Players may have their characters help one ano ier in the game. When

1 -

two or more characters are acting together, only one player rolls. His
character is considered the primary character [or the test. He accepts
1nucl1 of the rislc, though he shares the reward.

Conditions of Help

~;+

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 youre helpful or not!
=-~

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I

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a
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-ii

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35

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 cant 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.

l.ee
'1.

A ea/a/fer wit/z F1'e/a/ Dree.-any :3 /zetea/5 a H4tl9{H/t ? wit/1 /-/erta/tern treat /uls
wanna/ee/ /tenet T/my are ti;/raj to treat a severe weanet to t/re /e (Ob S r
Her/2a/ism T/ze ta/e /2/an/ere e/eeie/e t/tat t/re me/an is t/re pr:'ma:Q//%r t/zie
test. and t/ze ea/a/fer wt///iete. T/ze so/a/fer /rae a RetaDreeetna ekitte/[B4 4142/
t/me aata/5 one a/ie. T/re/0/aver /zanats t/re /retail/3 a/ie ever to the mie/wz zeye/aver
a//re ae/ate it to /zer Hertia/ism eta?/efBS/er t/uis test.

Fields of Related Knowledge


""l\l'lll.
"1? vllgk 1

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A player may have his character use his varied experience to help
himself. We call this using yom' Fields of Related Knowledge or FoRKs.
\Vhen testing a skill, each related skill the cl1aracter possesses can be
used like help to add a11 additional die (+'lD) to the roll. FoRK dice are
different than helping dice. lf the related skill is exponent 7 or higher,
add +2D.

'.
Witt

if I '- ' l

an '1

Me.7 is testin9 /ier E/ven Leremaeteris Hzkter) ski/t 5/refs /eetin5 er


,
in/errnation ateat Dwarven ea/tare, so 5/ze can adda e e em /zer e/zaraetere
Dwarf Wise .s1('z'/t
Or Ric/1 3 Ore Great One is /ep/[:45 waste to /uls in/erz'or.s wit/z /uls Axe sit!/t Ric/1
wants to fig/rt a 'r(, so /ze aa/a/s a ate from /its Braw/any e1('///we ateseribee
/uis Ore t/zrea/inf e//rows ane/knees ana/aenera/ being a /raetarat

:l~1,%'J .,_ ' \.;.= l"

Kim

___

_.-___! -J

'

" -=-"-.-_r-,.~:~?5EPi"i=-1-1:1:-ei-t-'*d,_ ak*>t-:=:a'- O


ix},

,|-_-:_-.u- #3-.pI"""i?_--""-@."I|.__,_

36 we,x _..-*:=.:@=-" - ea-.."

=-

.1,

The Spokes
\ ,FoR-Ks are situational. The players suggest them through
' "
roleplay, and the OM arbitrates which are applicable and which
are not. Players describe how their FoRK affects their actions. GMs then
incorporate the FoRKs i11to the results of the test.
Also, just to be clear, stats a11d attributes may never FoRK.

Eugipqyane/sal1

Exponent 0

m--t,

SL3};

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
Beginners 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 wont 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. Dont double the
disadvantages.
llrm I

Tools

at

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 Beginners Luck penalty!

ill;-%

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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37

Written lnstructions
Occasionally, a cl1aracter will stumble across a set of instructions in
gamear1 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 pass 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. Passing 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.

it 5%
T

viii

Tasklndicate how you wa11t your character to carry out an action.


lncorp orate a skill or stat into your description.
Standard testAn ability rolled against an obstacle set by the GM.
Meet the obstacle and pass the test.

Versus testA test where two characters are pitted against one another.
Highest number of successes wins the test. Ties go to the defender.

*"'Iet~'af

iiriilli
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is ii
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WL

Graduated test-A test with no fixed obstacle, more successes means


1nore infor1nation/res ults .
Linked testA series of tests where, if the character before you
exceeded the obstacle, you get +1D. If he failed, you get +1 Ob.
AdvantageA favorable condition present in the game that benefits a
character. +1D to the test.
DisadvantageAn 111] favorable condition that raises the obstacle of a test.
Oarefully+lD advantage, +50% to time; introduces complication.
Patie11tlyExtra successes go into quality.
QuicklyExtra successes reduce time by -10% each.

ee-

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The Spokes
SuccessThe cl1aracter completes the task laid out by the player in the
manner of the stated intent.

'-it
:3.
Uta

FailureThe player fails to achieve his intent. The character either


does not complete the task or completes the task but new conditions
are presented by the GM.
TimeGM sets the tinie of the test. If the test is successful, time can be
reduced by extra successes applied to working quickly.

sagggpqy
.n-10,);

Let It RideOne 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.
Beginners Luck-Use root stat in place of skill; double obstacle penalty.
lnstructionsTest Reading or Research against Instruction obstacle.
Success grants +1D to appropriate test. Failure gives a +1 Ob
disadvantage.

ill. J

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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.

(I
p -,3, tto

ttliiii

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 abilitys experience
log. Mark enough tests of varying difficulty, and the ability
advances.

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.

Cr Q59

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40

- 1
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The Spohes

+_- -

_-1:

.f - I ._ _.
-_'
r_.

Routine, Difficult and Challenging


Each test falls into one of three levels of difficulty for advancement:
routine, difficult and challenging. The difficulty of a test is found by
comparing the number of dice rolled against the obstacle. And its not
,1H3Hl-EiJHI?1 PV'

just about a skill exponent compared with the obstacle. Advantage,


helping and FoRK dice all influence advancement. -

Dif eulty of Test by Dice Rolled


Test for .-ltl\'.:

Routine

11) ob 1*
21) Ob 1

||illh:nll

I tllmllengillg

.015 t*
.1111 2

i_ Ob 2+

Ob 3+

31) Ob 1-2 ,os 3

, Ob 4+

41) Oh 1-2 :o11 3+1

- 0; 5+

5D

Ob 1-3 "ob 4-is


611+ ct)F 1-4 "ems-6

0; 6+
0; 7+

71) 0,31-+1 _c1b5.-v

0;) 8+

3D A Ob 1-5

OJ) 9+

,
1

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t

-Gtl:i_6-8

91) A051-6 =os v-9'


101) co 1-7 l.Qh s- to
11D cc 1-s ob 9-11
120 cs 1-9 as 10-1-2
13l),os1-10 =o1111-1s
1Tot.%:La.1-l.-T=h.e{.l1e; .d;,+1411*
. 1:1.) 1-11 oals-1+1
151) 01> 1-12 .o1._{3-is
F 161) ; os 1-13 ',O}fi1.'1-I6
17]) l
13])

_
.

os 10+

Oh 11+
Oh 12+

0;) 13+
0;) 14+
dos 15+
os 16+
011 17+

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01> 1-14 -05.15% 0;. 18+


05 1-15 Obit)-I8 Ob 19+

'-_-._"".-If
~-:.=:|_"_ " -'

pit.-y 1,

Obstacle of Test

-.

r_ 1

*For an Ob 1 test on one die, the player may choose whether the test is

||_

routine or difficult.

,,,_...,
if
'y11;.~!
"-Pill
L fa it

An ohstae/e 2 test oonnte as roatine tr exponent 4 ah!/z'tz'e.s, hat [tie ata fen/t
/for an exponent 2 ate/in/. Ohetae/e 3' teeto are rontine r exponent Sahi/itz'e.s,
hat the)/ire ohjjion/t/or exponent 4 anaaha//enpinp /for exponent 2.

l' .%l.l.+

Number of Dice Rolled vs Obstacle

c|' "1 ,1?!

W?
- as1-" '

lt is important to always use the nmnber of dice rolled for a test,

=i'iitiis
.-iii-it

not just the ability exponent. Extra dice that make a test easier

for the character also mean that he leains less when using such crutches.
2-

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'i-'-'t1Ql""'-'i+"+<-:?..\.:+":_

41

Wait a minute, youre saying, I cant roll five successes on


four dice! My cl1aracter is automatically going to fail that test.
'1?

To this l say: 'Youre 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.

ill-

.- fa: ,+'

an

Tests Required to Advance Skills


HT,-,1, ,,{m+- Rolliing

' .,j'_:~, L11

|l]'[[]'c]|It

l1|],'_|||c[|ging

1 Skill Exponent

-sali-

and
and
and
and

i 1
2

, 2
1

1-l=~"U3I}~9|I\

or
or
or

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.

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_

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- 1

=an.~:1-',"5{5Ii,_.~1|.'-3 Ii.

l
etacmnono
>-' .*. -*.>-.I-':

number of tests required

' '7

ll? f-.,|
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t=!.t/*
i+,v~=.-. l

and
and
and
and
and

OI

-
E

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--

-_.

-+3

/n era/er to aai/anee Oanoentiy B3, / lei neeai three rontine tests (Oh 72)p/as
either two ahjffen/t tests (Oh 3) or one eha//enainp test (Oh 4). 731 ae/1/anee
a B6 Sworoishi/t / 'a/ neeoi three tests at Oh 5 or 6 to meet my o/i tien/t test
.-

112

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The Spokes
reanirernen-ts, and two tests at Oh 7 topet my eha//enpinva tests. This as not
easih/ alone. 7Zsts ofthat ak fen/Q a/on't tome a/any very often, anafwhen they

a/0, they are nsnaihl hjfe analoieath.

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

,.u.'nasJuoapt, r

tests a1'e required, even at low exponents.


7

__

__-7

Tests Required to Advance Stats


__ B ,.
,,.,,. ,,
C,_,, .

4
I

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,

Slat Exponent

1
2
3
y

~QO'\1=\'ZJ1 -Ii

-
-

number

QT!-I? 1-BQJOQJOI"-3l;\9h-1K

and
and
and
and
and
and
and
and
and

1
.
.

Qv'3U3["3[\9l-Ii -Iil

of tests required

Pass or Fail

.,_.

With few exceptions, tests for advancement are earned whether


ii the cl1aracter was successful or 11ot. Pass or fall, a test 1S earned.

4
-1.

-r

The Exceptions: Perception, Resources and Faith

=5"'+==-*-1-.s'+_5.+--*-.+3_,-.

'Qt:?I.'*-" -'-- -+_=_'_:.+.-"-

Perception, Resom'ces and Faith tests must be successful to cotmt toward


advancement.

trek

Advancing Attributes

1!-;="

i }*=-

! '~.

Reflexes and mortal wound advance as their pare11t stats increase the
applicable average. Health a11d Steel advance as skills and are not
dependent o11 their pare11t stats after character burning. Faith, Grief,

-\.

'_"-.u':f.;_r=~j

T
'-11-:1._:
' /1'.-'3.-.5-leis?

Greed and Hate all advance as skillsrequiring routine tests to advance

exponents 1-4. Greed has a special rule: Routine tests always count,
even for Greed exponents 5-10. And filling up any two of the tln'ee test
categories advances Greed.
1.

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-21

4 1-.
_

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T.iiti'-i 43

1'

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

HUN

nmc

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Erperierle-e for ./ltfl'(1'l'l1'tJ'm':hf


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Cl[1allhlle:$Zl O30 OOO OOO

Handing Out Tests


Botl1 the CM and players are responsible for remembering tests.
However, sometiines things get hectic duri11g the game. lts often best to
take five minutes to review the session after its over a11d make sm'e that
players noted their tests.
.

Applicable Situations

.7

.1

_, Tests are only awarded to players when their characters act in

_._-.="-'51".

/llili-llrih

I L

'

T
appropriate and applicable in-game situations. Everything else
cotmts as practice.

Soliciting Tests (Test Mongering)


Tests are very important to the game, but badgering the CM for
'

ll.

1'Ifrt.-Q1ti-as
.

evenly. Therefore, he can have a player hold off on making a test until

-'.,..v
'-.1.
;5 | 1;.

-l

j;1~_=},ki
i
ll!
.

them is very bad form. Ca11 l test? Ca11 I? Sometimes, a player

will wish to l1ave his cl1aracter roll dice for so111etl1ing at an inappropriate
juncture in play. It is the CMs role to pace events and keep play flowing

"'1

"'-_=-_;-

"_ ' (._'+-":._'-="_*!?._; "'*,-~1+T.,E"_'~I"-_-ti +-Y=- .7-?~"'+.(-1'ia"e-;*1.l.t 5::.,l5-- =2;-_

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, its a (irag'0n.. I donlt
think there are going to be any routine tests. The CMs job here is to
sayflat out: No. Let the difficulty of the tests arise organically, not at
the players request so his character can advance. It makes for a 1nuch
more interesting game.

5;
---1'

44

___

_.

I
5
'

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"-=-=*

I-'
5

The Spokes
-

_-H
.
.. I.n.|_.|,.
_ .

|-

Series of Rolls H One Test

Occasionally-in game, we l1ave situations where players are


testing tl1e same ability over and over againmartial a11d
social conflict being tl1e prime exaniples. In a.11y instance

mg. f
.;|;%|_-I": 5

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not note a test for every pu11cl1 tlirown.


'

A player ge11erally takes the highest obstacle test from

3??-T"

if

J-rt
-"""'I

luama ua py

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 doesnt matter if its in the middle of a sword fight
or wl1ile researching a 11ew spell. Once the test is earned, the ability
increases one rank. Theres 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

v~-

I-"
._.'-.1-,*.-._==i,-Pg

over witl1 a clea11 slate.

Q-"'*it
*'-*!"1"4."J-3" E

. -, a

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.

<_r-"'%~l'flJ 1

all

Jl
iiflffi
. .' ling

yyfsif
. ];==3!ir

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.

-15-L.
ii.

- % *" "'9
. xE:--.
"/.

is
ma

I I

-.5 --/ill}-#1
"-1:

"I
- @s=1_.-1'5.-='_l_e~=~=_:.=s;=~

' ~=='
" ="=<. -.=;-'1
"7
@'..._
45

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 ostae/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 eeanteaas a ai tea/t zr at/vaneement3D vs 05 2. I/I/it/z he /zeta, t/re test eeants as a routine--42) vs Ola 2.

Helpers Learn
Though he doesnt roll any dice, a cl1aracte1' who helps earns a test for
advancementfor 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.
\"-.

;?~y;#5/age
%g
1-" ail u
(;j.rl.*~,1;-at

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

'.

Dice Rolled vs Obstacle table. Relying 011 FoRKs all the tiine can stymie
I

character growth. And the abilities that are FoRKed into another do not
earn tests toward advancement. Only the primary ability earns the test.

"Ii

r1.' Ii,._--ii

is
is

i=-:~;~r

1" I.

Advantage DIC6 and Advancement


-

. .

Advantages and bonus CllC6 count toward the dice total when determining
the difficulty of tests for advancement.

X/rare a B4 Cresstvew ski/t 771:3 means t/rat 05 3 tests are nerma/Q e tea/t rr
me. M)/ sa/eerabr aaa eresstwwbqin/es me + FD ta my s.(*:'//tests. re ae/elitism
aft/re bonus etie imireases my afepoot to B5. When re//inj vee/ice an 05 3 is
routine, net e fea/t.

=-ai_
\,.
i-EN

__ _ _

T5n':r-

J
~
.

" -";"-*'-'-

-..-*__. "-_____|

ltil

0 s="""

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s.1."=._"---it ~*

The Spokes

=-r-

-|."".

. .-.'-I
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I.
:.
5
.:-Li

Artha and Advancement


Dice from artha never cotmt toward the total dice rolled for purposes of
advancement.

iamasaeapy

//')/an /la re a sitz'//e/P54 ana/as/4t/zree elfee from art/ta, t/re test sti//eeants as
if)/ea re//ea/fear e/tee.
_

I-i

l:

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
impassioned 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 ingame time investment.
Pf

il ti TTTHGS

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

Kg,

n
-\_|

-_
1.

_,_
'\-

illsgw

11%;-A,

triith t
L" i"ETt;'tA

+:'!l""/"if
ettillli-rt
. !,~"~,:1~,,,'_r,| -

tvv

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.....- _. at

~
_

?ir=_'--;"-?=l\._ *'~"l*-"'.7f=j'i_.-~7-'*-._'<?="<.f

it t=iT:'"i' A

-3'
_

~14,-.--~_

F"ire- "

--..-_...
*=;.-

-___,_m

( Practice time comes in many forms: exercising, studying and even


f- trying out yoin' skills on yoin' friends. These tables list the practice
cycles for the different categories. The Cycle is the length of time that
a character needs to practice in order to earn one test. H0?S indicates
the actual time per day that the cl1aracter must spend practicing dining
the cycle.

Stattnttriltulte

Cycle: .

. will

1 year

4 hours

_1.01J.I'S

6 months

3 hours

iours

' -Agility

3 months

2 hours

OUTS

Speed

Perception

1 6. hours
12 hours
8 hours

3 months

3 hours

_1o1u's

9 hours

' l.'o\'|-er

'l month

2 hours

ours

8 horns

Forte

2 months

4 ho1n's

Listl_l
ChCU
C0
Ch
i-lb
1-tie 1Lqjl;3_ll
IOUIS

16 hours

1 year

5 hours

1 Cl hours

20 hours

2 months

1 hour

3 hours

9 hours

'_ I-ailli
Steel

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.

K or
"\-.

.*-ft ._ v

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.

Maximum Practice
'

-nu

5-H

A character may only be forced to practice for a number of hotn's equal

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.

it-e=r~"i.\ -'
ti.
F'

flhlllli

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.

"i:"

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.

. * =3-_;, u

llliar
e%;s'=r'|

i\__,-

'1,

4o is.1

____ _

_d_.

.{__!

I
Ill -*'
"Q1

The Spokes

ll

I
_._
.

.
1'

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 dont you spread a
years practice among your skills? Nothing can advance more than one.
Alternately, a cl1aracter 1nigl1t only get a week or two to practicenot
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

/1

Character Burner.

7he root vr Sworn/is ,4_az'/t/.

Beginners Luck
As mentioned in the Testing Your
Abilities section, when a cl1aracter
doesnt have an appropriate skill, he
may test against his Beginners Luck

at a double obstacle penalty. Beginners


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 beginners 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

iuawa uoapy

Jr

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 Beginners 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 dont 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'Ai'/ihg. so the test is /oaject towarct/earning the Boio
shi/t Ifthe testhanheen Oh 3, that?/he a ni fcn/t test/firA_ai/i/. /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.

..igyi2'-if"'i

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

_ it

A new skill opens with the same shade as its root stat. lf the root l1as

fin I ii

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

-'56" .

White Math (pages 367-368), is the definitive source for all things
shaded. See also the Heroic and Supernatural chapter in this book.

igiisii
4./
Pi.--'
as- -a;'.*__..-uit
. ,,_l.,

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 pass 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-

--, _ _

_,

'l".-;-,_g_,ai I-"'1?

50

""'\_Il""-.

--

T/ze Spokes
,_

__:

.__.

skill: +2 Ob -Medicinal and l\/Iilitary, +3 Ob for Sorcerous a11d Special,


+1 Ob for Artist and School of Thought. Other skill types do not carry
a penalty.

'

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

JHHMBJHEAPV

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 Instructors 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 dont 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
inst1ucto1*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 ostac/e oft/re test. /f/re was
st/100/My he stem/entfs B4 Sworn/sh//andwan tentajive /rim .4 a/Wtcu/t test

lg
'-5'1,
_.-

"s-1'

(05 3'), t/re tota/ time won/t/be 77 1:/4)/s ,0/as t/re 3 /item t/re abstac/5': 74 4/.4)/s

U476F-=-%.*-?=-;s" i5"7-i_'*:-I-*"\
In

.4/to et/re:/.

I H

- g; _

After the required time, the student ear11s a test for advancelnent.
.

All Day, Every Day

1'1 -ill

QM?

Instruction eats up all of the character"s free time. He may 11ot practice
other skills during that time.

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

ii
I"T.'*-}~" is

l\l5

__,r;.

the same as for 11orn1al skills, but tests can only be earned via practice

1*" *1."

or instruction. You cant use Beginners Luck to learn a training skill.

3/{:3 l
q

_,_n

Pl
i

Apt

._'.A-.

l55~

l
i-_-

'

'.

c
_
-I1.
l-\-""-"

!l;5lag
l?*
_.-

_.-

n_

I
1;

-I

'-

51

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 opponents 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 pass, and less
significant for advancement.
--

-as- 11";

I'_=:},r"'
._ : H.-.,__;1-:;.-'

,..\7i|l'

Folilis and Advancement Fofilis count toward the total dice rolled.

trill

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.

P T ll

tlFi>;:t~t

Social Skills and Advancement Be sure to set obstacles a11d roll dice
after a good performance.

' Ill-.;-' ii

Fl

Practice Daily time devoted to a skill nets a test after a number of


months or a year. Any cl1aracter actions that dont 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

*.s=*\.

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).

Jllll.f
-L__H'l.I-rillL_,-|-_-,;

__-

_,.

t" ~>*--:=-s-- an .."~e. -Q21 '1=~: -,7!-I-' -t


52

*5-'h.=-'-.=-"'s:-3-?--'

es?

F"

___.n--1;.

-"

,..-

- ';;f\

'0

if
.-

I-

"

,.-...

T"" )5.-I!--'
1.. __- i
,,_x_____

I
III-

=|_

-\l!.;"/4'
_ -,I;1IE\$
\ -

._
-

I -1-

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 players goals for his character and how he means
to achieve them.

v itt

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 youre 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

\ |../)[;4,.,.-

<-xi/ir;':~@

be redeemed for my crime, or I will protect my friendis sister at


any cost.

~. _: k J,

\Vhen sculpting your characters Beliefs, think: \Vhat do I wa11t out


of this character a11d this situation? How can my characters Beliefs
reflect that? Then shape your characteris Beliefs to reflect those
priorities .
Creating Beliefs for your character is discussed i11 detail i11 the

(J
*~=~\-I
-.., Qua

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

cl1aracter is about.
-|.

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 youre 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
tl1en1ea 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 others Beliefs. ll/ere 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, thats your
chance to play out a tortured a11d dramatic scene and really go ballistic.

K to

.- I_-~.

/to

" .1| T; E it

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

F ,.,.t .

Another exam/o/e.- We onoe had a character with the Behe '7 wi// one dgv
restore my wzfefs hf: His wife haddied andhe heyot her hoojl aronnaf ti?/ina

tas~l*

QM rna_aiea// restoredhis Wt ? to the /andofthe tiviny. / lve never seen a more


ernshedyo/a)/er: He didn't hnow what do! He hadstated that the anest and
the strwaa/e was the oat not the endresn/t. "One day! "he said Bat the QM
insisted and the who/e scenario andoharaeter were rninedfor the/7/$9/6)I

to /ianre out a way to hrina her hash. We/6 midw@/ throwah the ame, the

ll

Lastly, there is more to Beliefs than just meloch'a1na. I11 fact, they are
used most with the artha mechanics. Players manipulate their cl1aracters
Beliefs and the situations of game play in order to earn artha. Artha is

ll

discussed in detail in the next chapter.

l!-'|*i"' it

aw;

\.

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

*'=*'l~&>
54 "\_,./

~=.'.=-'-=1i*=-5"
5-J ;.. -.s-+.-... .
i"-.'*--*B~~
' "-

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The Spokes
l 14""

F11

"1:
I'Fl?l7'|L5.

xiii
at?

sjag
poo
goal
puggsuf
51

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/hats 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 statementseither 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 doesnt 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 characters sword is drawn at the start of comb at without
having to spend actions. Instincts cannot allow you to bypass 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 dont 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 fitas the
characters 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/fW
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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Beliefs and Instincts are


personality a11d behavior

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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
whats 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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Each type affects the game in


a different way.

Character Traits
A cl1aracter trait illustrates
a prominent aspect of a

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character"s psychological or
physiological n1akeup

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something that affects how the


character will be roleplayed at
the table, something that says, Youre 11ot just someone, youre it.
Anyone can say his cl1aracter is hairy, but tmless he pays the trait poi11t,

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its 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 hes going to play those traits to the

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hilthe"s going to exemplify tl1emor 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. Hes going to use his traits to get his cl1aracte1'
into situations where he l1as to make hard decisions. Do I go with my

tit-*li,ifl. i

nattn'e, or do I fight against it? This is fuel for some very fine play, and
the system supports this behavior.

F/ighi Determinedand Brutaiare exam/2/es ofcharacter traits.


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57

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-traithaving characters 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 theyll call on this type of
trait (hence the name). Callons 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.

Either they add a die or two, change a game mechanical ntmiber-an


obstacle, or hesitation-or grant a new abilityinew way to roll dice.

-.i!~tf~?:.e=- J. Mechanical Reward

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Traits are more mechanical in n atu re than Beliefs and Instincts, but they

too can be used to leverage artha. A11d, as you k11ow, thats all discussed
in the next section, The Artha Wheel.

Changing Traits and


Earning New Ones

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It is important that characters grow and change through play. In Bmning


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\Vheel, the outward perception of how the cl1aracter was played is just
as important as the players inward perception of what he thinks the

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53

cl1aracter is all about.


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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 pIayerto 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, caIlon 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 bodiesscars, a limp
or even missing digitsto 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 shouIdnt
be a pu11isI1me11t, but a11 honest outward reflection of whats 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 artI1awhicI1 is discussed in the next cI1apteron a
Belief or Instinct is a good be11cln11ark for the type or power level of a

in-
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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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increasing the frequency of trait votes. The default setting is to vote after

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6-I2 sessions. Voting after every goal is accomplished, rather than after

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a series of goals, causes the characters to grow quickly and potentially


become more powerful. If the group wishes to play like this, it should be
discussed and announced before characters are lJU1'116CI so everyone can
tailor their play style to this mode.

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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Youve 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

ti;-.1'

wheel and the coruscation of the flames. Itls a11 interface betiveen
CM, player and system. CMs reward players for driving the story
forward, and players reward themselves by using their characters
to further complicate the story at hand.

Spiritual Rewards in a
World on Fire

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 characters Beliefs and histincts.

l eta

Artha
The points awarded are called artha. Its a Sanskrit word that
means something equivalent to a persons 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 artliafate, persona and deedseacl1 with their own effect on
the gaine.

,1

Interface
While its 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.

61

|_

For exam}:/e, aye/:9/er areafee a ree//zemspeaeenie/mraeier wit/1 e Be efz/rm


"6/ass is meandv]/eee. "I/I//zen 1/uls e/zeraezfer eneez-m fer.-5 /uls "hoe/e beifere,
even/one can expect tr0n5/e; heisjoinj to create if/Awe/because {ifs one of/uls
Be/ie , /1e'// Ere reware/ea/ n" creek}/:3 zhfereeiahj, meanz'nj 4/ and 4/t fcer/15
.sz'zumz'on.s in 1/nls vein.

GMs Role

The CM l1as a l1eavy role in tl1e artha game. l-les got to create sitiiations
to challenge the players Beliefs. He also is allowed to create his own

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parameters for the story. Players that work with the GM a11d
D accomplish great deeds earn even greater rewards.

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G At first, the arrangement may seem a little too carrot


and stick. But it is more subtle than that. Players state
their goals and how they want to be rewarded. They
Ican earn these awards without ever moving for the

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carrot. But the GNI also has the power to provide


greater rewards for epic deeds. All in all, weve found

u'_
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this i11terfacetl1is revolving wheel, if you will~to


work very well.

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

-.-

by accomplisliing personal goals. lt can be spent to modify die rolls.


,5

Lastly, deeds artha marks a characters acco111plisl11nents beyond his

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innnediate and personal goalsgoing beyond what is desired to what is


needed. Deeds points are the hardest to earn and can he spent to heavily
modify die rolls.

st*@at

Onward and Upward

( r)As the player spends artha to improve his characters chance of survival,
-[:|"\'\ '_f|-'-I'll
. 1 / he moves toward an epiphany. Every time a player tests one of his

i"*"r\"if
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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

rte; l

enhanced tests is completed.) the ability automatically and immediately

ll=ll_7%

of this chapter.

shade-shifts one step lighter. See the Epiphany section toward the end

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Earning Artha

Artha is awarded at the end-of the session by consensus according to the


criteria described in this section.

Players may nominate one another for artha awardsspecifically fate


and persona points, 11ot deeds. Also, players may nominate the GMs
NPCs for artha awards as they see fit. The GM is obligated to accept.
Fate artha is rather commona few lJoints are ear11ed every. session.
Persona P oints are 5 ained as I)B1SOI1B.l 5 oals are accomPlished, so their
frequency of award is entirely up to the game playbut 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 characters Beliefs in a
convincing and entertaining manner. Entertaining doesnt 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 theres a lot of room
to get a characters 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.

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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r
A eharaeter with the /netzlnet "Draw my swornat the rst sign oftroah/ezis

'-.295_-,-|_;:,._),1_-1,
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at eenrt/1/eaehny his ease. Saahtenhg. in wa/he his nemesis! Theye/a)/er eteeen t


have to etraw his en/oral He can resist the /netinet heeanee :'tfs_aezIn_a to eanee
treah/e. Bat zfhep/a)/e it ant, hejets a ztepetnt.
if the GM a11d other players feel a player is being disruptive
with
his Instincts, then artha does 11ot have to be awarded.
However, if youre playing yom' game for humor, by all means grant
the reward.

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Fate artha can he earned for using traits, but only if invoking that
trait alters the direction of the story in an tmforeseen way or makes
life difficult for the character.

/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
-.

and beyond in his roleplaying.

.-fr .1 T.

at

fllelclbrea/cer
If a player comes to a point in the story where his Beliefs, Instincts
and traits conflict with a decision he must make-a direction in which
he must go-and he plays out the inner turmoil, the conflict within

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his own guts, in a believable and engaging manner, then he earns a

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persona point.
Other players, as well as the CM, may nominate each other for this

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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 goalsrevenge, promotion,
seduction, victory, etcearn 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 adve11turethe assassinations, the betrayals, the
kidnappings, recovery of lost artifacts, learning of ancient secrets, etc.

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Wilrkhorse
Being the workhorse cl1aracte1'tl1e most relied upon i11 a given
scenario-is worth a persona point. This is for the mtmdane stuff-
having that piece of gear to make a scene go, having that skill to get
the other cl1aracter safely tlnough danger and just generally slaving
away behind the scenes to make it all work.

MVP

'

Being voted the most valuable player for a scenario earns a persona
p oint. MVP is for the cl1aracte1'wl1o drives the story to its conclusion,
the character who shines in the last moments and about whom
everyone agrees, Damn, we couldnit l1ave do11e it without him!

Ibting 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.
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Deeds
Deeds artha poi11ts are rare a11d are reserved solely for accomplishing

v..a: -

goals larger than a characters personal agenda. To qualify for this reward
you 111ust do something that benefits more than just the cl1aracter, a11d do
it for reasons other than personal gain. Such an accomplishment must
come with so1ne cost or sacrificeits got to hLu't a little to attain this level.
Exacting revenge o11 yotu' enemies through a brilliant plan is great, but its
only worth a persona point. Hitching yourself to a cause that transforms

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the settingbut doesnt directly benefit you or your frie11dsis 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 cig. 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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Spending Artha
e"

, 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 ope11e11ded (65 rerolled as new dice for additional successes). If
the roll is already open~endedPe1'ception, Steel, Faith, Sorcery
then the player may reroll a single traitor (which is not openended).
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

atelHf ' I.

H *3
' -"1.-".;,-a-(U
.

the h1j1u'y, Treatinent and Becovery section, except that no Health test
is necessary, and the time required is reduced to one action.

latino-rwea-"-;:* Persona

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

-|',I._ +.

the test. A Boon must be armounced before the dice are cast.

l';_-syi.

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

. il__:s.t-_as3

that no Health test is required, a11d the time is reduced. Even spending

|*\, ."".'.

a persona p oint, Gritting Your Teeth during a Fight costs two actions,

_1

and one action dining Range and Cover.

4* ~l

F0cllS A player may spend a persona point if he fails his test when
using the working carefully rules. This doesnt pass the test, but it
does counteract the effect of a time complication.

. jig!lls

___

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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.

55,:-'\
re."

BS}

.. _

Saving GlaceA 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.

<:;\ ii

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

ii "1" ..

Optional Rule: Persona Point Complications

If a character has just failed a test and gotten himself into deep troublc
killed, capttued or something similarly horriblethe player can spend a

gilti
rare*1

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 anaaaiver han_gin_a carionch on a thin hranch!

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Con vinceot that thgv are heinp cpiect on, they search the area aronnot camp,
/hrcinp the ranper to take re/iape in the ceccpit 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/eahis Avoictmiserahh/. "Can /
cpenaapersonapoint 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
changeit 111ust get complicated. Remember, 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.

it

Aristeia
An Aris teia is slightly different a11d much more significant than the other

ha

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 shadeshift one of his stats or
nth it
|

skills one shade ligl1ter for the duration of an entire scenea fight, a
goal, a gauntlet, an argument, etc.

-I
1.I

Divine Aura (A1'iSteia) By calling o11 this divine favor, a character

tilts.

liliiii

may ignore all wound or other subtracted die penalties while he

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

g!

accomplishes one simple goal. The goal 111ust be defined when the
Aristeia is summoned. To escape, To win this battle and To sway

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combat. if the enemy manages to disengage, the Aristeia is lost.

bi
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The Spokes

Artha and
Advancement

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% lust a reminder: Dice from


in
artha never cotmt toward
the total dice rolled 11u111be1'
when determining the difficulty of
tests for advancement.

Epiphany
By embodying his persona, truly
fulfilling his destiny a11d moving
beyond his bou11ds, a cl1aracter
may undergo a11 Epiphanya
permanent shadeshift 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

#-

-..,

-- _ _

_l

its limits. Not only must the ability

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

I.

points, 10 persona poi11ts and 20 fate points. If a player has spent


@-

this much artha on one of his characters 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

'*"~{-..
;'I;."-.I_'. :'_.-,"._"*-_"- , "!'

1*

epiphany. Spending artha for special effects involving emotional


attributes counts toward a11 epiphany for the emotional attribute a11d
not the ability tested.

\-

5- .:-r'> .s=~-T's-.e'="-i.>' =-"!-'. "--,_n-I"._


rf

Artha and Game Play


As I mentioned at the beginning of this section, artha is the game play

interface for Burning Wheel. You act and are rewarded, you choose

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09

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 youd like a bigger cushion for a starting game, try starting characters
with three fate a11d two persona.
..,

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~;
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."l.
r --st! -

You ca11 start characters with a deeds point it youd like a very heroic,
epic feeling game. l dont rec01nme11d tl1is, though. I think deeds poi11ts
are best when earned.

NPC Artha
Named villains and allies should start with one fate a11d one persona

Fii lilzvl

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

persona.

it

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

!_1.=_.,-'{,1r1'

GM announce, The Giant King doubles his G6 Hannner skill. 5

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The Spokes

Artha in rief
Spending Artha
Hm.

tl llllaw

Luck
Shrug it Off
Boon

1 Fate

Effect,
e
_,
Open-ends 6s

1 Fate

'Iemporarily negates +1 Ob penalty

1 Persona

__

sg

+1D to a stat or skill for one test, max


tln'ee points p er roll

Focus
Grit Your 'leetl1

1 Persona

Counter a time complication

1 Persona

Temporarily negates 1D wound

Will to Live

1 Persona

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

Double dice for one test


Beroll failed dice from one test
Gray slcill/stat, or ignore wound penalties
Cheat death!

Earning Artha
ame
Belief
Instinct

Earns/T}qJe

Trait

1 Fate

s
I,
Driving the game forward with a Belief

1 Fate

Playing a11 Instinct that makes the

1 Fate

Invoking a trait that sends the sto1y i11

characters life difficult


a11 unforeseen direction

Humor
Right Skill, Bight Time
Embodiment
Moldbreaker
Workhorse
MVP
Personal Goals
Greater Goals
Beyond the Call

1 Fate
1 Fate

For an incharacter game-stopper


For having a skill to make the story go

1 Persona.

For really good or distinctive roleplaying

1 Persona

For goingbeyond the botmds ofcl1aracter

1'. Persona

For doing all the work fo1' the scenario

1 Persona

For being the crucial ele1ne11t of success

1 Persona

Revenge, triumph, seduction, victory

1 Deeds

Accomplishing goals bigger than you!

1 Deeds

Helping, no matter the cost

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f T /TI

In his game, Dogs in. the I/i:r.eyar'(Z, Vincent Baker articulates a

L5\ H
K, 5'" is I

convention of Burning Wheel so well that Id rather use his words


than my own. I-Ie says:

'2st

;'l'\ (

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.

w,:_-,_,Ql]v/

x/4"-iii

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P1!!"
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Sooner or /atersoonen 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 doesnt have, needs to
know something he doesnt know, covets something that someone
else has, 1'oll the dice.

T if 1. \

P
.;,,;r*--;",,_,
its t

*-~2./

'

'

Flip that around and it reveals a fundamental rule in


Burning \ll7heel game play: When there is conflict, roll the

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 doesnt really matter. So lo11g as the
intent of the task is clearly stated, the story is going somewhere.

Setting Obstacles
It is the GMs role to set obstacles. By presenting obstacles where
he sees fit-by calling for testsl1e 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 isnt a bad thing, and
sometjines thats 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.

The Spokes

\"n

he- players l1ave some role in setting this mood, but by far it

-n

' -s is the OM s job to sculpt, pace and nudge the annosphere in a


certain direction. And not just through beautiful descriptions, he uses the

o
sol
S
ii

gaine mechanics to reinforce those descriptions.

I-L,

_ _ _,._

Versus Tests Revisited

ofogd
ors

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
whats 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 weve
each stated om" case.

l'

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 whats happening?
Were all fai1'minded adults, right? Well, social agreement is
a fantastic ideal, but it is subject to bullying, blustering, intimidation,

'." 1-

P-':F*1'~L.:'-.*fa1?

manipulation, cajoling, persuasion and lying: all things that are separate
from the characte1'spart 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

. l .'{i2lji~\.,

:-

Boll, and youll find that dice in Burning Wheel actually support and
bolster the players actions--even if they fail! Dice help you get what
you want, not frustrate your goals. Theres 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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Make Characters and Play Now


Ir

. =- f.*i* ;_ ll

,,At
this poi11t, I strongly urge you to make a cl1a1'acter. Get a
4 I friend or two together, and take the system youve just read for

if

a spin. Nothing big, a small, one-goal scenario would be best. Play out
social and physical altercations using the versus tests rules. Get some
tests for advancement and some artha from the stingy GM. As questions

-"' ni

arise about detailed resolution, make a few notes a11d, after the gaine,
start reading through the chapters in the Rim of the \Vheel.

El
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t/no/er his harming whee/s the steaa/ zst Em,o)/roan shooh throajhoat...
lohn Milton, Paradise Lost

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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. ItIs 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.

er o 1

Making a cl1aracter in Burning \Vheel is 11ot a free-forn1 this is


what I wa11t a11d this is what I getII process. Players must make
decisions about what is important to them, and these choices have
consequences. Opting for certain paths excludes others, more

importantly, so1ne choices scar or change the cl1aracter. DonIt 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.

I :-*"i.

E
- as

This system is designed to make characters complex a11d give

them the weight of experience and personality. Personally, I wa11t


my characters to feel like theyIve lived a littlefull of bruises,
prejudices, invisible scars a11d little victories. ItIs all fuel for the
fireto 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 pasta glimpse i11to another time a11d another
placeready to spring to life a11d grab fate by the tln'oat. Ready,

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in fact, to join forces with your imagination to power intense and


enjoyable game play.
Good luck, and enjoy.

.1:

77
|

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From the

ayYou

ere
Born...

A cl1aracter is built step-bystep, 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
burningII 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 characters 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 encompasses all those you might meet at the palaces and

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castles of the nobilityfrom angry governesses and quiet gardeners to


haughty courtiers and mysterious sorcerers.

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A character may only choose lifepaths f1o1n 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

-1-

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 Garden is Burning

The Elements of a Lifepath

E
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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.

F Farmer

8 yrs

5 l

+1" P

Vr'llag'er, Soldier, Ser':2z'tt:(le

S
HHPJH-D31.11.}H}

Skills: 8 pts: Farming, Mending, Animal Husbandry, Weaving, Cooking,


Sewing, Firebuilding, Sing
Tr(u'fs.- 1 pt: Hoarding

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 cl1aracters lifepaths have been cl1ose11, his age is determined a11d used
to find his Staiting Stat Pool. Also, many lifepaths give the character a

(R)

bonus point toward either a mental or physical stat.

Leads
Opportunity is strange and unpredictable. Often a person cannot
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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 characters age.

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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A Farmer in the Peasant Setting can take a lead to the Villager Setting

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and become a11 Apprentice Crstftsnian. While in the Village, he might be


conscripted into the kings army. After a term as a Conscript, he then

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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.

Skill

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 members 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.

14;! "_

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 designing 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 sorcererhunting Elf.
Players have many detailed options in the character creation
process, so its 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 playand 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.

81

'

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 youre right. Thats a
little secret to developing a cl1aracter conceptLhe 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, tl1eres 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
conflictwe have the player getting involved in shaping the situation.
Discuss the situation as you present yotu' character concept. Tie them
botl1 togethera dying world without magic, the last mage, the quest
to restore the land. In one volley of discussion youve got an epic in the
making. Start mixing in the other cl1aracter conccpts~they should all
be tied to the background-and you have the makings of a Burning
Wheel galne:

7716 an/t,nrr'e.ste.s.s sworn to an/1/re /am. mnye... 146/f/16% .s,m'///nls 5/can/so i/mt
i/re war/4/van be reborn; i/in Low/Hfg/1 /nqmisitar w/lose nfngl it :15 to /mm i/re
Gz en but w/10.56 own rai/rcr is inc /est. /zgpe. New waits in/iii}/5.

virt
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2. Choose Lifepaths
A characters 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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an amoimt of points with which to build his character.

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Once the rough concept is in place, the GM will set a lifep ath limit. The

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Starting Lifepath Limit


limit is based 011 the character concepts and the situation.
% /Two-lifepath characters are rank novices. \Vl1ile playing them
-3/afzii ca11 be fun, l donit recommend it for first time players i11

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Btn'ning Wheel. They are challenging characters to play. Threelifep adi

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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. Fivelifepath
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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once play begins. Characters with fewer lifep aths tend to rapidly exp and
their knowledge in a number of directions at once, while characters with
more lifepaths te11d to advance in just one or two directions (because
they already know all the basic stuff). Neither is better than the other.

ngraiser

Choosing one is just a matter of play style a11d preference.


/ in/brainy Ant/zen)/is en_aer'n_a Bnrmlna 77-/ACO cant/raga. My tena/5 /rave

lveenje/ep/z'n_a a frae tzbna/fanfae)/yame-monsters, adventure, zreaeare-,4 a w/n'/e. 7'/zey :14 rate me to/bin in. T/ny /rave a /m'e.sz a sorcerer and a

"-

Dwarven warrzbn 77'1ez'r_ar0ajn neea/5 someone wit/1 some/0raa2fea/5145//5, eit/rer

.s0ei'a/ or wz'/a/erneee-aaeeat T/zey afar/z rea/Q needany eomaatheavies as they


can a// zineezi /zeaa/5 wit/1 sworn (er axe or .5/ne//). Aeeeralhnj to Ana/:0:/)4 L/ze
GM, //zave to start win/2 f/zree EffepaL/15 fer 2/rat 74:45z/eve/c/raraeterfeet 771$
isjet;/15 fa [ee a very .srin4,n/e e/raracten

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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.

/'.=14je':/if to make a)/eanj E/ven Exi/e, name/zen/from /ifs /ana/far a crime /ie
cenaz'n/ e/z'a/commit.

Pick Em
Once the GM and the players have agreed on a limit, players choose

tilt,

lifepaths for their characters.

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Each character starts Born somewhere. The first lifep atl1 chosen must

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be a Born lifepath. This represents not only the cl1a1'acters actual


birth, but where he spent his childhood. Choosing a Born lifepath
starts the character off in a particular setting.

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Born Setting

%'-39%.:-'-*

Once the Born lifepath is chosen, the player may choose any lifepath i11
that setting n1 any o1 dei as long as 1t1sn t governed by a iequn ement.
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Some lifep aths are listed with a requiremeiit. You may have to choose
I

another path before you can take the one you want. Somenmes, youll

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have to choose a whole chain of lifepaths. This is especially true fo1'


upperechelo11 paths like Bishop, Etharch or Troll Lord. Sometimes
you'll have to be of a certain age or have a particular trait. You must
meet the re qun'eme11ts before you ca11 take the path.

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Leads: Moving to a New Setting


Most lifepaths have a list of leads. The leads tell the player where the
cl1aracter may go from his last lifepath. Leads jump the character into
another setting. Once in the setting, the player may choose any lifep ath
in any order, so long as it isnt governed by a requirement.
Any time a player chooses a lead for his character, add one year to the
characters starting age. Also, note that a player may choose not to take
leads a11d remain in his setting.

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.

Herefs w/rat / choosefor m)1 E/ven Exi/e. / fake 6i'afaae/Born because I neeo//rim
to no/Pom ne if/i/en cifaa/e/A / zezle-4 so L/lat m/v oaclasfoiy works.

Liiepa i

_1ime Res

fiiiadcl Born

20 yrs

Slat

Leads

Wilclerlands

Skills: 5 pts General; 2 pts: Elven Script, Sing


Trar'is: Elven common traits plus 1 pt:

/ fake a Leac/fo L/re 1'/I/Jo:/er z':'5ez'z:}r_a.


Huutsmall

45 yrs

+1 P

(Model, Protector"

SliN..- 7 pts: Call of the \Vild, lavelin, Bow, Tracking, Stealthy, Observation

Traits: 1 pt: \Vatcl1ful


Wanderer

75 yrs

+'l P

Citadel

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.

Repeating Lifepaths: The Law of Dinliliislling Returns


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You ca11 repeat a lifepath as many times as you like. The second time a
path is take11, time, resotu'ces, stat a11d skill points are earned as 11orn1al.
The second skill a11d trait 011 each lifepath are required. If there is no
second trait, subtract one trait poi11t from the path. The third time a

FE .

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character walks a lifepath, he only receives half of the skill and resource
p oints but no trait or stat points. lf a lifep ath is taken a fourth time, the
cl1aracter only earns half of the resource points and nothing else aside

i, in.

from years.

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3. Age

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.

My Efils 740years o/c/from /nls /ife/oat/15. /ao/a one to /rile aye loecanse / not
i/iai. /eaa//Porn at/ie Ci'iaa/e/.sei"ii'.n_a to i/1e I/I/i'/a/er setting. /'/i5 eiarti'n_a aye is

iiigiai snoigoqj
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74-7)/ears. Venn], one not iooyonnj.

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4. Stats
Age Chart
Take the characters starting age and consult the stat pools for the
appropriate stock. The age charts follow at the end of each lifepath
section, right before the descriptions begin.

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(Jonen/fin; i/ze fan/e ir Starting Sfai Poiinisfor E/i/es oy /lye, /see if/zai. H4y E/f
[fa/Ks i'nio i/re 726-760years range.

Mental and Physical Pools


Look up your characters 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.

qi l !

/yet 70 menia/points anal 76 yo/ysi'ca/,ooi'ni1s from my aye. Hnnieman and


Wane/erer oat/1 _ai'i/e H46 +7 Pi/lat".'s two oonns points to rnyyo/y.si'ca/'pool
So ony ciartinjyonyeica/_poo/ils now 78y00ti4f.5 (ii//1i'c/1 ils anitejoocf My menia/
yooo/rernailno at 70/ooinie.

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

"~'"i'*"'i-P?-E

character starts with a B5 Will.

Wiifn 70 rnenfa//ooi'ni's, / no ve some options. I 60!/I/5!//t7!/ll 6 i'n one, 4 in anon/ien


Boa / it/Edti /6 ioyo/ay ii safe anc/jive my Ena Wi'// 5 and Perce/oii'on S /need
/iirn to tie strong in eoci'a/ con/ii'ci..s foo/ri'c/i M4//factors into), an I also neeaf
kin to /1aV6 a aieceni. Re exes (ii:/n'c/z Perception icfors into
Physical poi11ts are divided between Agility, Speed, Power and Forte.
Players may divide the points as they see fit, so lo11g as they abide by any
connnon trait restrictions fro111 their character stock. I reco1m11end that
-

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until you become familial with the game, physical stats start no lower
than exponent 3 and 110 higher than 6. See tl1e Starting Liliiits section at
the e11d of this chapter for mo1'e.

W/zen /a/Mia/e my/o/ysiea/fooin is, /a/my/e /ate to start by a/vz'ai'.wj f/rem as


even as Iooeeio/e and L/zen tweak L/re razz'n_ge wit/1 any extra/2oz1me or oz/rer
eoneia/erations. So /o 'via'e 78 in to Power; Forte, ,4 1' 'z/ arm 5/aeeal T/tail; 4

r eae/1 wit/1 iwo,ooz'me /eff over: Heal/'n_a a /zeal?/egg/1,. I keep my Power amt
Forte at 4 eae/1 am/pm my extra poini;-; z'mo Az' '/ am/5/oeeaf I in 5/:oozm_a
vr a Mime/e, fast e/raraeter who has room tojrow.

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 grayshade 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/1araeLer /1a.s a//5/aek .5/ma/e state. / ea:/L a/oro|/ L/ze l/eyoozlatpremiam.

My starzfai/:9 state are as fo//owe: WK//Bi] Pereeption Bi A:' ':/ B5 5/aeea/B5


Power B4 am/Forte B4.

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5. Skills

age,
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Set General Points Aside

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Total up any general points earned from the lifepaths. Set them aside
for a moment.

/reeeivee/Sjenera//oomt..s *om my 6z'taae/Born fyoai/1. /aahfa//setL/rem aeie/e.

Skill Points
Total up the skill points earned [r0111 all of the character"s lifepaths

_.5.%.::

(except general points).

/ /ra re 75.5/ti//po:'nz..s from my /zfeioaz/re (not ':4e/an/any my enera/poz'm.s

Skill Choices

Each lifepath comes with a variety of skills that comhiiie to make a


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master skill list for the character. The player may only spend his lifepath
skill points 011 these.

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Aeoorotzlnj to my Izfepatns I can openomy .st'IIpoints on EI:/en Smpt, Slnj, 6aII


oft/re Wz'Ia,/are n, Bong. Yrae/tiny, 5teaIt/94 Oserration, Sony ofPat/1.5 anoI
Ways-) Air ofiateeil Foraging anotany l/I/rise e/HIII want.
Reqm're(l Skill
The first skill listed with each path is required. The player must open
the skill, but he does not have to advance it. If the character already
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has the skill from another, previous path, the next skill i11 the list is
required (and so on).

My reanlrea/5145/1; are EI:/en Sortot, 6aII oftlre lM'Ia' ana/Sony ofPat/15 anal
I/Vayef. AIIoft/re ot/rer elt:'IIe on t/zoeepatlze are optional/.

Z1
11131
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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

at
sdaig

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 B2Iafofar9/ ofmy stats ronnotea/oIown to 2.

\
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pine

Special skills like songs or arts cost two points to open. These are noted
in the lifepaths.

are
wee-":Y>"'

4-3.. ti?-E

6'aII oftI1e I/1/{Inf Song o/fPatIz.s anot Ways, anoI,4z'r o/[Gates are aII epeez'aI
EIi/en aoz'tzeetwo .si4:'IIeonje anda epeII.sonj. It eoete tn/opo:'nte to open
eao/1. Winkle is e;<pen.s're./
I nave to open CaIIoftI:e VW'Ia/since {tie reamlrea/for Huntsman. I IIatso open
Sony ofPat/1.5 anal Wm/5 tveoanse [tie nee/icI to /ta re an orzenteerino stilt I
a/ee:'oIe not to open Air oftfates~t/ze speIIeonjl1eean.se I wan t to represent
my e;a'Ie. I was lianilo/reoIoe/Eire IeonIa/team /%rmaItranzn in 5//en mafia.
Tnatis/no morepoints-these epeoiaI.5ltiII.s cost twopolnto eae/1 to open. Iyet
t/rem eao/I at my root o/SE32. I /za re ve eh'IIpo:lnts Ie/ft.

13,4 _l-_.
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Training skills cost two points to open and are not advanced (they have
no exponent ratings).

'

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 shiIIswhich 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/iom 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 ofSoothinyan exseIIent EI:/en meoh'cinaI
shiIIto 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 anaearn some/uig stat aoirancement tests aIony the my/.

J-

My/inaIshiIIIist is as /i:'IIows.~ EIren Scryot B2, Bow B2, Iraehiny B3, SteaIthy
B3, Ohserration B2, Lost PIaeeswise B3,, 6aIIofthe I/la'IoI B3 Sony ofPaths
anoi Wcy/s B3, Sony ofSoothiny B3 anoiPersuasion B3.

as-at- ~i-{Q.'._;:'-f.g-s.,"N

in

Why ohin/I onh open Bow ana Ohserration hut not aa/rance them .7 I yure I'II
yetpIen/ ofchances to use them oiurziny pIay. TheyIIaoI/ance as Ia/o. I want
to start maryinaIh/ competent in other areas that miyhthe haroier to aoirance.

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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

2:1
.1

the individual lifep aths and are purchased in a similar manner to skills.
Special traits are purchased using extra trait points not spent on the

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_

lifepath traits. They are selected from the character stock special trait

PI,

list or the general trait list.

Trait Point Pool


Total up the trait points earned from the characters lifepaths. This is
the trait point pool.

/lssoroiiny to my hfepaths, Iyet three traitpointsonefrom each ofmypaths.

Required Lifepath Trait

Sn
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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 players discretion.

it

Common Traits in Character Burning

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iila

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If yotu' bor11 lifepath lists common traits, you must take them. They
are required, but they are free. Consult the Connnon Traits section

I5-

of the appropriate cl1aracter stock chapter. Copy the list to your


character sheet.
iv" is-E?!

The Eh/en Common Traits arefree, hut the Watch/icI trait costs ipoint.

Lifepath Traits
Lifepath traits cost one trait point to purchaseno matter what their
cost would be in the general or special list.

an 35>

Watch chs a hfipath trait; it costs onepoint.

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1!.

Special Traits
Trait points left over after purchasing required a11d optional lifepath
traits may be spent on special traits. These traits either come from the
special trait list in each cl1a1'acter stock chapter or from the General Trait
List in the back of this book. Each is priced from 1-10 points.
Trait points caimot be saved. Spend them all now please.

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After the I/1/atchfuI reyuirement, Ihare two traitpoints Ie/ft. Chechiny the
EI:/en speciaI traits, Iist I see the ExiIe trait. It costs twopoints. Perfect!
Beiny an exiIe is inteyraI to my concept. IfI couIoIn 't a i1roI this trait I wouIcI
hareyone hash anoIr./yiyyerecimy hfepaths toyet two /ices traitpoints. At this
point, I thinh its more important to hare the trait than am/particuIar hfepath.
Ihus my startiny traits are I4/atch cI(a character trait) anoiExiIe Ia cIie trait
that aoIoIs to my 6}riefana(yires me a reputation

"I."-.

7. Attributes
Attributes are derived from the stats and, in the case of Health and Steel,
from answering a few questions.

Mortal Wound
A characters 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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wound is black shade. If Power a11d Forte are Sra 3I shade, the mortal is
gray shade. If one of the stats is gray shade and one is black, add txvo to
the total before avera Bin S1 but the shade of the mortal wound remains
i11 the black.

. ll

Ir

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sill

My Power anoi Forte are hoth B4, thus the areraye is B4. No rounaiiny
necessaiy. AoIa'ecIto shr anoIt/rats a B70 mortaI wounai

t"*~ii"'st"... ty
. , ' Re exes

A characters 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

'_-

If all three stats are gray shade, the character starts with a gray
--

shade Re exes. if any of the stats are black shade, Reflexes is black
sha de. However for each grayshaded stat, add two to the total before
averaging.

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Health

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 cl1aracters starting

Bu_zu.5:
soy
aaiU1soinaogjg

health due to their 1nysticalIimmortal nattu'e.


ls the character athletic and active? Add 1.

if
scisgg

-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/iaiIor 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 IIeaIth.
Health Slzarle
Health is black shade unless both Will and Forte are gray (in which

ti

case, Health is gray). If one stat is gray, add two to the total before
doing the average.

My I/I/iIIanotForte are B5ancI B4 respectirey/. Thatarerayes to B4. AoIoI two

e =-as
{K

anoimy startiny I-IeaIth is B6. Not han!

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.

,.

iJ {gin-L|
ii

l-las the character taken a conscript, soldier, bandit, squire or knight


type lifepath? Add one to Steel.

.,g:

Has the character ever been severely wounded? ll the player was
and was a soldier, knight, bandit, etc., raise Steel by one. lf he was
wotmded but was 11ot a soldier, lower Steel by one.
Has the cl1aracter ever murdered or killed with his own hand? If he
has done so more than once, raise Steel by one.

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Has the character been tort1u'ed, enslaved or beaten terribly over


time? If yes and his \Vill is 5 or higher, raise Steel by one. If yes, a11d
\Vill is 3 or lower, reduce Steel by one. If Will is 4, there is no change.
Has the cl1aracter led a sheltered life, free from violence and pain?
Reduce Steel by one.
Has the cl1aracter been raised in a competitive (but nonviolent)
culttu'esp orts, debate, strategy games, courting? Raise Steel by one.
Has the cl1aracter given birth to a child? If so, raise Steel by one.
ls the cl1aracter Gifted or Faithful or an equivalent? If so, raise Steel
by one.
lf the characters Perception is exponent 6 or higher, raise Steel by one.
lf the \Vill stat is exponent 5 or higher, raise Steel by one; or if the
characters \Vill is exponent 7 or higher, raise Steel by two.
lf the character"s Forte is exponent 6 or higher, raise Steel by one.

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 rent heen tortureah
I certainh ha re not Ieaoia sheIterea( hfir. The competitive cuIture yuestion is
touyhI 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

it
.__, ,)1,,

point; anoi my Forte is onhl B4. Thus my startiny SteeI is B4. Iin yoiny to
hare to aoirance thatyuichhi ifl want to he aprociuctire memher ofthisyroup.

I" s \~)""=1

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.

is

As an Eh, Ihare the }riefemoti1naI attrihute. 6onsuItiny the E/ren Qrief


section, Ianswer the yaestions there. Brie y, IcIont hnow any Iamentation
sonys Ithere are none on mypaths), my history oIe 'niteh/ incIucIes trayeoh anoI
I 're Iirea( amony nonEI/en peopIe. That mahes my Grie/B3one exponent
point r each of those answers. However IaIso hare the ExiIe trait. That

.li1rT~i;

increases my Griefhy one. Thus my startiny Qricfis B4.

sr -'*
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The Garden is Burning


My character is reaIh/ startiny to yeI in my mina'.- a youny hotheaoi who
committeda murder andthen was cast out ofhis homeIanoi Its satis/5/inyiv
cIassic-nothiny fanzy-hzira/ofIihe mac ancIcheese.

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

There is no shade

for stride. Stride may be modified by traits.


M/oohoo: I hare the Ionyest strioIeI

Suguang
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8. Spending Resource Points


Total your characters resource points (rps) from the Res colunm of

cf
suing

the lifepaths. This is how many points the character may spend o11
relationships, gear, property, spells, affiliations a11d reputations.

I have 27 resourcepoints to spend

Gear
A characters 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.

I11

is4-?*

1%fry

Next Iyiance throuyh my shiII Iist. Do any ofmy shiIIs reyuire tooIs .7 Sony of
Soothiny does, as oioes 6aIIofthe WiIoIana(EIren Scriot. Ioois are reaIh/ use/RI.
Without them, I su/ftizr a oIouhIe ohstacIe penaI/ to use those shiIis. I can't

.5-at
ti it-.5:-1-'
._./

compensate r that with such Iow shiIIexponents.

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

I3. if i"

he ahIe to noithat outside ofthe Eiren Iancis. AnalitIIimpress my newii'ienoIs


when I hust it out.

,w-or-';ii'
E, H

Relationships
A relationship is a background character who the player absolutely

t_

wants involved in a11 important recurring role in the genie. He is faniily,


a friend, a11 ally or a11 enemy. By adding this cl1aracter to the game, the
player implicitly agrees to bring him into play and the GM knows the
character is important. Once a relationship is paid for, it becomes part

tun

of the plot.
"

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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 cl1aractersfall i11to the sphere of the characters Circles
(described o11 in Step 9). l11 fact, it is the intention of these rules that each

r't*f'

?+'*>' _.

player only develop one or two relationships important to his character-


everyone else is in the Circles.

,.u.--.

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I create my cousin, Durion, who was compiicit in my crime hut receireoi a


Iiyhter sentence. Hes a minor/fyurecostiny Srps hase. Hes fizmihl (-7 rp)
and I fhppiny hate him I-2 rps)I Why din Iyet exiIeoI when he ch'cInt.7 He
costs 2 ips.
That Ieares me with one no Ieft. I couIoItahe a cIosefamzZu /irrhicicien or hate/iiI
rehztionship, hut I n/ecia/e ayainst it. What wiIII cIo with this iastpoin t?

Affiliations
Each lifepath grants the cl1aracter a loose membership 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.

is

94

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The Garden is Burning

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@ 1D, 10 rps. A small, local or specialized group~a large family, a


sorcerers" cabal or a bandit group
Q 2]], 25 rps. A large, regional or 6}iPB.11S?lVB groupa trade guild, a
manor or estate, an Althingship, pirate eet or powerful clan
Q 3]], 50 rps. A national, powerful or ruling groupa 1nercl1a11t league,
a duchy, a governor, an Etharchy or a wealthy bishopric
1-1.,

, 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.

Reputation
Eui{sag
2:1
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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 characters l1o111e city, neighborhood, village, demesne or a
siinilar setting appropriate to your game. Regional reputations spread
the characters fame across the countryside, the suburbs, the province,
the duchy, etc. Outside that area, his name aint 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 wellknown Elven \Va11cle1'er, a famous army
captain, a lord, a notorious bandit, a fanious entertainer
Q 3D, 45 rps. National or major reputationa mimificent baro11 or duke,

ts

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yaI.,;1-.=ar
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tit?

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a wealthy magnate, an infamous sorcerer, a ki.ngdon1s undefeated


military leader, the head of a massive public business, die tyrannical

leader of the countrys religion, the king

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Ci it
.li~:~I1:-if-1

/ can '5 a/fare/z0 5)/a re/mia an or a i'/:'azz'en. However m)/ Exi/e zraz'_aramf.s
me a ID m zmoae re/aatazfion. /ii; time fa a/eeia/e w/zaz. z/rat means. / ze//
Am/xony i/rat / want m/V crime to [re i/re mare/er ofa Dwarven en my if/rat was
earerea/aye as a ii/ranting aeala/enz. 77m,s zf/zailreeomee m)1 re/naiazfian-e)a'/ed
r t/re mare/er oft/re Dwarven en ray. 77ze re/zaiafzbn is /0ea/ to my name/and
am/synea e to 1/re/reaye/e aware of1/re crime or E/I/en /aw.

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lllultiplc Rcputations and Affiliations


A player may buy three reputations a11d three affiliations for
his cl1aracter. Each one should be with a specific and different
organization. For example, an architect could have affiliations with
the artisans guild, the government and a noble family for whom he
designed a manor.

Gangs and Crews


If your cl1aracter concept requires a group of supporting characters,
like the staff of a restaurant, crew of a ship 01' members of your bandit
brotherhood, do tl1e following: P1u'chase a relationship with the senior
member of the group (if thats 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

ti)

who brought them into the game.

Spells
Using resource points, Ores and Men can purchase spells for their
sorcerertype characters. The actual cost is listed with each spell.

ta

,\.

3.

\- " .5;

Stray Resource Points


Sometimes youll end up with a stray resource poi11t. You can always buy
a minor close family, forbidden or hateful relationship. Vi/e recommend
it. ltis one poi11t for a ftm skeleton in your closet. Or you can buy a piece

of armor-a ga1nbeson-for one point. You can buy spikes, weights and
beaks for your weapons. You can also buy a leaky shack if youre of

-u.

I.

Mannish stock, or Elven arrows if youre an Elf with an Elven bow.

'-=*-.-.=
In.1-I

/ a/eeia/e in 5:91 ajame.-ion. /ifs armor and z'i'// cover my e/reef wit/I 2D of
protection. Aeeora/my to LL/I6 armor co.-its /isif, it on x ea.-its 7;?) to ay a .sin_a/e
piece i.-fake Q/1e ofarmon

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The Garden is Burning

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

The Resources attribute represents wealth, favors and assets. Total the
resource points the player spent on his characters property, reputations
a11d affiliationsnot relationships, spells or gear. Divide by 15. Round
down. This is the cha1'acters starting Resources ability exponent. A gray

Stl31
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shade may be purchased by spending five exponent points. This requires

{sag

CM permission.

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I in a /weer E//en wana/eren /has/enit spent an/vi/n'n_a on /are/9er4 repafa en


or a/ff/iaiibn. M/v etarfii/:_y Reeearees is B0.

sdagg

So Close!
If a player is just a point or two shy of the 11ext exponent for his
starting Resources and he really l1as spent all his rps, then let him
round up. And never let n1e hear you say Pm 11ot a generous man!
Zero Res0m'ces
Some characters are going to start with a BO Resources. l11 order to
advance this, the character will need help or a loan. You cant test zero
dice, so someones got to give him one to start with.

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

Pr I

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tested in the game.

rte?

The Circles exponent starts at half the cha1'acters \Vill rounded down,
minimum of 1. The shade is the \Yi]l shade. The scope of the base Circles

."i~- *1;-IF.-=

is determined by the characters lifepathsanyone he could have met

9"
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.'+aii;ii -1,

throughout the course of his life can be approached with Circles. Players
may add to that scope with affiliations and reputations.

1-

-S't(u'ting Circles Bonus


lf a player spends 5U or more resource points on property (not gear)

*? it.

and relationships, his base starting Circles is raised by one.

M/V Care/es a reefer/ nm m/V I/Vi//efB'. 50 it starts at B2. /i44_a0'r:_a to /rare


ta snark at iinprewing it.

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97

1 O. Physical Tolerances
Physical Tolerances are used to determine l1ow badly injm'ed a character
is when hes 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
\Veve already determined yom' cha1'acters 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' characters PTCS now.

Superficial
The superficial wotmd tolerance is equal to half Forte rounded down
plus 1. Yeah, I know its funky, but its 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.

M)//n/)/sz'ea/ to/eraneee /oak Me i/nls:


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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)61S and lists.

Beliefs
" -=_=.-. _.~..
In1

A player must design Beliefs for his cl1aracter. He may take up to tln'ee,
but no less than one.

T .r 1T-:*'

A Belief is three things: it is characterization, a goal a11d an indication of


how you want to be rewarded for playing yom' character.

st ~

When writing Beliefs for your cl1aracter, make sure that at least one of
them is a11 active goalsomethi11g your character ca11 accomplish.
.1

98

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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 dont like my brother, the duke, but
that's a terrible Belief. Great, you don"t like him. ls that going to make

'-'I_-i -'

a good game? \Vhat are you going to do about it? How would we create

an interesting story around your dislike? lt"s weak, b ut toppling a duke,

.1

now that just drips with good fantasy roleplayi11g possibilities.


Q

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

Earri3,:
sdaig
inaagauant
(fin;
ng )

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 situationthe problem or
actionthat 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.

T1
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,rse-

*"-- ' it it

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.

is I92:

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ii}-iii,

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
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should fail to save the princess, makes a world of difference. Now we


all know that you are going to try to save the princess. \Ve also know
how you can be rewardedif you work toward saving the princess, if
you turn aside fron1 the perfidious princess or if you save the princess
Be Colorfiil
lts easy to write simple direct Beliefs: I will save the princess.
Unfortunately, such simple direct statements often lead to simple o1
flat play. The more colorful-the more in character-you can write
yom' Belief, the more fun youre going to have in the game.

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
timefrom different charactersand 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?

tnxgq,

Sare. We ciecia/e tbat tberefs a Iast Eb/en artifact in tbis ab/ea/ci/. My Eb/ras
bearaf ofit. Perba/is by recovering it. be can redeem bimsebfin t/re ,4It/n'n_gis

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eyes. I n/rite: I mast/fnci a patb to tbis Iast. zb/ea/ci so t/1atI mijbt recover
t/re /eaena/aiy Si/ver Hanting Horn.

Instincts
A player may choose one to three Instincts for his cl1aracter. Ahnost the
opposite of Beliefs, Instincts are ga1nemechanical 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

act in this situation. "

BniU}
aaiusangoioqj

A11 Instinct should be a declaration of action, ideally an if/then


statement. Describe exactly what the cl1aracter is doing and when: IfI

51
sag

sense trouble, I draw my sword. Simple enough.

-I-1

Simple is key. Instincts, in general, should be actions that be can

fsdsig

accomplished in one glance, one sweep of the hand.

/ftberels a can/ein, tben Ipasb tbeyoanjest to sa/eh/.


Ifconfronteal I ta/be /4y_aressi:/e Stance.
You can use always, never and when state111ents:

A/ways cast speIts careficIQ ana/patient/.


In the ofeep tanneIs, aIways Assess (Iisten) at every/ianction.
Wben smprisect I draw my bniyie.
Never n/orb anicbp/.

'- It Ell

Iaste iocibefore serving or eatin .

14/I4/9/.5 /rave enona/1 inarea/ients /fir noon//e soup.


Instincts 111ust be tight and narrowly focused. This makes it possible for
players to actually use Instincts in play, and it makes it easier for the

F .**2'-.1?

CM to introduce conflicts where those histincts generate complications.


4*-.. 'l*n"
I iii

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 characters sword is draw11 at the start of combat without
having to spend actions. Instincts cannot allow you to bypass a test,

at

i+--*.ii',i:""
i e

or .

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 troubleonce events are being narrated moment
to moment-its 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 dont 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, well 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 cavein, I push the youngest to safety, that tells
the e11tire group a lot about who my character is and what he values.
First, hes 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

co111e to the conclusion that since l1e"s the oldest Dwarf in the party,
and l1as take11 the I-Iusband lifepath, this Instinct stems from a desire

to protect children. Good grist for the roleplaying mill.

T-F

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F"

Finally, thereis the story level. O11 this level, a11 I11sti11ct is a direct

1"

statement to the CM, I want to showcase this aspect of my cl1aracter.


If I have the cavein' histinct, Fm telling the GM that I want at least
some of the game to happen tmdergrotmd in caves or tun11els, and I
want to have a cave-in.
Specific Response to Specific Stimulus
Protect my friends from harm"" is not an Instinct. It"s too vague. How
do you protect your comrades from harm? What defines harm? It
could be a sword strike, a falling rock or afauzv pas at a ball. \Vays
to protect comrades are equally undefined. Therefore, it"s too much
ground for an Insti11ct to cover. Instincts are split second actions/

I .

decisions/reaction. If something requires even a moment of thought,


its probably not an Instinct. Remember: specific response to specific

t.%~.,;f;f
-:41

stimulus; simple, direct, focused. Following this rule will help you
create better characters a11d better games.
-t.

102

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The Garden is Burning

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My /nsiinez s are: Never wear s/zoes. A/ways make snre Z):/a/in /zas w/rat /re
neeo/s. A/W69,/5 scone a/reaoK_

12. Name

im
and Y0ure Finished

Think of a 112-11116 and y0111'e done! He1'es 111); c11a1'acte1':

/o/een/e my e/zaraeierfs name is I/are/a, ea: he; ira ve irr ano/er 1/re assameei
name ofF/e1.o/1er:

F1.-

I/are/a, 74?)/ear o/a/ Wi/o/er Ea

guguang
Jagj111
oaoqj

jgQ[.' w;//B51 Perception B5} ,4;A'/ B5 speedB5 Power B4, Forte B4


Az.riimzes.- Moria/Wanna/B761. Re exes B5} /-/ea/in B6, Sieei 84, Hesifafion 5
enefea. Stria/e 6
Resoarees: B0

Ciro/es: B2

3
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PTQ5: Snper 'oia/ Bi Lg/rt B5] /1/liaiBZ Severe 86f, Traamafie B9, MW B70
Ski//s: E//en 5er9'orf B2, Bow B2, Tracking B3, Siea/if/y B3, Oioserraiion B2, Lost
P/aeeswise B3, 6a// of1/re 144'/as B5, Sony o/Pat/zs and Wa)/s B3, Son of
Soot/:in_a B2 ano/Persuasion B2.
z_is__.- Wazfo/1/W (char), Exi/e KD1: ID ref), +7 rie
Gear.-aamireson (e/zest 0116/), ran ofine mi//bow, e/of/res, s/zoes, irave/injjear
ana/mirrorwine
Re/azions/rig Darion, cousin, /:a1e/QM
/egntazion.' ID (in/Qzmons) exi/eo//4*om Awreirn as murderer o/[Dwarven En 1/91
Be/ie : /wi//inuaraiiaie m)/seffo Dva/in (Rio/ifs Dwar , ano/make mysecnse af
to /rim at an)1 oost.

/ wi// aia/ 1/zese aa/renfurers and mane snort worn o/'1/zis wizaroi and his

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bane/it minions.

I mnsz ndapat/1 to 1/zis /os ;%-/a/ag so 1/rat? I mia/It recover If/re /e eno/my
Si/|/er Hunting Horn.
/nsfinezs.- Never wear s/roes. :4/M./9/5 make snre Z):/a/in has w/zaf he neea/s.
A/W69/5 seomfa/reaol

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Rules of Thumb in Character Burning


B , Naked Cliaracters
if Characters start the galne naked and stupid. Literacy is earned

5~'jl-'I;l__i:i:-l.

tlirough skills. Clothing is purchased with resource points.

However. it is up to the player to decide whether or not his cl1aracter can


whistle. 'l'l1ats not a skill.
'5 E.-'=.;--.

3-$.5>1 egg;
3f'i$.r

Setting Your Games 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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The Garden is Burning


this, consider the 6 switch automatically flipped on. This allows a
great range of characters-from the incompetent to the maste1'fulbut
holds back the major munchkinisms. You can cap att1'ib11tes'Steel,
Reso1u'ces, Circles, Greed, etc.'if yould like, b11t in general, attributes
a rent subject to this cap.
You can get a lot of mileage o11t of the game by raising or lowering this
number. Before starting a game, the whole group should discuss the
power level and decide what is appropriate for them.

Ertporzerzt 7 and 8
Raising the starting cap to exponent 7 or 8 allows players to create very
powerful cl1aractersthey 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 wont change as dramatically as characters with lower exponents.
Five or more lifepaths per cl1aracter are recommended for this cap.

3n_:Z1
cfsog
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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 lowerthey 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.

_~i

at

Elp ll llt 3 or 4
Starting exponents at 4 or lower gives the feel of a very mundane
world. This is often suitable when characters are yotmg or comi11g
from eve1yday backgroimds into a life of adventure. This cap is best
for long~term games or veiy focused one-offs-the development in the
characters will be spectacular and dramatic. This cap is recoinmended
for five or fewer lifepaths.

r~._ >1 '

.., . '
r"fair

Min Max
The Binning Wheel character binning system is basically an intricate
pointbuy 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

H...-'
i.is-====-~r%':.--.,. -an,.$,*!-Fi
~hIi ~
i

-{.a-sw-=as~a'-.@t_s~-

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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 minmaxed.
K

Simply chant these magic words: I dont think he really fits in

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

\g5

thing? He"s got a C6 Power, a B2 Speed, 200 rps of gear and 11ot a single
relationship! You cliclnt even finish his Beliefs. Kill all my enemies is
11ot an lnstinct!
Above all, be nice to each other. That means dont min-max when you
dont have to a11d dont make a player unconifortable because he wants
to play a powerful cl1aracter. Make sure the group is comfortable with
the overall power level of everyones characters.

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

itf.

up a new path based 011 one of the existing ones. The rules for lifepath
creation ca11 be found i11 the Monster Burner.
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wit/zont cross -cnrrents. Starvingpeasants in nove/s /ive a/onjsin/e

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are /oveoi Knij/its ta/4 of/zonor ano/tnrn iirijanat Amie/o/e,oo,on/ation
anoi ofesaster, extravagance anoisp/enoior were never so extreme. No age
is tio or mao/e ofw/zo/e c/ot/5, anoinone is a more c/zeckereo/ zoric t/ran
t/re Mia/o//e Ayes.

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Barbara Tuchn1a11, A Distant 1liir'r0r

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warvenCoward

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Baruh B/ac/</och is /i : chanyeciirrevocahiv at the utterance ofone 9///ah/e: No. Durinp the war
Baruh 1-; hanaf /ea/ty his cousin
stooa/ata crossroaah 7h-4y cou/a/auich march to/oin the
host in apreathatt/e, or thy cou/at turn asia/e anc/raia/a rich, unprotectedenemy ho/at That
pee/it/mp; Yhu/hrouaht the company together to swear an oath ofhrotherhooo/one that
wouioi /eaof them to more wea/th than5/oi}/. Baruh re cseoi He hnew that Thu/syareea/had
overwheimeoi him, anal it wou/o/yet them a// hi//eat No. He refuseot to swear the oath. Anoi
swift as a hammer h/ow, Thai hanisheoi him /-i/om the company andhranoieoihim a cowarot
To foreswear an oath, to choose pria/e over the wisa/om ofyour superion is a jreat crime. /4
transgression only overmatcheal ty hreahinj an oath sworn. No matter how righteous his

a/ecision, Baruh must now ana/forever /ive with his choice as an outcast amonj hispeop/e.
BEL/EF5

/ wi//prove Thai wronj ifit tahes my /ast a/rop ofh/ooot / "// tahe am//oh, una/ertahe any tash,
to mahe a living now. Goon/fences mahepooat neiahhors.
II-_

014 TH

None. Cowara/s o/on t swear oaths.


-|=ii
4zmr

/N577/\/C75

,4/ways te//the (nah/) truth. Never attract attention to mysehf A/ways heep my mu/e happy.

ii-174as4_44$

IL

L/FEP/4 7'/-/S: Born C/ansman, Hero/er; Banner Bearer Cowaroi

J
I

5Fyears o/it
STATS

l/Vi//

B5

Perception

B4

Aji/i

B4

Speea

B4

Power

B4

Forte

BS

A7776/B U725
Hea/th
B6
Green
BS

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Stee/

Morta/ Wounof B77


Hesitation
S
Circ/es
B2

BS

Re exes

B4

Strioie

Resources

B0

i;iw44'_7J7

Reputation 10, Cowaroi

SK/LLS

Anima/Hushana/1;v B3. F/ochewise B2, Fence Bui/afna B2, Chmhina B3, Conspicuous B2,

Bannerwise B2, /ntimia/ation B3. /nconspicuous B3,


Bastaraswi-se B3

iv

7ruth B3, Oratoly B2, Hypocriticai

D!/V/-lRl/EN C0/1/M/ION 773/4/T5

Accustomeo/tothebanh Bearoieaf Greeci Oathsworn, Shapea/ com Earth anaStone, Stout, 721-u_ah
7764/T5

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Booming Voice, Resigned to Death, Branaleota Con/araf Artfui Dooiaer

GEAR
Pach mu/e, c/othina, sturoh shoes, tra ve/inaaean Dwarven Fence Bui/aiina toots, Dwarven

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riiimhinjjrear

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REL/-l T/ONSH/P
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Clansman Setting
Hes sat

Born Clansman 20 yrs

.:

ti
."

10

Leads

G'::uid'er

S/tilts: 3 pts: General

F21

Tiwifs: Dwarven Conilnon Traits plus 1 pt:

tip B

Tendcl

F2?-1

"

si.wes

20 yrs

+1 P

Guilder, Host

Slci s: 5 pts: Farlning-, Crop-wise, Hills-wise

/7

Trails: 2 pts: Cursing

*1, I? -

_,

Hcl'_del'

15 yrs

+'| P

C3z::'irler; Host

Skills: 5 pts: Ani111al 1-Iusbandry, Flockwisc, Fence Building,


fr

T9

fr

T H

Traits: 2 pts: Booming Voice, Affinity fo1' Sheep and Coats

nip
*

Clnnbing
1

Tinkcrcr

35 yrs

l5

+1 M

Guilder, Outcast

\-

3*

Skills: 4 pts: Stuffwise, Mending, Scavonging

I.

Traits.- 2 pts: Curious, Tinkerer

9,
- '_ '
1%
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.

: Delver

20 yrs

10

+'l P

Host, Guilder

S Fr.

S/riH.s: 4 lits: Tunnelwise, Gas Pocket-wise, Excavation

'1
1.

Traits: 1 pt: Deep Sense

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,.,

Miller

.. as
-

(-9 F1,, <i


-F -

a,fw"

3U yrs

30

+1 M

Guilder. Host

Skills: 6 pts: Crain Appraisal, Miller, Mending, Brewer, Crai11wise


I

Trr-'its'I 1 pt I
Brewer

-<10 yrs

40

+1 P

(}'uiider, Host, Outcast

Slcills: 5 pts: Beer Appraisal, Nogge1', Miller, Beerwise


Q,

:7

if

Eh/'

Trolls
' ' : 1 pt.'

Requires: Miller, Longbeard, Seneschal, Captain 01' Dru11k

Bi, ll

Foreman

E11:

35 yrs

25

+1 P

Guilder, Host, /lrtzf'icer

Skills: 5 pts: O1'e-wise, Vein-wise, Engineer

Trwifs: 1 pt: _

Requires: Delver, Artificers Ardent or Engineer


-Husband/Wife

TU yrs

18

+l M

G'm'lrler, Host, Outcast

Skills: 5 pts: Cla11-wise, Fa1nilywise, Haggling, Soothing Platirudes


Traits: 2 pts: DisputeSettler, 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 opene11ded.

110

..:.rcfe_.

Lzfepaths

La
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Longbeard

77 yrs

50

+'l M

Host, Uatcozst

Skills: 6 pts: Coarse Persuasion, Ugly Truth, Cuilderwise, Hostwise


Traits: 2 pts: Folksy Wisdom, OathSwearer

raosomgr

Requires: Foreman, Craybeard, Artificer, Trader, Seneschal, Adventure1'


or Husband/Wlife

Guilder Setting-

L
Bern Guilder

lies sat _ Leads-

21 yrs

, _

Clansman.

Skills: 4 pts: General


Traits: Dwarven Common Traits plus 1 pt:

Wordliearer

15 yrs

IO

+1 P

Clansman, Host

Skills: 5 pts: Holdwise, Rumo1'wise, Oratory, Clan History


Traits: 1 pt: Quirky, Iron Memory, QuickStep
Halller

10 yrs

+1 P

Clansrrlan, Host

Skills: 5 pts: Hauler, \Vagon-wise, Cargowise, Roadwise


Traits: 2 pts: Lifting Heavy Things
: Carter

20 yrs

10

+l P

Claasman, Outcast

Skills: 5 pts: Animal Husbandry, Driving, Mending, Mulewise


Trails: 1 pt: Patient, lro11 Nose
Hawker

l5 yrs

"I5

+l M

Clansman, Outcast, Host

Skills: 6 pts: lnconspicuous, Conspicuous, Streetwise, Haggling, Spielwise

at
' -I Tl

Traits: l pt:
: A|)[)lBllil(!e

15 yrs

._ M

20

+1 P

Clansman, A:'tzf!'cer'

ll???

Skills: 4 pts: Carving, Tanner, Carpentry, Scutwo1'kwise

"

Traits: 1 pt: Seen Not Heard


; Jollrlleylllall

25 yrs

25

~gl1'lf"-'
+1 MlP

r -"'=E-'3'"

Clansmaa, /lrtificer, Host

Skills: 7 pts: Haggling, Reputation-wise, Cartwriglit, Mending, Black-

if-iii!

M eta 1 A 1t1
- 'r1ce

7*" -1%
"1"

Traits: l pt: Hungry

P-,,,|_

Requires: Apprentice or any Ardent lifepath

1 Q,-':;-til:
-rt _ '

? Craftsman

45 yrs

45

+1 1\llP

Clansrnon, Arti cer

Skills: 4 pts: Appraisal, Sl1ipwrigl1t, Artificerwise; 1 pt General

it '

Trails: l pt:

,|"r'="r;" -

Reqmros-' .lou1'neyn1an, Artificer, Artillerist or Engineer

'&3i-Elly]
'

Trader

4}-ll "if

45 yrs

70

+l M

F ,;__I_ I

Clonsrnari, Outcast

'

Skills: 7 pts: Stentorious Debate, Shrewd Appraisal, Haggling, Persuasion


T;-ails: l pt: ~

Requires: Hawker, .lour11eyn1an, Adventurer or Husband/\Vife.

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Artificer Setting
Liepath____Time_Bes _Siai__LeaIls_ _7 Horn Arlili r

2'0 yrs

15

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: BlackMetal Artifice, Mending, Dwarven Artwise


Traits: 1 pt: Determined
Requires: Artificers 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, Makers


I1.

MarlcWise
Trails: 1 pt: Meticulous, Estimation

if

Requires: Mask Bearer


Master Engraver I00 yrs

60

+1 M

Outcast, Host

-_

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- .-

rs~*-1'=1:

This is a special, magical Dwarven skill. It costs 2 pts to open and is always opene11ded.
1' This is a training skill. It costs 2 pts to open and may not be advanced.

1:

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Dwarven Noble Setting


Lifepath ___Tim.e _Bes_ Siat___Leads _.. __
- Born Noble

21 yes

10

sq.
sasxumq_;.l!

Guilder, 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 TextWise

Traits: 1 pt: Know It All


_ Ardent

25 yrs

15

+1 P

Guilder, Artificer, Outcast

Skills: 4 pts: Sing, Soothing Platitudes, Accounting, \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, ClanWise, DWarfwise,


Poetry, Cartograpliy, Etiquette, Symbology, Oatl1Wise
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

we

Traits: 1 pt: Practical


Requires: Trader, Longbeard, Quartermaster, Clironicler, Kliirurgeon 01'
Graybeard
Treasurer

Hli,r

75 yrs

I00

+1 M

Outcast, Host

_ I

iii:

Skills: 6 pts: Accounting, Etiquette, TreasureWise, Administration


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

_ is

'

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'ownWise
Traits: 2 pts: Grumbling, Galvanizing Presence, Baleful Sta1'e

itatt

Requires: Born Noble and Noble Axe Bearer


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Dwarven Host Subsetting


@ F

tsolllier

10 yrs

6'

+1 P

Glausmau, Outcast. Guilder

Skills: 6 pts: Foraging, Brawling, Hammer, Armorl, Shieldi, CadenceWise


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, \Vi11dageWise


Traits: '1 pt: Squinty
Banner Bearer

7 yrs

10

+1 P

Clansmau, Outcast. Guilcler

Skills: 4 pts: Conspicuous, Bannerwiso, lntimidation


Trails: 2 pts: Resigned to Death, Obsessive
'i

'51..-.-

is _

at
-=1.:,;-g,

l[crn_ea_llel'

7 yrs

+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,

1.. -=-ii

Formation Fightingi, Tlirowing


Traits: 1 pt: Swaggering

QJ

Requires' Noble Ardent, Graybeard or Banner Bearei

Pin-\~1

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EPA

"'is':-,

I-gig

are-=li'-_

Lifrpatlis

1|
.

: Graybeard

20 yrs

20

+1 M/P

Guilder, Outcast, Noble

Skills: 5 pts: Intimidation, Field Dressing, Command, Campaign\vise


Traits: 2 pts: Chuiling, Oddly Likeable

$94.12?/__,liq

Requires: Axe Bearer, Longheard or three Host lifepaths


E Kllirurgeoll

25 yrs

25

+1 M

Gtlll[lI', 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, Accounting, Strategy, Supplywise, Hostwise


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, Graybeardwise
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

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

+1 M/P

*,->"s-*.

Outcast, Noble

-|"'n

Skills: 7 pts: Conspicuous, Oratory, Observation, Strategy, Etiquei tc,


Cha1npionwise

iw."""!:;

Traits: 1 pt: Chuntering, Hard as Nails

r, t

Requires: Prince, Captain or High Captain


This is a special, magical Dwarven skill. it costs 2 pts to open and is always open-ended.

1' This is a training skill. It costs 2 pts to opc11 and may not be advanced.
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Dwarven Outcast Subsetting


Lifepaili __T|me_ Res _Stat__Leails_
Adienluier

5vis

10

+1 MIP

Clausmau Guilder

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 Tieasuieswise

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 StoneFaced
0

licalici

yis

Clausuiau

Sl ills 4 pts Ugly Ti uth Falsehood, Oath\v1se


Ti aits 2 pts Oatlibi eakei, Bitter

Drunk

10

Glausmau

Sl ills 5 pts Stentoiious Singing Di unking Tavein Tales-wise


T! ails 2 pts Diunk, Despondent

Cowaiil

+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

+1 M P

Any":-.nceptHost

Sl ills 5 pts Rune CEiSt111g Foi aging, Scavenging, Bad EndWise


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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Pliysical P001 6 i
01-20 years

6 pts

21-3.0 years

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

*7 Jts

I1 pts

112-151 years
152-199 years
200-245 years
246-300 years

1'7 p-ts
18 pts
1

4_

3.01-345 years
346-396 years

12 pts

397-445 y'ea1-'s
446-525 years

11 pts

/4

526-600 years

10 pts

/4

J7 1

H6 pts

11 pts

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Born under the earth at tl1e dawn of the world a11d destined to

ll

c1'eate tl1e greatest works of craftsnianship of tl1is age or any other,


Dwarves are an ardent a11d strange people. On one hand, tl1ey
possess an innate ability for c1'afting their slrills talre on a magical

-if l

naulre when conlpared with those of Men, Ores and even Elves. On
the other l1and, Dwarven culture is a war between rigid tradition

--ill"

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and fie1'ce acquisitiveness.

warvenComon Traits
All Dwarf characters begin the ga111e with the following C0l]l1l1011

-P T:

traits:

Da$ Dr

Contrary to popular belief, Dwarves cannot see i11 pitch dark. However,
because they have lived many ages in hal ls lit by firelight and reflected

"-

ctili i

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

B_eaLCl&CL

Clam

A Dwarf's beard is a sign of rank a11d luaturity. No nlale Dwarf would


dare go about with a bald face.
Restrictions: Dwarven con1111on trait

_"-Q1-. _

Greed

__Dt

Deep i11 the heart of every Dwarf lies a terrible seed, a lust for wealth

hi
4*

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.

-Restrictions: Dwarven connnon trait

113

Llfcpat/is
1

Di 1

1 1

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.

i iti -I"fl

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 pregame bond
between the Dwarf a11d one of his relationships. Oaths that pertain to the

situation i11 play fill one of the standard three Belief slots.

sasrnnga1,{;__[:1

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

mm Dt 1

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

6)

leather. This trait also gives the Dwarves access to natural magic abilities

J},
-F

Earth, 111etals, stones a11d gems are their first lovefar beyond cloth, wood or

-/'!'R5* l

ii

ope11-e11ded/special skills for most of their crafts a11d arts.


Restrictions: Dwa1've11 common trait

Strrut

1 Qt

Dwarves are smaller than Men i11 stature, but they tend to be a bit thicker

I ' 1

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

?t+"?>1i

advancement. Their stride is 6.

|,l,-+-

Dwarven nature allows for a Forte maximum of 9 rather than 8 a11d a Speed
isr~itil\~

maximum of 6 rather than 8. All other caps a1'e 8.


Restrictions: Dwarven common trait

Ieugh

Dc

Dwarves are durable folk, hew11 fro111 the underpinnings of the Earth.
Dwa1'ves round up when factoring their Mortal Wound.
Restrictions: Dwarven common trait

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Dwarven Special Traits


Only Dwarves may purchase these traits in character btu'11ing. They may
also be earned via a trait vote in play.

Axarice

Dt

3_pJ;s

11

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

desires (so long as it is higher than what it would start at). The downside of
this is that Creed tests always count as the type of test the character needs to
advance, no matter the obstacle. If he needs a routine, the next test counts as
routine. See the Greed mechanics for the ramifications of this.
Restrictions: Dwarves only, special trait

Dr

11

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. Players 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

Qmdgekeeper

Dr

Lpr

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

/ .5/Ia nan/cr v_'gr'vc Snorri rr /155 'n.m/z/ swear to /wy /u'm beat ien r/at

Dt1jLpis111

111

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

-a

Dwarven Arts

--

Dwarves have a special suite of skills called Dwarven Arts. These


skills are Dwarven iterations of standard craftsman and artisan skills.
However, they all eou11t as natural magic and are therefore opene11ded.
t
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Lyfepaths mlliii
'- They are restricted to Dwarves
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lm only and marked with the


=3.' W1 symbol in the skill list.

l Dwarven Greed
Lying in the heart of every Dwarf
is a terrible seedone of avarice,
lust and greed. It is a strange
facet of their nature. Some

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azyl

Dwarves manage hold it in check,


others give in to itacquiring 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

and situations.

Starting Greed
Total the answers to the questions below. This is the cl1aracters 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,

F.

Master of Arches, Master of Forges, Master Engraver, Treasurer,


Quartermaster, Seneschal or Prince.
+1 Greed if the Dwarf l1as coveted something owned by another.

yz",,;i---.:-1;

- 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.

:-*ig:=i"~-int,
;'i=I*="

Has the character ever been i11 the presence of the master
craftsmanship of the Dwarven Fathers? If so, +1 Greed.

_.&.~.:ti(*ii1 ti

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.

! .-.1ht-

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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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+2 Greed.

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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.

Whats 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.

Shes Magni cent...


Greed makes Dwarves vulnerable to a form of wonderment. Whenever
they see something awe inspiringan 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 characters hesitation, use
that as the obstacle for the Steel test instead of the characte1"s hesitation.
If the test is passed, 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.

it

I ll/lust Have It!

t.-<'~e1@

This new reaction allows the character go for it: He must attempt to

1,, 1

purchase, steal, barter or kill for the object, person, place or idea in

rna jig

question.
In either case, whether he drools or goes for it, the object of the failed test

is

becomes the focus of his attentionalways lingering somewhere in the


back of his mind, nagging at l1im.

Oaths, Beliefs and Greed


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Beliefs and Oaths ca11 mitigate Greed. If a cl1aracter l1as a Belief or Oath
that directly contradicts a situation in which a Greed-induced Steel test
is called for, hesitation for the Greed/Steel test is reduced by one.

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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If Greed is higher than Resources, the Dwarf is hard put to part with
what he l1as. All Resou1'ces obstacles are made at a +1 Ob penalty. If
Greed and Resources exponents are the sarne, no benefit or penalty is
inctnred.

3111

fr
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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.

A Dwerfwif/1 cz B4 Grccc/can 5/ccnc/e/ccrscncz /norm enc/acid up to ver c/{cc


to e .5r':/j/6 re//.

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

(ll,__l:_I_

Routine tests always count for advancement for Greed. Always.


Even though it says otherwise i11 the Burning Viiheel, when the
attribute is at exponent 5 or higher, filling up any two of the three
test requirementsroutine, difficult or cl1alle11gingcounts toward

'l>'tI(?,l

advancement.

rt?
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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.

/f)/our c/zerectcr /rec cz B3 Grccc/enc/you .5/rend z/zrcc Grace/c|l:'cc on 1/re fcczf.


you /05 cz c/z fcn/15 fcct rr ea:/cmccmcm ( r Greed). One c/Kc ec/c/ca to a fc.-n
counts es ca ronfzicc fest.

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The Lr'm!'1s of Greed


Once Greed reaches exponent 10, the Dwarf goes mad with his
covetous desires and shuts himself in his halls forever.

F5
'5?
_ 17 1

lti -

1-

I".5

Sifuafiorml Greed Test Obstacles


The following are just exainples. Feel free to add your own situations.

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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
elses 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
maidens 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.

l*.?i-:%i*l

0lISlaele 9 Killing for small gain or petty vengeance. Failing to swear


an Oath out of Greed.

I .I' .

t "3'-5"

0bstacle 10- Ruining the health and prosperity of others so that you
might have what you desire.

'\

Dwarven Resources

Shoddy Arms . . . . . . . . . . . . . . . . .5
lDwarven Arms . . . . . . . . . . . . . . . 20

Clothes . . . . . . . . . . . . . . . . . . . .
Traveling Gear . . . . . . . . . . . . . . .

Shoddy Crossbow . . . . . . . . . . . . .6

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ijwarven Arbalest . . . . . . .
Dwarven-made Light Mail .
Blwarven-made Heavy Mail
ljlwarven-made Plated Mail
A Dwarven Mail . . . . . . . . . .
"Forge Mask . . . . . . . . . . . .
Dwarven Shield . . . . . . . . .

.
.
.
.
.
.
.

.
.
.
.
.
.
.

.
.
.
.
.
.
.

.
.
.
.
.
.
.

Sturdy Shoes . . . . . . . . . .

.20
.
. 1C
. 2C
100
.413
. 20 ___n_

Elliding Mount or Pack Animal .; . .8

-E1111

124

-"

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'

. . . . . . . . . .5
. . . . . . . . . 15
. . . . . . . . .20
Hold. .See Below
. . . . . . . . . 60
. . . 10 per set
. . . . 5 per set

Carts and Baggage. . .g. . . . . . . lg. 15

Fine1'y . . . . . . . . . . . .
Chronicles . . . . . . . . .
Keg o Nog . . . . . . . . .
Dwarven House, Hall,
lllorkslrops . . . . . . . . .
Dwarven Tools . . . . . .
Shoddy Tools . . . . . . .

A
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Notes on Dwarven Possessions

ll

Shoddy EquipII1ent Any gear choice listed as shoddy merely means the
stuff is not Dwarf-made. It cotmts as rim of the mill gear and provides
none of the bonuses of the n1ore expensive Dwarven gear.

OS

Dwarven AlIl1S All Dwarven Arms are considered saperz.'0r qzralit)" items.
In addition, they add a +1D balance die to the skill of the wielder.
Traditionally, Dwarves use axes and hammers, throwing axes and
knives. But swords and maces are acceptable as well. Players may
purchase beaks, spikes and weights for their characteris weapons at
+4 rps per modification, per weapon.

sacwmg
21.1;,[
29H

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 well1nade 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"IR 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, Dwarvenmade armor does not cause a Clmnsy Weight Speed
penalty (no obstacle penalty or 1D).

it-isgi.
,, i

Dwarven ll'lail This is the most precious of all armors. Dwarven mail

F igy

covers the bearer in fine a11d supple chainmail. It gives no clumsy


weight penalties except for gatmtlets and penalties for Stealthy. The
armor counts as gray shade /rear/y mail from head to hand to boot. It
is, of cotu'se, superior quality. Dwarven mail cotmts as property when
factoring Resources.

'"1~-1' tiwe
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Forge Mask This is a highly coveted piece of Dwarven craftsmanship.


Q-

Forge Masks are constructed under great secrecy using the most
complex a11d obscure Dwarven forging techniques. Designed to
withstand the extreme heat of the Dwarven forge and errant heavy
blows of the sm1ithing process, they are requisite protection for every
Artificer and Mask-Bearer, as well as a sign of rank and skill. The
mask may also be worn as a piece of armor added onto another suit
and counts as 4D of gray shade armor for the face and head (with

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o11ly a +1 Ob clunisy Weight penalty). Tl1e inask is l1ighly resistant to


l1eat and flalne. It allows an tumor test against flames directed at die
l1ead. Also, tl1e inaslc can cause an opponent to make a Steel test at

I-I

the time of tl1e w'eare1"s choosing. This fear effect only works o11ce per

--*2

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

"s_.-.;.,'_.-=_y.e-=.-;

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

:11-..
. "1?-'..\

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Weapon shade is that of its hea1'er"s Power.

_;--

Riding Mount 01' Pack A11imal Dwarves tend to ride ponies or inules.
Cl1l'0uiclcs- Chronicles add +1D to any history type test about Dwarves.

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Keg 0 N0g A Keg 0 Nog provides the Dwarf with 1 2 tall mugfuls of the
fabled drink. Each mug is worth +1D to one Health test, but +1 Ob
to social skill tests for the scene. (Only one bo11us/penalty is in effect,
no matter how much of the brew is quaffed by Dwarves.) One sip is
enough to get any nonDwarf drunk.
Dwarven House, Hall, H0ld A small house, 10 rps; large house, 15 rps;
a Dwarven hall (a large apartment in a hold), 30 rps, a Craybea.rds
hold, I0 rps; an Engineers hold, "15 rps, a Master Artificers hold,
*6O rps; a Wardens hold, *75 rps; a High Oaptains hold, '90 rps; a
Princes hold, *105 rps. These all count as property when factoring

fa
2111
ssq;
a))nH
.1.iam(j

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 skillswithout 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 passed 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 user 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

.@-'-gglliizr }.

*1 -fr

.~>-at
i iii;

have good stats, good skill poi11t distributions and a host of useful openended skills. And, of course, their gear choices are unparalleled.
\Vhats 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.

stat
J .
by/~
r

it
II

i;l_lt;'*'Fi$lTf

.2" Ma :l~*sifi;i"=*"=1l1'

'-.

\Vhen starting off with a Dwarf in the game, make sure that Uvo of his fotu'
Beliefs are oaths. One oath is tied to his pastan obligation or promise
hanging over his head. The other oath should be tied to the situation at
handthe promise or oath he made that got hi.1n into this mess! It can
be made to a PC, a relationship or it can be about something else entirely.
As the GM, dont be afraid to restrict the use of Dwarven Mail. lts very
powerful and not for every gaine.
Greed should not be used outside of its core interpretation. It is 11ot
hatred, grief, spite, lust, or jealousy. It is a powerful force for the
Dwarves and, frankly, if abused by players it will break the game.
Should you find the game suffering from such abuse, I recommend
tightening up your definition of Greed and thoroughly restricting
it. Interpreting the idiom strictly a11d literally is a good first step.
Have fun!

t?
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The Elven Lancer

"P.

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 shec/ 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.

Ll

BEL/E/'5

/fbraath cannothe saveaf / wt//enc/him m)/sch? I wt//nnahertahe this aaestfor /ove anc/anr.j/. There
is no traer measure ofa soa/ than the e/c/ofhatt/e.

/N57/NCTS

/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

ff?)/ears o/c/

5721rs
ml!

as

Perception

B4

Ajzhl

B4

Speed

B4

Power

B5

Forte

BS

14777?/Bf/75
fi3=*H?-1|I-.n_,|-u

mm

l
P

Hea/th

B7

Morta/ ovcanel so

Re exes

B4

Grief

BS

Hesitation

Strio/e

Stee/

B7

Circ/es

B2

Resources B0

SK/LL5

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)/

1'-_n1-q_5I71._.,|.

l 054/e

Eh/en 6/othes, E/i/en Boots, Trave/c'n_a Gear E/ven Steenf Ran ofthe M:'// Bow, Ran ofthe Ma//Arms
{spear sworct /ance), Heavy Matt
RELI4 7'/0N5/'1P

Draath (Roman tic Lore, Hrrhtc/a'en)

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ilderlands
Setting
LifepathBorn Wilder Elf

Ti1ue_ B.es__Stal _Leatls ~


20 yrs

Citadel

Skills: 4 pts General, 2 pts: Sing, Elven Script

*""'=tr' eye

Traits: Elven Connnon traits plus 1 pt:


s Ridcl

20 yrs

+1 P

Citadel, Protector

Skills: 6 pts: Riding, The Gift of Speedi, Lay of the Horsei


Traits: 1 pt: Oikofugic
Harvester

50 yrs

+1 P

Protector

Skills: 5 pts: Round of Ha1'vest, Farming, Firebuilding, Husbandry,


Mending
-I

Traits: 1 pt: Seasoned


Batlmrclf

4:0 yrs

_-"\I-

t4",-i t -~"?'t;s'

Skills: 5 pts: Rhyme of the Catherer, Hcrbwise, Orienteering


Traits: 1 pt: Rough Hands

Fisherman

50 yrs

Citadel

.\

.- "'5-'

Skills: 9 pts: Hymn of Scales and Finsi, Pilot, Boatwright, Knots,


Mending, Cooking, Seamanship, Rigging
Traits: 1 pt: Wary
Sllellllcrtl

45 yrs

Citadel

Skills: '1 pts: Song of the Flocks and Herds, Climbing, \Volfwise

13.5. .

9,,

liars

Traits: 1 pt: Never Cry Wolf


2 Wanderer

75 yrs

+1 P

Citadel

Skills: 6 pts: Song of Paths a11d\Vays,Ai1' of Gatesi, Foragi11g,plus anywisc


Traits: 1 pt:

Huntsman

45 yrs

+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.

furesler

yrs

"

Cttariel, Protertrrr

Skills 6 pts Song ofA1bo1s* Fo1estw1se, T1eew1se, Song of the Eldai


Tr alts 2 pts Stein

Vlntuer

rrs

20

Cl!-(If el

Skills 7 pts Puiple Song V1new1se, Cooper, V1ntagew1se, Te11o11-wise


Trails 1pt Raiifled

Miller

rs

+ 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

+ t

Crtadel, Protector

Skills 5 pts Song of Sooth1ng Rhyme of Rulesi Song of Feastingi


F altyw1se

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 Counc1lCalle1i

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

lies

Slat

20 yrs

Leads

__

Wzlcler lands

Skills 5 pts Cenei al, 2 pts Elven SC11Pt., Sing


Traits Elven common traits plus 1 pt --

._.-fH\_i:.,:_
--_.d_
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I1-

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Servitor

us

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

la

152 ska

ii

vali

aller,iiit
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Song-Singer -

25_ yrs

10

+1 M

Wilderlands, Protector

Skills: 5 pts: Sing, Song of Songsi, Song of S0othing, Lament of Starsi

%"'-53,113"
:'-EL.-"_-5:- I-l\|.'

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, A1I1101'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

+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

I -, ,1

.l'

Wilclerlontls

Skills: 4 pts: Mending, C1'aftWise, Elven Artifact-wise

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, G6H1C1Elff, Appraisal


Traits: 2 pts: Patient, Nimble
Reqmres: Sl11I)61'
1]: This is an Elven Spell Song. It costs 2 pts to open and has special rules described in this
chapter.

H)

-_.1:~

lf
1'i-"'*-lZ'1''.-.L-1'

. - 9' _ -

ii This is an Elven skill song. It costs 2 ts to o en and alw rs counts as o enended. Desciiptions
can he foiuid in the skill list.

if

1 This is a special training skill. lt costs 2 pts to open and may not he advanced.

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"2?5i'5-7""

Artisan

150 yrs

4'0

"

+' " - " 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

0 "ll."

Tra:'ts: 2 pts: Periectionist


Reqa'ire.s'.- Shaper

~=s ll

Artist

6Oy1;s

12

+1 M

Wilderlcm(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

-|I_
1--r"
_,|_|_- I

=. - *~s=
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Traits: 1 pt: -

J
'l'.=,-_.-It

Requires: Song Singer


Adjutant

'1

75 yrs

20

+1 M

llilclerl(z::(l.s*, Proleclor

Skills: 7 pts: Code of Citadels-5, Etiquette, Adininistration, Etharch~wise,


Citadelwise, Pr0tcctorwise
Trails: 2 pts: Organized, Patient

4;. H111J?
l --".I_
,__!'

'

134 kl

'

Requires: Herald, Attendant, Student or Spouse


,r.I

r:

_~_

Q;-~._

_.|

P__

-.r-'--.___

' __r

~'r:=.~5:r=.-;.s?&'.~|:>~r:'-1t'or
= 14-15* "1""'H'

Lglepaths

._,=_

l
"='"'-5-' 'res

L0reTnasler .

200 yrs

25

+1 M

Wilclerlancls. Etharch

W15

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: CouncilCaller*, Song of Silencel, Persuasion, Soothing

Platitudes, Ugly Truth, Administration


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

+Q

E-

u -

Skills: 8 pts: Song of Bondingi, Sword, Knives, Bow, Mending, Riding,

Mounted Combat Training"

Traits: 2 pts: Lesson of One, Patient


Requires: Attendant, Bowyer, Spearbearer, Seafarer or SoldierProtector

. 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

H
1-.
-'1-i
,_.__1___- {--in

Requires: Second, Lancer or Lieutenant

Steward

1 10 yrs

20

+1 M

:
-1..,~"-P
_|r';-tE.;___-__
_-I .-

l* T'l=:~"e'-<Ff7s1-.*s1l-~e:_.a_-lE-.+s@-r'-#."

Citadel, Protector

Skills: 8 pts: Estate Management, Accounting, Etiquette, Estatewise,


lntriguewise

ll

T;-aiis: 1 pt; _

Ii

Requires: Lieutenant, Artisan, Bard, Loremaster, Adjutant, Sea Captain


or Matriarchl Patriarch

ittr :-

-u.
J

-.._

,-

at

P'~-trtl
-.

=1I-.-;
I-'

1'

-Q

8"-"<.-

W:-;f <>=:;, "' 1999);-

Es-

:1;

din

13

/4':

'1} ii

:'.r: wiiii 1?

~ at-

}>.

_l'_:*l-5: is? 9'

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

+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

+1 P

Wilderlaucls, Citadel

Skills: 5 pts: Bowcraft, Mending, Bow, Bowwise


Traits: 1 pt: Circunispect
' SpeaI'h_eal'er

.- (Q

20 yrs

+1 P

Wilclerlauci.s', Citadel

Skill: 8 pts: Spearcraft, Spear, Armor Trainingi, Formation Fighting


Training?
Traits: 1 pt:

1s:m,:|si11g.~::

+1P

Any

Traits: 1 pt: Sword of the White Towers

,.%::q'

Requires: Second, Soldier Protector, Soother, Spouse or Spearbearer


'1'

150

10

Skills: 1O pts: Sword, Armori, Shieldi, Knives, Brawling, Song of the Swordi

-r

Egg,

so yrs

1 F .

IF.)

it

-.

is31%;
:it= ?-s :15
tr":-s
1&1

"'1-:5

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ii

ii-'-I _:
1,-r'_|

Llff3(1ll2S
U_il_tritl_er

20 yrs

10

+1 P

M
M.

~=-,2':- ..4~: 1-:_-iii

Citadel, Wilderlauzls

1:1

Skills: 9 pts: Bow, Spea1', Observation, Trails-wise, Mounted Combat:

Bowman Trainingi, Animal Husbandry, Mending, Stealthy


Traits: 1 pt: Daring
Requires: Rider

= [ianeer

50 yrs

12

+1 P

Any

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

G]

:1

lo

Skills: 7 pts: Armorer, Etching, Sewing, Tanner, Antiphon Unioni

1 ti-

ll:-:1

Traits: 1 pt: Patient


Requires: Shaper or Bladesmith
Bla_i1es_mill1

80 yrs

15

+1 P

Wilclerlancls, Citadel

.i$li1,,:
|l

Skills: 5 pts: Riddle of Steel, Etching, Elven Bladewise


Traits: 1 pt: Acute

Requires: Armorer, Shaper, Bowyer or Spearbearer

-Lord Protector 125 yrs


.

60.

+1 M, P

,.,~_l|".r;*I? '1.-I

Ari-y

Skills: 10 pts: Strain of Far Sighti, Anthem of Couragei, Ballad of Ragei,

Jr-"r

-r ring

Command, Formation Fightingi, Administration, Logistics, Strategy


H1

:1

Traits: 1 pt: Sworn to Protect


Requires: Captain or Prince

__,,-F
,

tit"-'

t:-it
K

:1: This is an Elven Spell Song. lt costs 2 pts to open and has special rules described in this

,,

chapter.

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.

1'

1 in
:

-15.

I!-1'

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157

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Startin
Elves1 b Y1 AQe
F _ g StatP0intsf01"
1
1
1,artil1gAge

Mdg11ta]P0nI6

01-25 years

13 pts

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

926'-1025 fa-ea1's_

'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

4?l?f';Z";z_-;._r

sis

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15 pts

161-225 years
226-325 years
326-425 years

Y-1': 1'

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"51

~ av t

Elves are often perceived as either aloof and cold or out of touch
a11d bizarre. Neither perception is true. Elves are a passionate
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 sl1ortlived 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.

F,
I
_|-n.

,_

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

fl?IT
-;-="1-'-if
1%>3"

be involved, their temperainental nature and their innnortal being

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.

'1"-'l!|
4-=.1-"

"'r'5,--1'-.-.__
;-

Elven Common Traits

% is git

All Elven characters start with the following traits:

5...

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.

mh

DJ

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 pass 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

11

Elves are fair and beautiful to all who look upon them. The Elven form
inclines toward tall and slender, rounded by graceful curves.

139

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Elves are made fron1 the very fabric of 11atu1'ewind, air, wood a11d water.
Thus, they know its secrets very well: They know how to preserve much of

rm lit 1

its powereven when it is taken a11d shaped i11to so1netl1i11g new. lt is this

I-lg,

intimate knowledge that allows the Elves to weave their songs.

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Their unadulterated essence grants them insight i11to


their world unmatched
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by the races of Men, Dwarves and Ores. Due to this, Elves Perception

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maximum is 9. Their other stat caps are 8. Their stride is also 8.

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Years of emotion and strife taketl1ei1' toll, and eventually all Elves begin to feel
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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.

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Smoke and haze still bar their vision-norn1al penalties apply. In complete
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darkness, Elves suffer +4 Ob like Men or Dwarves.

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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._.._

It

._

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, hell 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
diffic11ltyadvances him. Grief clings to this cha1'acters 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 compassion, 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

15,3"-

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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 passing of years begins to drag them down.
Reduce hesitation by one, but increase Grief by one.

Care of the Eternal

1":-.

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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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41

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 passed from Elf to Elfin long and Winding
songs. These verses are sung as tl1e ElfP61'fO1111Sl1lS 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

ope11ended. 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 spelllike effect, the Elf player needs to test his appropriate spell so11g
skill. Theres 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 characters Will.
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For oxnmyo/o, T/zo Recitation off/zo Ayes /mo no nan/or 5/oo//o/foot io 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.sc:/on zfinry n/o not nnn/orsfnnn/o worn/ofiz.
\Vhen the Elf has sung for a number of exchanges equal to his victims
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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This doesnlt mean that Elves should go about halfcocked singing


songs. The primary effect still takes precedence. lf an Elven Prince sings
Doom Sayer to impress a girl, he has just bound that maiden fair to a11
inescapable fate!

if *

Spell Song Hoots


Unless otlierivise specified, the root for Elven spell songs is \Vill.

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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 pass
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 Elfs
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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a great hall, Ob '11. Fortress gate, Ob 5. Castle gate, Ob 6. City gates, Ob 7.


Gates of the realm, Ob 8.

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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Ballad of Rage

Ob

ee Description

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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
S01lg R00t: Grief

Canticlenfleats

. Qb 4

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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

this

song can also he sung to aid Haggling when selling Elven goods.

fit

Actions: 4
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Using this powerful song, the Elven lord sends forth a call to his brotl1e1's and

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cousinsa call heard in the very dreams of those he seeks. Successes ove1' the
obstacle a1'e added to the Elfs base Circles exponent when seeking to contact
great lords and rulers.

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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and Elves. It counts as a bulwark against Falsehood, Soothing Platitudes,


Persuasion, Inconspicuous and Seduction. Increase the obstacle by one for
these skills if they a1'e used against the Etl1a1'cl1 while he is singing Disce1'ner.

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Add the margin of success from the song to the obstacle penalty. If the test to
deceive the Etl1arcl1 is failed, he is aware of the intentions of the manipulator
or deceiver (but not the precise nature of the lie).
Obstacle: The Discerner song obstacle is equal to the target characters \Vill.
ACUOHS: 5. It is a short stanza sung under the breath while seeming to agree
with and listen to the target character. ln the Duel of \Vits, its su11g during
your opponents action.

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

Ilo0m_Sa;ter

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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
characters 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

iii?

the doomed character. If the Doom involves the characters death, the artha
is transferred to the players next character.
Actions: Variable. Tl1e time it takes to speak the doom.

Exensong
11

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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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Actions: 9000

Ob;JenLepi.'L0nnLl:l0rse

This powerful song lightens the tread of the ridcrs horse until it seems the
1':-'.:.'~ _,_.'-nu.-"1.

steed is galloping 011 air. Meeting the obstacle grants +lD to the horses
Speed. Extra successes increase the Speed of the horse by +lD each. The
rider must be mounted on the horse. The gift lasts for the re111ainder of the

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day (or night).


Actions: 3

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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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way to round up and finish off the straggling remnants of the enemy forces.
Obstacles: Enemy squad, Ob l. Enemy company, Ob 2. Battalion, Ob 3. A1'1ny, Ob 5.

Actions: 60

Homesong

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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
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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

chapter.

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Actions: Obstacle x 100

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The Lament of Mourning is su11g to remember both the tragedies and

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boons of past ages. lt obeys the standard obstacles a11d rules for laments as

ff 1 it

described in the Grief section of this chapter.

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Actions: Obstacle x 200


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Lan1ent_0fSl;ars _

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The Lament of Stars was the first lan1e11t learned by the Elves. As they left their

ancestral homeland a11d crossed the sea to their new l1on1e, the bards composed

15;.

this song to ease the heart pain a11d homesickness. This la1ne11t obeys all the

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standard rules for laments. See the Grief section for more on that.

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Actions: Hours equal to obstacle

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In this la1ne11t, the Elves call to the setting sun to purge them of their grief
to take it i11to the sea where the sun sleeps, so that on the new day they might

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be f1'ee and clea11 of their sadness. This lament obeys all the standard rules

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for laments. See the Grief section for more.

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Actions: One day, from su11up to sundown

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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.

Actions:3

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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

-_

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

Momsengl

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A festival song sung to commemorate the dawn of the new year. The primary

fig

effect of this song is wonderment.

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
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power, and scenes of aeons past float before the listeners.

Obstacles: Events of the current age, Ob 1; of the Third Age, Ob 2; of the


Second Age, Ob 3; First Age, Ob Li; of the Years of the Sun, Ob 5; of the

Creation and before time, Ob 6.

Actions: Obstacle x 100.

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The Rhyme of Rules is an ever-growing song comprised of all the adages,

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apothegms, axioms, dietums, maxims, morals, precepts, proverbs, 1'ules,

sayings a11d truisms of the Elves. When sung itself, its primary effect is

In

wonderment. However, Rhyme of Rules is also the only spell song that ca11 be
--

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 players verse

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. 3Years stud 3tin S the la11 5 ua S es of all thin S s.
This simple Rhyme helps them remember 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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Actions: 4

Sm

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 wellbeing 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.

Actions: 4444
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The Song of Bonding is usually only sung once in each Elf s lifeto bi11d
himself i11to the 1I1asterstudent relationship with his sword-father. Once
successfully su11g, the Bo11ded Second now gains a new trait: Bonded. This
cou11ts as a callo11 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 Seconds 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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So11g of Burning Bright negates all l1esitationreducing traits for purposes

of the Steel test. The victims must make a Steel testno 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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/zo ro/is 7.5n666.5.5.6.5, /ris enemies mnsi moot: Sztoo/tests oi +2 /rooitoz on oivsioo/o.

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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

Oh: to minus Will oLSinger

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

Snng_of_S_ongs L

Ol1tSne llesctiption

._

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.

For exnmyo/e, i/re ZornProtector is in o/ire neeo:f- i/ze oer:/ones off/re Dork nore
nn 9n.s/Ieo/ierriii/e ivenox s ofs/mo/on; annf/1:15 wnr/zosirynniis irefore f/rem. He

on//5 his Song Singers to ein/1i:n as /re sings the mi /IQ Ana/rem of onraye.
7'/re Loro//Ins on Ant/rem ofonrozje ofB6. Eoon Sony of5onjs sinjerji:/e.s
/ze/yininy o/ioe ooooroifnj to i/re stone/ernfrn/es. 77ie LOW!/PFOf66l0F.5)t7dl)/BF won/in(
1/zen cost /zis song o/ioe)o/us the /zeiozinj o/ioe toyoozss 1/re test.

iii

Obstacle: If a11 obstacle is needed fo1' Song of Songs, use the time and

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obstacles of the skill being helped. The So11g of Songs may be used to cause
wonderment like other spell songs at Ob 2.
Actions: 25 for the purpose of causing wonderment

rd
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Qb-. See Descr'|ption

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

silt

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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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may affect creatures with the Spirit Nature t1'ait.

Actions: Obstacle x 1

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Strain of Far Sight

_Ob: See jscription

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This ancient and powerful song amplifies the Lord Protectors 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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Ob-. See Description

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 himeither 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

do

hit him with any missile or thrown weapon.

.A

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

- .

\Vl1e11 dire deeds are performed against the houses of the Elves, terrible,

kw.

undying oaths of vengeance are sung. Once marked as an enemy, the


creature is givc11 a new name and thenceforth all Elves know him tl1usly.

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Such enemies arouse the passion 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.

Actions: 30

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Will _

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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
terms. 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

__

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

Ag

__

Ob; See Description

_ __

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

lileathersnng ._ _

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The Seafarers sing to the sky and listen to her reply to learn the coming
weather. This spell acts as a linked test with Orienteering, Navigation or

as
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any other weather-dependent skill, but add dice equal to the obstacle of the
casting. lts a powerful spell.
Obstacle: Tomorrows weather, Ob 1. \Veather of the week, Ob 2. \Veather of
the month, Ob 3. \Veather of the season, Ob 4. Freak, erratic or unnatural
weather, Ob 5.

Elven Grief

151'

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 Griefit
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 pass 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 cl1aracters 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
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recommend that Grief follow the salne guidelines as stats and
rug? skills regarding starting exponents. If yonre ljniitilig characters

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to exponent 6 skills, then Grief shouldnt 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 characters history includes tragedy
A dd one if the character has lived among nonElven people
Add one for every point of the characters Steel over 5
A.dd one if the characters 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

iii? )1,
_

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

\-

experiences of the character test Grief. The magnitude of the experience


determines the level of the test.

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
tlnough 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.

fa
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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.

it-.-at

Obstacle 9 Grief

iii. "1

Realizing that all of your hopes and dreams have led to nothing but
murder, destruction and evil. \Vatching a friend commit suicide (this

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includes choosing to embrace grief and 11ot journey west).

7" ma

Obstacle IO Grief
To watch the light of die world doused and to witness the cold tide of

iii?

darkness co111e rushing forth. To give up /rope.


At the end of a session, check the Elf"s experiences against the above list.

i".-if-'r~1i;

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.

-..

An Ebfwit/1 o starting GriefofB5 seas /nls companion ant oi/own by on Orc.


/n o rojo t/to Edit/zen 5/gvo the Om. Ho now must note two Qrieftosto on /no

it ii,

6/laraoter .6/root: one Ob 4/or l'z'//tion, and one Ob 6 /fir tlzo or/oat/1 ofa ienol

The Limit of Grief


An Elf whose Grief has reached exponent 10 can no longer tolerate the

__-_-_

trials and struggles of this wo1'ldhis sadness, disgust, contempt 01' pity
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has overwhelmed him. He lays aside his worldly trappings and passes on,
either wasting away from Grief or wandering into the West. Either way
he is 11ot seen or heard from aga.intmtil the end of days.

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 afterwardsat 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

ilnigllil Mail. . . . . . . . . . . . . . . . . . . . 6

Starlight _ _ _ . I _ . I _ _ ' _ _ _ _ I _ I _ 50

H63? Mall ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' 10 Tome of Lore . . . . . . . . . . .

'Ei LTt$L.1 1 j I 1 1 I at'D".;.;.;.i;.;.-1?. Era


15

Hi

. . . . 20 l

------------ - - 6

Travelmg Gear . . . . . . . . . . . . . . . . 2 B

EGVGIIBOW..iiii:iiiiiiiiiii25 P@S*1a1Eff - - ~ ~ - - - - - - ~ - ~ --1


lElven Cloak . . . . . . . . . . . . . . . . . 30
FElVen Steed _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ g

Elven Smithy ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' 50 l
A1'tisans Shop . . . . . . . . . . . . . . . 60 F

Elven Clothes . . . . . . . . . . . . . . . . 2

Skill T0015 - - - - - - - - - - - - - - - - - - - 9

l Elven 311065 _ _ _ _ _ _ , _ , _ _ , _ _ , _ _

Elven Ship . . . . . . . . . . . . . . . . . . 80 F

gE:venFine1'y

T whim

Elven Rope . . . . . . . . . . . . . . . . . 12 l
Elven B1-gad _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 10
Elven Mil-1-01-Wine _ _ _ _ _ _ _ _ _ _ _ _ _ _ 8 l

IEZVBH Arms .

gs:
i ii

llitm of the Mill Bow . . . . . . . . . . . . 5


Bun of the Mill Arms . . . . . . . . . . . 5
Reinforced Leather . . . . . . . . . . . . 3

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Elven Land. . .

. See Description

:5 - -1

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Notes on Elven Possessions


Bun of the Mill Weapons and Ar1n0rUse 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

'
1

using Stealthy and/or the actual Tln'ene, he may add the cloal<s dice
to the skill or song when rolling to hide. In addition, Elven Cloaks are

-I-

warm in winter, cool in summer, covering in rain a11d quick to dry.

Elven B0wThese are the weapons made using the Elven Bowcraft skill.
Elven Bows are bigger than hunting bows, but not as big as the great

bows of men. They provide 3D of range dice at extreme, a11d SD at

as

h1,t,;"

optimal. Maxinnmi range is 250 paces. In the Fight rules, they have a
Nook and Draw tmie of five actions.

\Vhen purchasing an Elven Bow, Elves may choose from these arrows:
Hunting Head:

I: B4, M: B8, S: B11

VA 2

Free

Leaf ead:

l: B5, M: B9, S: B12

VA 1

+1 rp

Bodkin:

l: B4, M: B7, S: B10

VA 3

+2 rps

lllfl
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I _ 1a
, Eff.

..':.-n. -

Elven Cl?(U'CtCfIS tUli.O talfefour orfewer lzfepat/is ancl 111/2086 last lifepath
is Elven Bowyer may take an Elven Bow for 5 rps.

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Elven Slee(lElven 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 LongLin1bed, Keen Hearing, Hooved,
Ungulate.
Elven B1'ea(lThis 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 R0peElven 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 Elffrie11d
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 opene11ded dice to the next Health test taken. 8 rps buys
foiu' draughts.
Siar]ightA bottle of starlight to illuminate the darkest times with the
silver halo of the favored star. The Starlight is as bright as Mags Light

1"

with fo1u' successes over the obstacle. Counts as sunlight for creatures
with Cold Black Blood or Enemy of the Sun traits.

%,i
. .l*%
.-

Elven ll1stl'umeI1l Elves are renowned for their inusic, both in song and
instrunient. Elven instru1nents~flutes, trumpets, lyres, etc.grant
+1D to the bearers musical instrunient skill.

Z-.

1"]

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

1.

works. \Vorksl1ops count as property when factoring Besources.


-

Elven Sl1ip This is a beautiful, sleek and sturdy seagoing 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 LantlElves, 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 Elfs falnily. 50 rps for a large country

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5251.

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 passionate. 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 dont have the highpowered kick

that Sorcery and Faith do, I think you"ll find that the benefits they do

':~- -y-..

provide augment the Elves powers nicely.


The Elven gear is also a rare and precious resource. If players are

.*""-"1"-5-'

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! lts acceptable to build that

isin '4

A .=

stuff pre~gan1e and allow players to buy it and incorporate it into their
characters. Price them at about 1015 rps per +1D of song ability a11d
you should be okay.

-B? .

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

l ":/its
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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-effectof 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, dont let a player join your game as die remote and
aloof Elven Ranger, lm quiet and l shoot things. Boring! Turn it up a
notch. Give him a personality: Make him a bastard who cant keep his
1noutl1 shut. The internal conflict in that character creates a wealth of
game play possibilities. Pm sure youll 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 youd really like to. Lifep aths, skills and traits are chosen

rt1:;-i=,'=*

from the Elven list. If he chooses human, lifepaths, skills and traits are
"1;-=:"

from the Mannish list. Take the Fey Blood trait a11d an Elven connnon
trait to represent his ancestry.

15
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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 ci/. 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

Neverpass 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

S7I4TS
I4/iII
S/oeed

B4
B4

,4777IB(/IE5
HeaIth
B4
SteeI
BS
Cirdes
B2

Peree/2tion
Power

B4
B4

A_aih'/
Forte

B4
B4

Mortat Wound
I-Iesitation
Resources

B70
6
BI

Re exes
Stride

B4
7

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

'i
#4

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Peasant Setting
Lifepath? __Time__Bes__Stat_ _Leatls_
Bern Peasant

8 yrs

---

+1 P

~=-'*-Pu
.

Sara, Soldier, Sea, Religions

_,

,1?

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:

ta

Traits: l pt: Hoarding

: Head of Household '15 yrs

20

+l M

Villager; Solclier

Skills: 8 pts: Carpentry, Hunting, Haggling, Almanac


Traits: 2 pts:

-P

I'D
.,.r
_.-

Restrictions: may not be the cha1'acters second lifepath


. llilitlivife

IO yrs

I5

+l M

Villager, Outcast

Skills: 7 pts: Animal Husbandry, Herbalism, Midwifery, Omenwise


Traits: 2 pts: Bedside Manner

Requires: any female gender-specific lifepath (Lady, for example),

TT
Eairfl.

,5, at

p
-:_-;_,

Farmer or ltinerant Priest


i Lazy Stayabout

7 yrs

Outcast, Servitucle, Solclier

Skills.- 3 pts: Lazywise, Peasant-wise, Wife-wise, Work-wise


Traits: 1 pt: A Little Fat
(i0I1Sel'ipt

l yr

Qi-

Seruilacle, Soldier, Outcast

Skills: 2 pts: Foraging, Battlewise, Rumorwise


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

.15?

Skills: 5 pts: Mille1', Brewer, Mending, Carpentry


Traits: 1 pt: Lords Favorite
- Fisherlnan

6- yrs

+l P

Villager; Outcast, Seafaring

Skills: 6 pts: Fishing, Rigging, Knots, Mending, Cooking, Boatwright


Traits: 2 pts: Superstitions
Sllepllertl

4 yrs

+'l P

Villager: Outcast

Skills: 5 pts: Animal Husbandry, Sing, Climbing, Flute


Traits: l pt: Cry llfolf

163

- Wootlcutter

5 yrs

+1 P

Villager; Outcast

Skills: 5 pts: Firebuilding, Mending, Foraging, Orienteering, Treewise,


Tree Cutting

Traits: 1 pt:
' Hunter

5 yrs

+1 M, P

Villager, Outcast, Soldier

Skills: 7 pts: Hunting, Tracking, Stealthy, Cooking, Orienteering; Iaveli11 or Bow


Traits: 1 pt:
Trapper

5 yrs

+'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

+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, Omenwise

J:

s.I,

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.

llinerant Priest

6 yrs

+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

s=~.

- Country Wife

- I ui-'*.'-3" Jiw
rs.
"'-1-.sa=s ~" 1-as

l'Oy1s

+1 M, P

Religious

_Skills: 2 pts: ChildRearing, Cooking; also, see note below


Trails: 1 pt:
Note: A player who takes the Country \Vife lifepath may also choose her

liar
is

husbands lifepath from the Peasant setting a11d may choose from his
skills: She gets l1alf of his skill points, rounded dow11. She also receives

ii104itr%*=\\=> aiia(-T:-js=-a+%:e
st?

half of her husband s resource

rs

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Ljepaths

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Peasant, Se: mtmle, Sea, Relzgwus


ll" :-_,5; '-)"

Slalls 3 pts Genel al

Trams 2 pts
l(_

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4 yrs

+1 P

An} e1,ceptN0ble and Com t

J+-riF91;
g:

Slalls 3 pts Tlouble wlse, T]110Wl11g._. Il1G011SP1C11011S

Tr arts 1 pt Bad Egg, Good f01 Notlnng, Fleet of Foot

F
97*x we-S;

Rest: Ichons If chosen 1ts ce1ta1111y not 1equ11e(l Kld must be the
second hfepath chosen and may only be taken once

tllol

LS

Outcast Peasant

Slulls 4 pts Inconsplcuous, Consplcuous, Ugly T1 nth, V111:-Age Secl ets w1se

;$;r". an
W1.

Tr alts 1 pt P1 oblems, Alcohohc Abused Handlcapped


_

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Fe el P15@-G
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MB

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Pilgrim

2 yrs

ii

Religious. Servitacle, City

Skills: 5 pts: Religions Bnrnorwise, BoalWise, Shrine-wise, Al1nsWise,


Relic-Wise, Doctrine
Traits: 2 pts: Collector
Uorlseripl

I yr

Semitiirle, Soltlier, Outcast

Slcills: 2 pts: Foraging, Baggage Train-wise


Traits: 1 pt: Hide before Battle

Groom

4 yrs

Peasant, Cit-y Dweller, Soldier

Slrills: i pts: Animal Husbandry, Riding, Mending, Horsewise, Boadwise


Traits: 1 pt: ' ii'lIllIll

4 yrs

+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_plee[!er

0 yrs

15

City Dweller, Peasant

Skills: 5 pts: Haggling, Accounting, OlJservati0n, Me1'cl1antwise


Traits: 1 pt: -

til )1,

Glerk

4 yrs

Cit-y Dweller, Outcast, Soldier

Skills: 4 pts: Bureaucracy, Write, Read, Gontraetwise


Traits: 1 pt: Cramped Hands, Mind for Small Details
Sailor

5 yrs

+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

is

Miner

3 yrs

+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

ii "1i:ii?1.
'14,,

Taskniaster

6 yrs

15

City Dweller, Outcast, Soldier

Sltills: 5 pts: lntirnidation, Brawling, Sing, Conspicuous, Lazy Bastardwise


Traits: 1 pt: Hard Hearted, Mean, Barker, Booming Voice

..

1.
1
-.

-*>=_ .~*ai=":

Requires: Village Sergeant or any Soldier lifepath

*- g,

aw-,_
P5

16: "i*%~

Eqx
i-ii
5"

' - .5;.
\-__,__.-'

ii -__,

c
' 1

Llfepa tits

.1,

' .:s1i
i, Serving Wench

3 yrs

+1 M

Any emeepi. Noble

'

Slrills: 4 pts: Soothing Platitudes, Ugly T1'11tl1, Cnstomerewise, Sleight of Hand

as]/y

Traits: 2 pts: Choose 1stt1ait: ExtremelyBitter, Ugly, Drop Dead Gorgeous, Buxom
I Hosicller

0 yrs

15

-4

City; Peasant

Slfills: 5 pts: Cooking, Mending, Accounting, Soothing Platitudes, Guestwise


Trails: 1 pt: Fixed Smile, Gossip

Restrictions: may 11ot be the eharacters second lifepath


Yillage Guard

3 yrs

+1 P

Soldier, City; Peasant, Se:-::tu.rle

Skills: 4 pts: Appropriate Weapons, Intimidation, Brawling, Graftwise,


Village-wise, Guard-wise
Traits: 1 pt:Tl1ng

Village Sergeant 5 yrs

+1 MlP

Soldier, Servitucle, Noble Court

Slcills: 6 pts: Command, Intimidation, Field Dressing, Appropriate


\Veapons, Shield Trainingl, Armor T1aini11g", Brihewise, Wlealthy-wise
Traits: 1 pt: Cverworked, Underpaid
Requires: Village Guard, Squire, Freehooter, SergeantatArms 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)ewise, \Vealthy~wise, Criminalwise
Traits: 1 pt: Predatory
Requires: Village Guard, Squire, Freehooter, Sergeantat-Arms or ManatArn1s

dig

f Tailor

5 yrs

12

-~

,-ails,

Cit_y'Da:elle:; Peasant

Skills: 5 pts: Sewing, Embroidery, ClothingWise


Traits: 1 pt:F1'ippery

Tax G-olleetor

5 yrs

15

+1 M

City Duieller, Peasant, Outcast

lttri

Skills: 4 pts: Intimidation, Accounting, 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

*+tsi+
tan:

Requires: Apprentice
Farrier

5 yrs

12

is

Peasant, Soldier, CityDweller

l E.

Sltills: 4 pts: Blacksmith, Animal Husbandry, Horse~wise, Haggling

Traits: 1 pt: A Bit Deaf

'

ti
I.
|,;-

Requires: Apprentice

,: 1

sits
., ,

___. f':u'-1:? :5; ,


11"

./'

rib

its/it,,_
n

1.
FIT

:A 17

"%'i

-re

eve

Wm PmiwSA. 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, V1llagew1se, Gossip-wise


Traits 1 pt Agieeable, Seemingly Concei 11ed
Brewer

Calf}, Peasant, Noble Court

Skills 4 pts B1ewe1, M1lle1, G1a1n wise, B1 eww1se


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 Te1nplew1se, 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

7 yis

+ P

Cit}, Peasant, Soldier, Sea at mg

Skills 6 pts Me11d111g, Blacksmith Caipenti y, Tannei, Pottei, Coopei

T: ails 2 pts B1 oken In BackB1eak1ng 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 1cW1se, M1ne1alW1se


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 Accounting, Haggling,

iits
~:e

ii 1?ll

-,_1;, 1 til,

iii

Lrfpaths
llowycr

6 yrs

15

,.

Soldier, Outcast, Peasant

Skills: 4 pts: Bowyer, Fletcher, Mending, Bow, BoWWise

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, Materialswise, 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'apewise


Traits: 1 pt: Patient, Lugubrious
Restrictions: n1ay not be the cha1'acters 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: Accounting, Persuasion, Falsehood, Haggling,


Wholesale-wise, Lancllordwise

.1

Traits: 1 pt: Distracted


Requires: Accountant, Sea Captain, Shopkeeper, Smuggler, Fence, Vintner
.
or Chamberlain

Yillagewife

8 yrs

+1 M, P

Religious, City Dweller, Se-rvitude

M
.-'
* igh
"T

__:;-n!;,-

Slrills: 2 pts: ChildRea1ing, Cooking; also, see note below

all J

Traits: 1 pt:
lVofe: Players who take the Village life lifepath may also choose their
husbanc1s lifepath from the Villager setting. The Village \Vife may choose

- '1'

from her hushands sl(illsshe gets half of his skill points, rounded

ag

c1oWnand she gets half of her husbands Resources.


1 This is a training skill. It costs 2 pts to open and may not be aclvallcecl.

1-:

*-i~1'-.l_,,{'._,"71'. .\*.=~i.""-&-_.='.:-" ' *r:.-.-==

,_
it

see

*1,
mg

s_
-.

13
-* *='-"E?" -'~:.

'

"

'i

Iii "

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iii .

I-vrs.r mu

z ,2

'1 ,'_" ,i>s.t.s ,iii*

City Dweller Setting


Li[epathrM___'lime__11es_Stat_[Leads
City Born

12 yrs

10

+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

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

Outcast, Servitude, Village

Skills: 6 pts: Citywise, City Gua1'dwise, Wealth-wise, lnconspicuous,


Persuasion, Falsehood
Traits: 1 pt: Lame, Downtrodden, Hurt, Broken

Eourier

4 yrs

+1 M

Villager, Soldier

Skills: i pts: Riding, Streetwise, Countrysidewise


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

+1 M

Religious, Seruitude, Villager

Skills: 4 pts: Religious Diatribe, City-wise, ShrineWise, Doctrine

' T3F*'-"3

Traits: 2 pts: Tall Tale Teller, Stinky

Groom

11 yrs

+1 P

Peasant, Villager, Soldier

Skills: 6 pts: Road-wise, Driving, Riding, Animal Husbandry, Mending,

ass

CityWise, Traveler-Wise
Trails: 1 pt: Peripatetic
lljllelist

4 yrs

+1 P

Soldier, Outcast, Servitucle

Skills: 7 pts: Sword, Brawling, Two-Fisted Fighting Trainingi, Streetwise,


Haggling, Conspicuous, Trial by CombatWise
Traits: 1 pt: Mercenary, ColdBlooded, 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


CoinWise
Traits: 1 pt: Light Sleeper

l"1et,,-,-9 . ,1 as
110

P t

.-.=-iH-"':..

_-.
H4

1"

ts

Lifpatlzs

.g_., 1,1%

Pickpocket

4 yrs

+1 1

Outcast, Villager, Seruitude

Skills: 5 pts: lnconspicuous, Streetwise, Sleight of Hand, Crowdwise


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, Griftwise


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

+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

+1 M

Anyearcept Noble

Skills: 11 pts: \1l1'ite, Read, Philosophy, Rule of Law, History, Symbology,


Anatomy, Astrology, l11conspicuous, Streetwise, CityWise
Traits: 3 pts: Rabble Rouser, 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

+1 M

.~''-~=-1'
-==a_:
=~..*.__,i,l-*1

Villager, Court, Outcast

Skills: Ll pts: S0rceryWise, 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

ssl1}ii -4

Traits: 1 pt: Extremely Respectful of Ones 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, Ten1pleWise


Traits: 1 pt: Believer, Tonsured, Faithful

Sculptor

5 yrs

+1 M/P

Outcast, Peasant, Noble Court

Skills: 6 pts: Sculpture, Mason, BlElCl(SI1111l1, Carpe11t1'y, Stone-wise


Traits: 2 pts: Passionate
-" _"
_-.

at

l-VT
.-;-:37:

s=_ _ _

1-.-

Q:
.

as

As?

1'

1l-1,_.*;,g

L-

.'._
I

_.

-1.

.
---

Painter

5 yrs

+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

+1 M

Outcast, Peasant, Noble Court

Skills: 5 pts: Music Composition, Poetry, Sing, Musical Instrument


Traits: 2 pts: Esoteric, Remote
llramaturge

4 yrs

+1 M

Outcast, Peasant, Noble Court

Skills: 5 pts: Playwright, Composition, Write, Drama-wise


Traits: 1 pt: Other Life

Performer

3 yrs

+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

+1. M

Villager; Peasant, Outcast

Skills: 5 pts: Mending, Scavenging, .Iunkwise


Traits: 2 pts:
_Goa_l Man

:1 yrs

Sero., Peasant, Outcast, Soldier

Skills: 1 pts: Firebuilding, Streetwise, Charcoalwise, Haggling


Traits: 2 pts: Hacking Cough
I Seamstress

Q,
iii

5 yrs

1'0

Villager, Peasant

Skills: 4 pts: Sewing, Embroidery, Clothing-wise, Fashionwise


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: Merchantwise, Haggling, Accounting, 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, Administration,


_ Drunk Husband~wise

-u

Traits: 1 pt: Domineering Presence


Restrictions: Character must be female.
-n.

ia.
lgip
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"

-.~-,-.
._,

,,._-~_j-I-;,'=_:,,:.1'|(%'f'~:;lrE{__~.-=_~,,i

=~i'.i.\,!1'I~*

'*

#1

iii

I?

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

+1 M

Villager, Outcast, Soldier

Skills: *1 pts: Bureaucracy, \lV1'ite, Bead, Accounting, Bribewise, Pap erworkWise

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 Account-ant

10 yrs

15

+1 M

Villager, Peasant

Slcills: 4 pts: Accounting, Bureauc1'acy, Write, Read, Lcdgerwise


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: CurrencyWise, Haggling, Accounting

Traits: I pt: Pcnnywise

3 Tax Collector

5 yrs

18

+1 M

Villager, Peasant, Outcast

Skills: 4 pts: Intimidation, Accounting, Haggling, Interrogation

|.

fii*E'
- l ,1;-_

T!'(Hl.S': 1 pt: Hard Hearted

1"
V r.-_;_/

Re ricfions: may 11ot be the characters second lifepath

5 Taskmaster

6 yrs

15

+1 MlP

W3

Villager, Outcast, Soldier

H i-,|,:I,,,,

"
Slcills: 5 pts: Intinlidation, Brawling, Sing, Conspicuous, Laborerwise

vs

--.-hr

|_

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.

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

+1 P

Soldier, Outcast

Fpi

Slcills: 5 pts: Brawling, Intimidation, Drinking, Appropriate llleapons, Armori


Traits: 1 pt: Dru11k

i=

__

4 ii
gs
wt

'

-R

-|._,_-

if.

_._1|-;_

='i3*s

.1 - .
4

g;
H,
*-,
"

l;

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-atA1 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, BackBieak1ng 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, Mountwise

Tr arts 1 pt -
Heqirir es loui neyinan
riimorcr
H.

10 yrs

--

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

+ 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

__

,, J3- i

=';""-.._./*" VF?
114VI
i-99%;
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is11?,9-if?
gii

ii

Lfepaths
J

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-1.

Locksmith

8 yrs

13

+1 M

Peasant, Villager

Skills: 4 pts: Locksmith, Haggling, LockWise

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: Administr'ation, Etiquette, GaoIWise, Everybodys Innocent-Wise

Traits: 1 pt:
Requires: Born Noble, Merchant, Sergeant, Manat-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: Administration, Beggarwise, VagrantWise, LeperWise

V41?}

Trails: 2 pts: Cyerworked, Generous, Venal, Hypochondriac

"lay;
I .

Reqiiires: Any Noble, Noble Court or Religious lifepath

Banker

10 yrs

60

p__;_jJ

IH

Iii}?

Noble Court, Noble

Skills: 4 pts: Accounting, Administration, Currency-wise; 2 pts: General

{i*""J-'%$

Traits: 1 pt: Intense

, .1 .
f .
1.1

ids

HqIti'i'es: Merchant, Monc rlender, Steward, Accountant or Chamberlain


ilhltcllanl

6 y. rs

30

+1 M

Villager, Peasant, Noble Court

QywF;

Skills: 6 pts: Accounting, Haggling, Supplier-wise, Lordwisc, Peasantwise

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

' "'lI'I|,

.l. I

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or

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stir

1 fiririisirr 5/iririrr
Sorcerer

fr 1 r-

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 Pohticswise, 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

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, Administration, 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 C1aftsmanw1se, Artisan-wise, Mate11alsw1se, Toolsw1se,

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, Chu1chwise, C1tyw1se

Traits 1 pt Holiei
Requires Archpiiest, Canon, Steward Chamberlain oi the Your G1 ace ti art

Magnale

.~+rir-i i

yrs

75

+11

ray

Skills 6 pts Adminrsti ation, Merchant-wise, Cou1tw1sc,


Co1nmod1t1eswise, 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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'
176 '\ur1i-ri='.a,r ""fr!a* t iiriser ii)
"=-El,

.e* ""1 +1

c? -J

it
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" $7?

Lfepaths

GiIy_Wil'e

6 yrs

+1 M

Religious

'

ew

Skills: 2 pts: Child-Rearing, Hushandwise, also, see note below

Traits: 1 pt:

'

Note: A player who takes the City Wife lifepath may also choose l1er
hushan(ls lifepath from the City Dweller setting. The City life may
choose from her hushands skillsshe gets half of his skill points,
1'0unded downand 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?'lime _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 Secretwise, Etiquette, Extortion


Traits: 2 pts: Bastard, Bitter, Cynical, Happy-Go-Lucky
Res ricfions: If chosen, this path must he the characters 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 characters 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:
-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

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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. 7

T M,

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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, Husbandwise, Estatewise, Staffwise,
Courtwise

Traits: 1 pt:
Requires: Young Lady, Courtier, Knight or City Wife with Magnate or
Bishop chosen as the husbands 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, Noblewise; 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'.l1l5tiC1l1.

' Viscount

65

+1 it-III

Court,- Soldier

Trait::: l pt: Noblessa Oblige, Regal Bea ring, Pompous, Sharp Dresser, Callous
. Hcqtt'itt'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 l1usbands 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

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

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'Itl':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

Outcast, Seruitude

Skills: 4 pts: lnconspicuous, Etiquette, Court Gossipwise


Traits: 2 pts: Veneer of Obedience, Lifting Heavy Things, Bored

E3-

t.-"-'1-'=7-=."1-.'1~. the
r-1-.~',i'":1ei'".'"1'=-::-.1"r_-=,-"3~-"e*=i-,;E:.'g-*1_v"--:'=*a'*.i"ltI'R-"%-

35>

Nurse

6 yrs

Outcast, Ser rrrtude, Villager

Skills 5 pts Cl1rldRear mg, Etiquette, Court Gossip-wise, Field Dressing,


Ch1ldw1se

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

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 Madman
Forester

"l yrs

+1 MlP

Peasant, SOlCltGI, Villager, Outcast

Sktlls 8 pts Obser vatron, O1 renteerrng, For aging, S111 vrval, T1 ackrng,
Trapper, Cudgel Staff Bow Poache1wrse, Pa1kw1se

Trarts 1 pt Slntlent

rs

+ 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

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 acters second hfepath
and may only be taken once
r

an-at-Arms

yrs

Soldier, CtE_]'DlUBllI, 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

'srsrs?-at.-~=-.?tas"-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 estw1se, Stealthy


Cooking, T1 ackrng, Orienteering, C1 ossbow

TJ(tllS 1 pt

at..
- 1M
E ti :-iiiti its

6'

1 so ::.%%.r:~.,.

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, Noblewise


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 GossipWise
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 Gossipwise, Noble-Wise
Traifs.- 2 pts: Rapier Wit

a~ Gorerness

3 yrs

12

rt 1%;

Outcast, Servitude, Villager

1-is9

Skills: 7 pts: FamilyWise, Administration, 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


Trai1s: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

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, Accounting, 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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\- -21.
.J:_-'lr
I \."-

-._

'I-I

Ljfepatbs
Master oilloumls i yrs

20

Cit_-y" Dweller, Soldier

Z
s

Skills: 7 pts: Dog Husbandry, Dogwise, 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 characters


previous lifepath.
Ba-11111

1 yrs

'15

+1 Ml P

City Dweller, Soldier; Outcast

Skills: 7 pts: Intimidation, Interrogation, Rule of Law, Outlaw-wise,

Villagewise, City~wise, Taxwise


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/ritwise, 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,


Obligationwise, 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: Accounting, 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
'

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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'1ipa[ll'

|lllIIr":

Res

Still

Leads -

I Castrati

7 y-rs

15

+1 M

Outcast, Noble Cou-rt

Skills: 7 pts: Sing, Persuasion, Falsehood, Etiquette, Administration,


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

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

+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
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'\\.';-"BE-E

G .-_

i\j_."'i-\ 1,:

"1_ylS

Outcast, Sercitude, Cit-y, Villager

Skills: 41 pts: Digging, Grave-wise, Cenietery-wise


' Traits: 2 pt: Superstitions, Burial Rites

Porter

3 yrs

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

1 84 -E|$'1'5"'~'5""lI.'s.r1-"= . i'ir1\F:""iL?_-_-_.-

-1.-

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I

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_- Nmany

E yrs

'15

--

City Dweller, Outcast, Court

%,";;,'|~ll

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: Relicwise, Observation, Obscure History, Religious I listory,


Folklore, SaintWise

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: InkStained Hands, Condescending
Requires: Student, Young Lady, Temple Acolyte, Exorcist or Theologian
"Archivist

7 yrs

+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

Peasant, Villager, Outcast

Skills: 7 pts: Doctrine, Suasion, Meditation, Begging, Ahns-Wise,

Streetwise, Roadwise

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

+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

4-

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s,-4?qr
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ti) :<*rt"-:asfrFir:
4'" '@= ~wrim,
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tr 5-= s__i-tat

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, HeresyWise


Traits: 2 pts: Suspicious, Merciless, Cold-Blooded, Righteous
Requires: Temple Priest, Itinerant Priest, Priest, Court Priest, Judge or

lusticiar
I Theologian"

IO yrs

+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, Cl1urcl1Wise, 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, Administration, Doctrine, Chu1'cl1-wise

,
|:l

Tmits: 1 pt: Aullu::ritalivc

1": ti: I
1j,,1~)r

ltrqrrirrs: Archpriest, The=n|ogia1'| or Abbot

ihbliuihthhess

J"-- --T...

li-:-1\l\|

"

,_

-10 yrs

+5

+1 M

..

CityDu:e_ller, Outcast, Court


Q

-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":

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Lfepaths
1"

til

rofessionalSoldier Subsetting
Liepall1_ __ Time .Bes___Sta1 _ Leads:
llunner

3 yrs

+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

' +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

+1 M

Villager, Peasant, Servitucle

Skills: 4 pts: Musical Instrument, Conspicuous, Riding


Traits: 1 pt: -

Foet-Soltlier

3 yrs

+1 P

Outcast, Villager, Semitucle

Skills: 6 pts: Soldiering, Appropriate Weapons, Shield Trainingi,


Brawling, Foraging, Firebuilding
Traits: 1 pt:

:\rc11er

3 yrs

+1 1

Outcast, lkillager, Servitucle

Skills: 5 pts: Bow, Fletcher, Brawling, Foraging, Firebuilding


Traits: '1 pt:

Crossbairmali

3 yrs

+1 P

Outcast, Villager, Sercitude

Skills: 5 pts: Crossbow, Fletcher, Brawling, Foraging, Firebuilding

Traits: 1 pt: -Sailor

5 yrs

+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

+1 M

Villager, Servitucle, Noble Court

as

Skills: 4 pts: Oratory, Conspicuous, Riding, Heraldry, Bannermanwise

Traits: 1 p1:

"T MP: "1

Banucrmall

3 yrs

+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

+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.:
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. Ser-g nl

5 yrs

+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_oldierwise, Soldiering, Campaign History, Tactics


Traits: 2 pts: Stubborn, Maimed
Requires: Sergeant, Sergeantat-Arms, Knight, Military Order 01'
Freebooter

"- Cavalryman

4 yrs

+1 P

Villager; Servitucle, Noble. Court

Skills: 10 pts: Riding, Mounted Combat Training", Armor Training",


Shield Trainingi, App1'opriate Weapons, Horsewise, Haggling
Traits: 1 pt: -
Requires: a prior lifepath having to do with ho1'sesKnight, Squire,
Groom, Master of Horses, etc.
Jollrncyman

5 yrs

15

+1 M/P

Villager, Peasant, Outcast

Skills: 5 pts: Blacksmith, Appraisal, Haggling, Ridiculous RequestWise

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 Artillerists Hand

-1'?:r$

1ss

.s
.

r
1--

{-

Lgfepaths
ti2/Ii "TE
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__,,_

' Wizard ofwar .

4 yrs

20

+1 M

Citg/Dzveller: Court, Outcast

Z
5'2:

Skills: 7 pts: Sorcery, Strategy Games, SoldierWise, 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: Administration, Accounting, Haggling, Logistics


Traits: 1 pt: Light Sleeper
Reqm'res: Sergeant, Veteran, Steward, Sl1ips Captain, Captain of the
Guard, Merchant, Man-atA1'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

i1,,,

Servitude, Soldier, Outcast

Skills: 3 pts: General (yes, this is a Born lifepath)


Traits: 2 pts: Sea Legs

Boy

4 yrs

Cit); Servitucle, Soldier, Outcast

Slcills.- 4 pts: Sailorwise, 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

.-

Mi, x
th.. -1 I?

o11ly l)e taken once.


Galley S-lave

ties,*7-

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

illli

Ston1acl1, Bottomless Stomach, Gnawing Hunger


Ratcatclier

6 yrs

-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: BilgeDrinker, Rat-Speak, Feral
Landsnlan

4 yrs

Seruitucle, Soldier, Outcast

Sliills: 3 pts: Seamanship, Knots, Brawling, Ropewise

I ' T

Traits: 1 pt: Cursing, Aches and Pains

igsl

llI

I _l

1-

|.,".

"~.,';'tf'* - ,_- lshiligkg


I

I1:
--

.-_

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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(ltl, Cll}, Outcast

Skills 6 pts Seamanship, Bigging, Knots, Bi awling, Sing, Seawise, Cainbling


Traits 2 pts Diunk

Crazy Old Sll l 1U yis

+1 M

Se: viturle, Outcast

SkIllS 3 pts Ugly Tiiitli, Intimidation, Omenwise


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(lt6l

Slalls 4 pts Accounting C1eWwise, Supply-Wise, Ship-Wise


Traits 2 pts Gnavving Hungei, Bittei

Requu es Cleik, Student O1 Sailoi


Sigllal iali

5vrs

+l M

Semztucle Soldier

Skills 5pts Signaling Observation, Ciyptogiaphy


TH1IlS lpt Ciyptic
Pl 0

4 yrs

Solclzer, Czty, Villager, Outcast

Skzlls 5 pts Pilot, Shipwise, 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

.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

-|_'

+1 P

Solclzei, Cit), Village: Outcast

Skills 5 pts Sewing leaving, Mending, SailWise


,- '-H.

Traits 1 pt Hequues Sailoi, Pn ate, Seamstiess, Sewing

*it

Q49),II-.-*

.
L
3'-as

2 i?
il s?ssas:

itEn ill.

Fl

190 5?%Q
1

I"

ir

Lie
atlzs
fp
I Sli'i[lS 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, Scurvywise


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 Meatwise


Traits: 3 pts: Crippled, Cookie, Maggot Connoisseui

liequi'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, Seawise, Cartography, Astrology, Cui'rentwise

Traits: 1 pt:
Requires: Pilot, Mercenary Captain, Sailor or Student

J #5,
' ll ' r

Ganpeniers Male 6 yrs

+1 P

Solclie:;Serm'turle, Pillagei; Outcast

Skills: 3 pts: Mending, Gambling, Wood-wise

'11-.
5?,

Traits: 1 pt: Cursing, Bulls-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, Shipwise

li, It

Traits: 1 pt: I Know This Ship Like My Own Hands

Requires: Apprentice or Carpenter's Mate

Iliriillerisfs Mate 4 yrs

+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

Soldier, City, Servitude, Outcast

Skills: 6 pts: Engineer, Munitions, Artillerist, Carpentry, Mending


Traits: 1 pt: It Just Might Work]
Requires: Artillerists Mate, Student, Ships Carpenter, Engineer or
Journeyman

,?r:~fs",s

1-:'

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Ef*-Em .1;-iv

~, eases 3
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llaF1?ii immw la; 51311 >:*a


Officer s_Ma1e

I jars

1-U

+1 M/P

Servuiude Outcast SOlCllBI, Czty

Skills 4 pts Etlquette, Capta1nw1se, Sea111ansh1p

T: arts 3 pts Pegboy


Requues B0111 Noble, Page 01 Son of a C1111
Rest: zctlons If chosen, tl11s llfepath must be the cha1acte1s second

1 Steward

6 v.15

20

+1 M

Solclzer, Cat), Ser vatude, Outcast

Slalls 5 pts Accounnng, Slup Management, Hagg1111g, Me1cl1a11tw1se, App1 a1sal


T1 arts 1 pt Reqmr es P111 se1, Me1 chant, Stewa1d o1 Accountant
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, Sl11pw1se, Seaw1se, 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

Serwtude and Caphve Settmg


L1fepath__ Tune -lies_ Siai
Born Slave

12 y1s

1M/P

Leads

__

S0l(lzer,Oulcast

Slczlls 2 pts Genel al 1 pt Slave1yw1se

Trazts 3 pts B1oke11, Sca1red Manned, Lame


' Dlleh Digger

*1 yrs

Soldzer, Outcast

SklllS 3 pts Dltcll Dlggmg, Slug, Bossw1se


T: alts 2 pts Bl1ste1s, BackB1eal<: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 Gellw1se, Cl1a111-w1se

T: alts 2 pts Cla11st1ophob1c, Res1gned to Fate

11112;?
J

I.

192

"*3
1:1

1:111

.'_.;a "11;-. 31=~"ar~*.-1'-"I

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)/DtU6llI,S0ldlI, Village, Sea

Skills 4 pts EXto1t10n, F01ge1y Ugly T1utl1, Falsehood B11bew1se

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, Battlew1se 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|

l'iiai.:lle_r

5 yrs

+1 Ml]?

Ser'rritu.de, Soldier; Villager

Skills: 6 pts: Royal Parkswise, Hunting, Stealthy, Tracking, Orienteering


Traits: 1 pt:

llrulngeil

ti yrs

Sf-3IUllll{l8

Skills: 3 pts: lnconspicuous, Quaclowise


Traits: 2 pts: Sick, Phobia, Lunatic, Linguist, Possessed
Qullaw

4 y rs

+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

Soldier, Serviiiicle

Skills: 6 pts: Ditch Digging, Philosophy, Grave-wise, Cemetery-wise, Bonewise


Traits: 3 pts: Bitter

Ralcalclier

5 y1's

'4

Rats

Skills: 4 pts: Trapper, Poisons, Batiquette


Traits: 2 pts: Diseased, BatSpeak
Beggar

3 yrs

Peasant, Soldier, Village

Skills: 5 pts: lnconspicuous, Conspicuous, Streetwise, Falsehood


Traits: 2 pts: The Story

"1',

*4.

Leper

cl-E1:":-

4 yrs

-1 P

Serwilricle, Peiisarrt

Skills: 5 pts: lnconspicuous, Hospital-wise, Priest-wise, Pilgrimwise

\\Z?i' "'

at

Traits: 3 pts: Leprosy, Unbeliever, Wl1iteCold \Vielder

Pl0S111lI113.

5 yrs

Peasant, Villager, City, S8IUllltCl

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, Prostitutewise, Citywise, Guardwise


-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

11- l

-_

_.

41-."

194-

?@";."2*Z;i,1r.,

1..1
._ if

'-

-I

"

_
I-

old
1:1

Xit

- ~
"1-i.

lifepaths
._,_.__,
ltineranlPerl'0rn1cr 4 yrs

Peasarrt, Villager, City, Soldier-

Skills: S pts: Cooking, Sewing, Acting, Sleight of Hand, Haggling,


Mending, Disguise

any/_,r

'

Traits: 2 pts: Odd


lnsurreelionist

3 yrs

City Dweller, Soldier

Skills: 4 pts: Philosophy, Rule of Law, Doctrine, Oratory, Arson


Tr'iii'ts: 2 pts: Zealot

Cultist

4 yrs

_Peasarit, SBi'Ulltl(l8, Soldier

Skills: 5 pts: Cult Doctrine, lnconspicuous, Conspicuous, Falsehood, Persuasion


Traits: 2 pts: Zealot, Babble Bouser, Speaker of the Secret Language
iPoisoner

5. yrs

+1 M

C'i't,'yDioeller; Villager, Coiirl

Skills: 5 pts: Poisons, Cooking, lnconspicuous, Disguise

Traits: 2 pts: Oil-Killer


e Thug

4 yrs

Solrlier, CityDrireller'

Skills: 4 pts: Streetwise, Murde1'wise, Cua1'd~wise, Brawling


Traits: 2 pts: ColdBlooded, ,1aded

Desperate Killer 3 yrs

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

+1 P

Soldier, Peasant

Skills: 4 pts: Appropriate Weapons, lntiniidation, Stealthy, Ca1'avanwise


Ti'ait's: '1 pt: ~

5 Pirate

5*-tsls

4 yrs

Seafaririg, City; Villager

Skills: 6 pts: Pirate Covewise, Rigging, Knots, Knives, Sea~wise, Mapwise

'-\-Pf

II

L-

ll "

Tmits: 2 pts: Problem with Authority, Scurvy, Mainied, Crippled, Lame


Smuggler

4 yrs

15

+1 M

Soldier, C'i:'t_*y' Dweller, Villager

' r/ gs:

Skills: 6 pts: Persuasion, Falsehood, Appraisal, Lawwise, Forgery,

*1 "lit"

Stealthy, lncoiispicuous

Traits: 2 pts; Paranoid


Freebooter

4 yrs

10

+1 P

Solclier, Peasant, Ser-vit:rr.cle

r**""1l
.1-_I

I'll;

Skills: 8 pts: I11tin1idation, Appropriate Weapon, Countryside-wise,


Fortress-wise, Mercenary Company-wise, Foreign Languages, \Varwise,

1, r

Lootwisc, Extortionwise
Traits: 2 pts: Cold Blooded, Merciless

Reqiiir-es: Bandit, Smuggler, Squire, Knight, City Guard, Village Guard,


Marine Sailor or any Professional Soldier lifepath

_._
|.

re?

*1
-.-.

'-

-n

"-ini'1?t.is
agar
P_-sef},-=s41o:

--rs

.I'

Strider

5 yrs

+1 P

Soldier, Peasant, Servitiicle

Skills: 9 pts: Forestwise, 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, Apocalypsew1se, 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

+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

Peasant, Ser Utlttflt?

Skills: 7 pts: Heretical Doctrine, O1 atoi y, Apostate wise Demonology


Sun1monerwise, Cultist-wise

kl

Traits: 2 pts: Lunatic, Overbearing Loony Faith 1I1 Dead Gods


Requires: Acolyte, Cultist, Apostate, Theologian, Venal P1 iest lnte1p1ete1
or Archivist

._

' Thinker

it-. s
. Q ,.r..r---1*

15 yrs

+1 M

An '

Skills: 6 pts: Philosophy, Strategy, St1 ategy Games, Call1g1apl1y Histoi y,


Painting; 1 pt: General
Traits: 2 pts:
Rcstrictioris: Thinker can only be taken if the character s sta1t111g age

ii

will he 36 years or olde1'

[I
'1

r "-*=5i+ ' '

"!>"~<1lir
-:1

:1-:

190 _.,2,

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:.~1:*I3='I;FJ-irfgi l
Starting Stat Points f0rMe1j1 by Age qr *=;
P011]

P|1)13i_(t:-l|__Pj_n|

01-10 years

5 pts

1 1- 14 years

6 pts

13. pts

15-16 years
17-25 years
26-29 years
30-_.3'5 years
36-40 years
4155 years
56-65 years

6 pts

16 pts

7 pts

16 pts
15 pts
I4 pts

7 pls
7 pts
7 p|.s

11 pts

7 pts

10 pls

80-100

6 pts

9 pts

.5-,_-1!;_ _

.-*<-*?
_:*s~Jl~;r;-.55
'~.

13 pts
I2 pts

66-T9 yams-7,

F *=_<=;.J

10 pts

7 pts
7 pts

12*-K

jg

z-*53_'=r.

5ZZZI-: :_

11

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Mannish Common Traits


All 111a1111isl1 stats are capped at 8. Their stride is 7.

,.=;_ _as;~'=~e\*

Men have no c0n11non traits i11 the View of these rules. \Vhy? Because
the ability, bodily shape and psychological inakeup of l1u1na11s is the

ii

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

w1'.fgi
1'5

aw
E..

1*was

*~s~1.%4'

with 1;l1en1-an acce11t, a p articular attitude or perhaps the color of


their skin
its 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:'tbus, /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.

"i

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.

198

K.

-._

Lfepaths

"t

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 selfeXplanatorytheir name generally says it all, so
theres no need to describe them i11 detail. Players are free to interpret
and sculpt them in order to better incorporate them into their characters.
Its even possible (and quite fun) to play against your own character
traitsthey ca11 be aspects of the characters personality that even

he doesnt like! A list is provided below so players ca11 determine if a

any-{fa
SI/ZJ1.' lPgL_X
U
21,1

lifep atl1 trait is a character trait, callon or die trait.

Special Mannish Traits


Special traits are purchased with trait poi11ts left over after buying
required lifepath traits.
Apostate

- D1,

3 pts

i.

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 coreligionists.
Restrictions: Men only, special trait

Bastard

___,

__J1L,4-._ptsu

_i

1.

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 join the clergy Bastards
are not looked upon kindly, as they dilute claims to birtliright and threaten

this ti
1"

the system of rightful inheritance. Bastards have a 1D infamous reputation


among the nobility.

Restrictions: Men only, special trait

ng .

Char

'-Lpts 1

_i

,_

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

*-sM:~#a.-.,.-=ea_-a-.ls=:$.~-@1'

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.

, .3

TI-

i ,"-.i f
Ill

-I=-:

I.

P15
.'
1-

-1-

.1

".
1

1.

it-.._ '_ '_

r- *

I
d

*arr
:1='-*.-r=r-$1-1*

siesri

W9

1-

"

it

'

Any character may be homosexual according to the players 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.

ChoserLQne

Dt

5pis1_

11

11

If a players character possesses the Faithful trait, he may purchase this trait
to make the Faith shade gray.
Restrictions: Men only, special trait

Eaithiul

11111 Dt 5_pis

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

Dt3_pJ;s

11

The Outlaw is a very particular person in medieval society. A player who

.1

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 cha1acter
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 characters 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

nrs_pa11111

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

-_-

a-*2"?.-T,"g-,';.|"
20U -

,_

-_

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Lifepath;

A
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': ~?=-.1

Mannish Resources
Arms . . . . . . . . . . . . . See Description Finery . . . . . . . . . . . . . . . . . . . . . . . 5 j
, Missiles . . . . . . . . . . . See Description Cash . . . . . . . . . . . . . . . . . . . . . (1 rps
Armor . . . . . . . . . . . . See Description Skill Toolkit . . . . . . . . . . . . . . . . . . 8
Riding Motmt or Pack Animal. . . . .5 lvorkshop . . . . . . . . . . . . . . . . 20 rps
'.\Va1'l1o1'se (Courser) . . . . . . . . . . . . 12 Companion Animal . . . . . . . . . . . . . 3
Clothes . . . . . . , . . . . . . . . . . . . . . . 1 Herd of Aninials . . . . . . . . . . . . . . Z0
Tinvclirig Ccnr . . . . . . . . . . . . . . . . . 1 Rent . . . . . . . . . . . . . . . . . . . . . 5 rps
' Shoes . . . . . . . . . . . . . . . . . . . . . . . 1 Property . . . . . . . . . . See Description
PersonalEffects . . . . . . . . . . . . . . . . 1 Sorcerous Spells . . . . See Description

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 AllI1S- 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

15
:NJ

weapons are enough missiles to adequately outfit the character. Special

tr1-;-fa.-rt?

arrowheads are not included a11d cost extra resource poi11ts. They cost
1 rp per special head typetake 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

it

quality missiles are +1 Ob to hit.

"'.I{,I~_-:=~-,

Superior Quality Missiles- Sr rps cost. Superior quality missile weapons

i,

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.

..

a"="e'1s~?.'*7~'*"' tit~is*+i '

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,1-ui,...

""1:,r.r|'.* ,

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15$?-I35

i'; T
fil :-;r.*;|"*-h"l!'."-it-".i.ra~r*'
-~.*1-"r._"__,-1-E,

.--

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Lzfepaths
{L

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.ztca%s/n4:t/ritezz .s.a//etarsts Z9505. A /armyma:'/treastartecosts 6


17:25. L1;/rtmai//eyjziajsane/yreavas ao.st41;v. cat/1. Sanka ltZ't-t/0l4d$i/z:o.st47170.5 total
Poor QualityA1'm01' Half of the run of the mill cost rounded up. This

sump3u_z}
zmj/yfo[aql

armor falls apart; all 1s count for losing armor dice.

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: LevelHeaded, Loyal, Determined, Fearless,
Aggressive plus Long-Limbed, Keen Hearing, Hooved, U11gulate.

iiiihll

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).

ii" 1%?!

1r:~_.."'?,,_,1r;

'llaveli11g Gca1'- This is all the necessary bits, odds and ends and what11ots that are needed for survival 011 the 1'oadcandles, matches,
flint and steel, a pocket knife, a rai11 cloak, a rai11 hat, a good sturdy

in

"1' Hill!

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. . .dont forget to bring a good le11gth of rope; youll wa11t one if
you dont.
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 supplieslike medicine for Herb alismca11
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

rig

of the kit are. Ob Z for carpenter's tools, Ob ii for surgeons tools, Ob 5


for sorcerous tools. Only one character can help you When youre using
a toolkit.

___},-.
M-Qt\

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

'-.\-1'1:
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""*I"mn-.i a a

the Master of Horses, Merchant or Magnate lifepath, may take an


appropriate herd of animals. This purchase counts as property when

if

factoring resources.

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L fepaths
Rc11lOharacters who cannot afford to own property live on leased land
or rented l1ouses/aparnnents. lts 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 moderatesized 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.
-\.'- '-\.

.-u.-|.-

* Note that only Noble Born cl1araeters or characters with the Minister,
Town Official, Merchant, Magnate, Steward, Master of Horse, Master

,( . ~."~=1..*

of Hounds, Bailiff, Justiciar, Coroner, Constable, Treasurer, Bishop or


Abbot LPs may sp end 111o1'e than 40 rps 011 property. Other characters

'5' Fin il

simply may 11ot own that degree of property (unless otherwise


specified). The property purchase comes with appropriate staff,

ifs?

buildings and accoutrements. lt does not provide the character with

h. l-1| 1'"

other free purchases from the Resoin'ces list.

.~~;@='

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

cf

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stat of 5 plus the cost of any base obstacle.


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5,,

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 abilitythe 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 characters 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?

it

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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s-at'3

carefully a11d merely write in a B6 Faith because there is nothing

stopping them. The group l1as my p er1nissio11 to heckle munchkins into


answering honestly. Also, if yould prefer not to heckle, you can watch the
behavior of the faithful character in play and compare that to the players

i
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if
;

answers to the Faith questions. lf they don"t coincide, be sure to reflect


the cha1'acters 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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tonsctionsm

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

Ob i

._

tonactionsm

Inky, snip/mrous vapor pours forth from the wizar'ds 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
victims 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

_
-

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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as.Melee.
Ongin: Personal

Area of Effect: Half Presence

Element: Earth
Duration: Sustained

Impetus: Control
Resource Points: 4

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Blesaerllzlands

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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

Bluesllloorleidlleart

Qtut

_ J5 Actionsum

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

Qh 4"

4 A;t1'Q1]5

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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Znactionsmj

With afhch of the wr'zards wrist, the /tn is wrenchedfrom the assassin s
hand. Using Call of Iron, a wizard can grab objects made of n1etala
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 enemys hand would be a versus test: your Will versus the
enemys Power. Weapon Length: as Missile; Range: as Thrown.

' k .

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

by two.
Origin: Presence

Area of Effect: Single Target or Caster

Element: Anima

Impetus: Enhance

Duration: Sustained

Resource Points: 6

Chameleon

__

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aacuaasm

S/an and clothing swirl andfade as the sorcerer blends seazzilessty into his

unyyfnswcp iugjany

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

Ch

_- _. .

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. _ 45 ai:inas_

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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Area of Effect: 10s of Paces

Qb 3 . . l

4_AcJ;'ionsm

His mahgnant willforms an 1'rwr'si'ble appendage eager to do his terrible

F?" ==:%-5:1

bidding. This incantation conjures a liand with a Power equal to the


casters Will plus 1D per three successes over the obstacle. The Hand chokes

J'*:.. . fig,

its victims using the rules for Locks, but it does 11ot have to vie for position.
The mage tests the spell Power vs the victinfs Power. If the Choking Hand

.1 "JP?

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 dont 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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Courage -

._. _

Ob 43

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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

D
Darkof_Night

- .

Ob 31 l

_.-. 5_Aci.ionsm

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

- _ O_b_I1argel;'s Eerie

s Among

The touch of the wizard sends all thy senses reeling. This spell increases

it *1

obstacles by 10 minus the victim's Will. Effects lessen over time; obstacle
penalty drops by one each volley (or test out of combat) after initial contact.

till"

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

Dexteritino he Cat

Ob t

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).

_E__. ,_,_,

e-=--:a4s!"

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 ofsormc1a mans


breath like o gust ofwind, a babys cry like the howl ofa gale,footji1Us
litre lig/wring striltes. Increases Perception by +1D overall, and by +2D for
strictly auditorybased 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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Eld_L'itC-ll Shield

Q11 3. _

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Q Actions

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 spellsFire Breath, Rain of Fire, \Vhite Fire, Fire Fan,
E1nperors Hand, Havocs 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 v 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 mcpl 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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Ob Forte of Vicihn

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4-_Ac.tions

Cold bluefire arcsfrom the wizards 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

O_b 4

7 12 Actions

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
download 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

Ihelear

yriiii-*"5":;S;-,1;.:

Ob 3 i

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s LA

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all i11 the sorcerer s presencewho are Ioolring at himto make Steel tests.
Weapon Length: as Polearm; Range: as Pistol. Only works once per ta1'get.

Origin: Personal

~.~. r:.i,

is

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 casters 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.

L, '- .-_

4,?-"=:"'|

Origin: Personal
Element: Fire

Area of Effect: Paces


Impetus: Destroy

Duration: I11sta11ta11eous

Resource Points: 12

Eire Ean_

Ob 3

7 .

Lemon}

Fh.'c/rerin gflames are outfrom the castersfingertips and scorch his


enemies. Damaging effect: Power = /2 Will +3, VA Z. Die of Fate to determine
IMS. Weapo11 Length: as Spear; Range: as Pistol.

+.. es
:__'{_.Origin: Personal

Area of Effect: Presence

Element: Fire

Impetus: Destroy

Duration: Instantaneous

Resource Points: 12

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4,/stations?

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

Ei.Sh_L1.JJ1g

Qb s

1_(LActi0ns_

Br'z'n._y' water becomes Ii/re oirfor the lungs. Fish Lung allows the recipient to

sm0pSu_1}
uvwfo[
aql

breathe underwater.
Origin: Presence

Area of Effect: Caster or Single Target

Element: \i"ater/Ani111a

Impetus: Enhance

Duration: Sustained

Resource Points: 10

ElamaEinger

_Qtt3

tzactionsi

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

Eorce of \K{i1l

__

Llb15i\Xil1t

13lActionsi

The mostfoul sorcerous power is that of twisting mans tvill. This spell allows
the niage to i111plant forceful coinniands into the victinfs inind. The words of
the 111age beco111e tl1ougl1tsas 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 characters
personality for the rest of his days.
Origin: Presence

Area of Effect: Single Target

Element: Anima

Impetus: Control

Duration: Pern1a11ent

Resource Points: 22

1raynCl0i-sk

iris?

Ob 55

sis

12.Actions__

Cold tendrils ofgray mist zrrifold rorrz the sorcerers robes, blm rzg s/rape

s-tits

is

and /ridr'ngfo:'rn. The Gray Cloak increases all Observation and Perception
obstacles within (or looking into) its folds by +3 Ob. Wteapon Length: as

Missile; Range: as Thrown.

{ at-|

Origin: Personal

Area of Effect: 10s of Paces

Element: Water/Air

Impetus: Control

Duration: Minutes

Resource Points: 8

E?

-r _.

Tlli.

'

:-

|.

a
_._?-

-.-

1- -.,_
1|

's:i=%isgyg
?i>-

_._.
-.

I"
1"?

Eam

rt:-

H-L
Ha1or:Is_I:[am:1

._

Qtil-

Han

4-_Actions

The sorcerer's hand becomes a venomous blade. The merest touch wreaks
havoc upon his victim. The soroerers 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

Horror

._

it s

0.114"

_.

245111101157

Terrible emonations offear and loothingpourforthfrom the wizard. This


spell causes all in the mages 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

,_ ob 3

'

4_Ac|;i0nsi

The swiftness of the running more courses through the sorcerers shanks.
This spell increases the 1'ecipients stride to that of a horse (12).
Origin: Personal

ti A

Area of Effect: Caster or Single Target

Element: Anima

Impetus: Enhance

Duration: Sustained

Resource Points: 6

LightsaoLS1;tAnr1rew t

Qb3"

2Aclions__

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

test. Meeting the spell obstacle is triggers an Ob 1 Forte test. Extra successes
from the spell increase the yietinfs obstacle. Margin of failure for the Forte test
becomes an obstacle penalty for all of the Victims actions. The penalty drops
by one each volley after the first. Weapon Length: as Sword; Range: as Pistol.

Origin: Personal

Area of Effect: Paces

Element: Heaven

Impetus: Tax

Duration: Instantaneous

Resource Points: 12
_

Ql)_S_ee Description.

X3 Actions

This spell allows you to speak with animals: apes and simians; Ob 1; dogs,

J-

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.

-1w-*-.1.",..
1..1
-"-.'.'.

Origin: Personal

Area of Effect: Presence

Element: Anima

Impetus: Enhance

Duration: Sustained

Resource Points: 8

,..

i
214

".=;'-

as

Itlijml

,.,.+

213

_-;
_-

..|.-.
'_-

Ii

\-.

-:.

L fepaths

~
Magelight

oat

l_2_A.lliQI1S___

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;

aapqfo
2111
smop agy

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

to

Qb 4"

Magesense is a powerful spell that extends the sorcerers 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;

~:i~:l

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 effectl1e 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

ta

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 sorcerers 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

ti iln

Area of Effect: 10s of Paces

Element: Anima/Arcana

Impetus: Enhance

Duration: Sustained

Resource Points: 16

.; F;
J

__

1a\L .l- n

wit

7='1
"rit- i" 'I'3:-.rt

ca.

erg

"~.

-:_

5 tar i

Cfiliiw

ll
::,,,-a;;__!&$*<-ta

are

.4.-,; _'/""vi

<.

/st
=ce., ' =r- im_

was. wi- We

__as:-;_.

are

.:

2
Z>*.~_ ?-"*: -M: *2? WE

mi-"-its

e-

Qbi _.

__

A miniature firework launches from the magicians outstretched nger and


corlrscrews crazr'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

Mask

is

O11 3*

LActions_?

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

Mend _

t rQb 4"

.i

._2.1Aciions;

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

tit

Minor Maker;

Ob 3""

__

_2 Aeurms

Know this simple spell anclyoull never be without that which you need.

ff lf%;l'

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

-4-I

9"
"H.za--< I-.3?I _

ii
"*l1.i':'-". ?"'-t:. F5:.

as

210

li lft--=l*le 'i'f-Iiika '

t
-nI

'-.._.-rs.-:.-'

/is

I-r-.-

'f'_'I""i:-.l!H.#

f;-5=~1;t1
'-

Ki.

-_1'5-:.'

Lzfzpaths

PPe.rsuasior1_

T-

T T Qb Will

4 Actions,

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

swopgugj
aul
uvwjfo

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

Ehantasnlagoria

0113"

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; paImsized
objectbut 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 pass an Ob 3 Perception test or a11
Ob 2 Observation test. To make the illusions harder to penetrate; the witch

,-

may add her extra successes into complexity instead of scope. Successes
allocated to the complexity of the illusion are added to the Perceptionl

as
r:j__ f. ; :.5*

"H:---'_=-

Observation obstacle.

Origin: Presence

Area of Effect: Natural Effect

Element: Heaven/Anima
Duration: Sustained

Impetus: Control
Resource Points: 12

Bhilosopheiisierch

Ob 3

'

via

f;"1 " '=?.:r'i


4LAetionsT_

H -I -"',-I:

1-Iispure thoughts render him weightless; hefloats in air akin to afeather.

_;:ap-

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

it
.l:4;lt:;

'=""

Tl L is 1

_..
-I

_
_.-"I

1|.
-I.

|_

1-

'l

ll

(lb 3. _

r _

aaetionsm

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'esized fires
and smaller. The mage may increase or reduce a fires 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

R
_

Llb 5" _

Zngtionsi

The sky turns a srrzolry red and streams offire erupt on the wind, annihilating
the wizar'cis 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

'

, t

Qb 4"

Si

Leader: clouds rush to the s0rcerers 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

iiifi )1

over: storm squall with flooding a11d minor damage to buildings; 6 ove1':
storm and serious flooding, cows float away; 7 over: heavy storm with
damage to wooden buildings; 8 over: flooding and sudden downpour causes

iii
. I J

I--

"-.

'-"

,__i.-i ._
\-

J. .-

(H

buildings to collapse. \Veapon Length: as Missile; Range: as Heavy Crossbow

+2D.
Origin: Sight

Area of Effect: 100s of Paces

Element: Water/Ail

Impetus: Control

Duration: Instantaneous

Resource Points: 16

+5

..

_#-1.,

--

H.

"- -L:-_.I_-G" 'F.:f- g}_...


___ +

$3
;i:s13=?a!@
.:
,1:..e:~Q-3-"=i.'~t:+?-.~=eii:
*'= hi
-..

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218 _

'~'

Q
./'

F-71-

-:

*:.--*"r:~ '-

'::-:="_"
""""="I:,I.11'i.-:#"'

\_-

*1.
"--~=.~*II4* ma:

-u-

,_

-I:

1-

_
:

5.-

P
H.

Lgfepaths

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 targets Will 01' Forte,
whichever is lower. if/eapon Length: as Missile; Range: as Pistol.
Origin: Presence

Area of Effect: Single Target

san]a1ap/xa;yf*_>e,1'aal

Element: Anima

Impetus: Tax

Duration: Sustained

Resource Points: 12

Shards

. . _ _

obit

1 Actions__

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.

(p

Origin: Personal

Area of Effect: Caster or Single Target

Element: Anima

Impetus: Enhance

Duration: Sustained

Resource Points: 10

DMEI

Ow

..

._ 1 Actions

Fire leaps and spits spar/is at the sorcerers call. Anyone sitting around the

___ fl Ir

-I

"1 .

i'<i".Ie*
-an

.- *1)?

targeted fire suffers. Must be cast into a fire source. \Vill douse torches when

'

cast, but will not unduly affect campfires or larger blazes. Damaging effect
spell: Base Power = 1/2 \I/ill +3, VA 2. Die of Fate to determine IMS. Weapon

is-inf-gt;

Length: as Polearm; Range: as Pistol.


Origin: Presence

Area of Effect: Single Target

f'l"'I"'-":%~f*

Element: Fire

Impetus: Destroy

Duration: Insta11taneous

Resource Points: 8

El
if H l

is;
:it f
-F

.-'1

--

H1: \_'_

{Fee}ff-"-:" ,=-I*:i:?,'+,:i;=~%-=;~,-:rs~:r;5:1 ' _;r_~_s;a*1*f-Pig

a
219

|...,,--._.

_-

Spirit_Ser1a_n1

7'

0113 ___

*7

Enacriensm

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 serva11ts Speed and Power are equal to the casters Will. The
Servant may 11ot leave the sorcerers sight.
Origin: Presence

Area of Effect: Single Target

Element: Arcana/Earth
Duration: Sustained

Impetus: Control
Resource Points: 6

SImmnLLightning

011.6

Tr

21)_AcJ;ions__

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

Sirengthbfthe QX

L Qbjimaer

i0 Actions;

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

T-U
L

Ob 3

Zriictionsi

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

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

Ob 4" _

1J_Actions__

A true sorcerer is untouchable b_-):'swords, arrows, spears andfists. Turn


In

"are
1-"-:1-3
e

Aside the Blade increases the obstacle to strike or shoot the caster. The
obstacle penalty is 1 plus the margin of success of the spell. Thus, if a

.-

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

nili@i{;.
5t
he
I~-

220

'

~ ' .4

- "7'

--

_.

-s@J

L1 epaths

llalor

Qtui

j_Ai:i;ii>ns_?

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

Lloiciaster

_ Ob 4

Wjlt
sii :rp3u_1),Taul

'6 Aciionsi

MU

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

Area of Effect Natuial Effect

Element Anima/Aii

Impetus Conti ol

Duration Sustained

Resource Points 8

km

ineiioiism

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

lk

iiridctioiisi

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

all

counts as unstable gi oundat least +1 Ob to all actions The chai actei can
climb iapids with Speed aiid/oi Climbing tests

.- -rt, ,

Origin Peisonal

Area of Effect Castei oi Single Tai get

Element Anima
Duration Sustained

Impetus Control
Resource Points 10

llilane

0114.

Jib. I'll
8_Ai:tions_i

q1--

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

ifit;

Success iipples l ovei, dont iock the boat baby 2 ovei small ci aft sway

is

dangei ously people have difficulty standing 3 ovei, people knocked down
4 ovei small boats capsized, people flattened 5 ovei, n1idsized ci aft

ri ._

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

ass

at

ii:l1':i

is

.l.
Ti-l" *@;.-" ="

it

_-

\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

ltleatheriiiorker

L01: 5

iinctionsm

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
effectsan 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' Casters \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.

.-

._

jy,
.
_ 1 _;~

'

"i'f-1'?

I"-In
"''[,7"i'
'_-L-,_.-""'
_',' :_

Origin: Personal

Area of Effect: Single Targetl Miles

Element: Air

Impetus: Control

Duration: Instantaneous

Resource Points: I2

._

mi

asiiaioiismn

A crashing bolt oflightning arcsfrom the casters 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

I1:

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.

ll

Origin: Personal

Area of Effect: Natural Effect

Element: \Vhite

Impetus: Destroy

Duration: Instantaneous

Resource Points: 16

gm?-inc-=

T1

Wt

.-

- 1' 'F'lf'-1.

222

,-;,___.,_

is,

-5;
.'

:1,, -

1!

i,

i
H.

; I

Li zpaths
3L/indlssli

. _

i ob 4 _

i _ iouaciiensm

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

Piersan

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.

Origin: Sight

Area of Effect: 10s of Paces

Element: Air

Impetus: Control/Tax

Duration: Sustained

Resource Points: 8

uiiwfosin

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

iiciuuriigiii .

Qb 3::

biaiaism

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 sorcerers 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

nn*

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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,

';"if,,_-"fin

by +2D for strictly olfactory/tastebased 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

QILZ

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Globes of swirling light orbit the caster and move with a Speed equal to the
casters \Vill. The lights hover and float at the casters command, illuminate as if

1;.
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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

Resource Pointswi

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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 its at
for traditional fantasy mystic archetypessoi'cerers and priests. Only
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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

its
s . ,.,

magical and mundane characters is challenging to rim. Such a grouping

'5i5'>.i

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 partystyIe play
group.

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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

swupgugf
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aid

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, dont 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 youre 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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their access to legal recourse. Still, there are a few femaleonly lifepaths.
These paths represent roles that women ca11 fulfill due to biology, and
present a few of the female stereotypes of the age. You dont have to play
them or include them if you dont want to. Yet if I excluded them, I would
be remiss in my duties of presenting a broad and reasonably accurate

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Sometimes t/re Astrta/e the Beast wana/ers aft/re wer/a/en/ extsts tn he mmstas a rm of
maa/mess. He mast trax be maa/t/"/re wsa/a/in ventsas/1 a eraet ,m't:'/ess war/a/in w/its/I
/xe ts rreea/to tire. Hts existence ts a vortex of/zar er tiatt/e, /zie iaa am:/sar:a'va/ Amie/St
t/re rte/ease awe/eenfesteh, /ze a/am/ers ateat /as atare. 50/$21; /re /zas been saeeess et
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have mine/s /its my awn. A /fnn ly wafmates a a'ea-at Ore; I wttt see my wet/eet amt
eareet rr no matter w/tat / mast ate. Fast t/re /ea:'en,- I // rms m)/ sum path.

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strzlhi/my 'a/rlstamre when re/2ertm_a tn.

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Chattel Setting
Born Cha el

10 yrs

+1 P

Black Legion, Servant

Skills: 2 pts: General


Traits Ole Common traits plus 1 pt:

. Cattle Slave
"I-

In

vrs

+1 P

--

Skills: 2 pts: Animal Husbandry

. ea, F,

Traits: 2 pts: Tasting the Lash, Screaming, Shouting, Kicking the

Si?

Beast

MM?

Scavenger

3 yrs

+1 I

Black Legion

Skills: 3 pts: Foraging, Inconspicuous


Traits: 2 pts: Tasting the Lash, Running (Away), Hiding, Stealing,
'

Scavenger

sf

__

Forge Slave

5 yrs

+'l P

Skills: 2 pts: Ditch Digging

.5, -5. .

- -

Traits: 2 pts: Tasting the Lash, Pain Life, Back-Breaking Labor,


Numb

Hauler

5. yrs

+1 P

Skills: 2 pts: Driving, Beast of Burden-wise

_ _,,

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Traits: 2 P ts: Tastin 5 the Lash, Back-Breakin 5 Labor, Cursin 5 ,

if
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Spitting, Yowling

i Cutter Slave

5 yrs

+1 P

Skills: 2 pts: Tree Pulling, Ditch Digging


l

Traits: 2 pts: Tasting the Lash, Hatred of Forests, Back-Breaking


Labor
TIIIIIIBIBI

4 yrs

+1 P

31

Skills: 2 pts: Ditch Digging, Tunnel-wise

T-E

Traits: 2 pts: Tasting the Lash, Back-Breaking Labor, Black Lung

"3?" r.-; _;'_, ,

Ravager
"

3 yrs

'3

+'l P

Black Legion

Skills: 4 pts: Brawling, Cudgel, Intimidation


Traits: 2 pts: Pack Hunter

Woodeu er

7 yrs,

+1 M

Skills: 4 pts: Bude Carpentry, Mending, Intimidation


Traits: 1 pt: Reqaires: Cutter Slave

228

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Life atlzs

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Butcher

7 vrs

+1 M

52.10

Skills: 4 pts: Butchery, Tanner, Intimidation

Traits: 1 pt:
Requires: Cattle Slave

Farger

7 yrs

'

+1 M

Skills: 5 pts: Blacksmith, Intimidation

Traits: 2 pts: Singed


Requires: Forge Slave
l'iwright

3 yrs

'10

+'1 M

Skills: I pts: Mining, Intimidation


Traits: 1 pt: Deep Sense
Requires: Tunneler

Edge Grinder

10 yrs

15

+1 MlP

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 Tl1eres a \Vhip, The1'es a Way
Requires: Pitwright, Forger, four slave lifepaths or any Great and Black o1'
Legion lifepath

Great and Black Setting


Lifepath __ ____Tim_e_Res _Stat ___Leads__.
Born Great

10 yrs

I.

_ ._ -

Servant ofthe Dark

l""

Skills: 3 pts: General

3'

Traits: Orc Common traits plus 2 pts: Born to Rule Them All, Enemy of
the Sun

The Rites

3 yrs

+1 M, P

Legion, Servant ofthe Dark

,,-1.4 "fi-

Skills: 5 pts: Brawling, Intimidation, Torture


Traits: 2 pts: Life Is Death, Sprinter
Restrictions: The Bites may only be taken once and it must be the

cl1aracters second lifepath.


S_ervan1olll1e-Gate -1 yrs

+1 P

Legion, Cliattel

Skills: 2 pts: Soothing Platitudes, Ditch Digging


Traits: 1 pt: I-Iumble Before My Master, Hauling, BackBreaking Labor
9 pecial Orcish skill rooted in Hatred. It costs 1 pt to open, but it always counts as open-ended.
Descriptions can he found in the skill list.

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E Follower

5 yrs

+1 M, P

Legion, Clzattel

Skills: 3 pts: Armor Trainingl, Axe, Bow, Knives, Mace, Riding, Shield
Trainingl, Clanwise
Traits: 1 pt: Silent Hatred
Requires: He Who Walks in the Nameds Shadow requires The Rites or
Astride the Beast.

Black Destroyer

oyrs

12

+lM,P

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

+l M, P

Cll llel

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.

Siege Master

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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Gale Forget

lO_ yrs

30

+1 M

Cltattel

Skills: 5 pts: Mason, Bastions of Hatred, Mining

an
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Traits: l pt: Rare Talent

Requires: Siege Master

'~. . ii,_ , '

Wliisperer

9 yrs

40

+1 M

Servant oftire Dark

Skills: 5 pts: Poisonous Platitndesi, Falsehood, Pe1'sna sion, Clan-wise,


1-

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A1nbitionwise

f .

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Traits: 2 pts: Forked Tongue, Poisonous Ambition


Requires: Slave to the Dark, Whipmaster, Gate Forger or Bears the Lash

'.'\ .

= Greai ne

20 yrs

60

+2 M, 1

Skills: 5 pts: Command, Strategy, Name Ritual; 1 pt: General


I

Traits: 2 pts: Brooding, Flights of Murderous Fancy, Unrelenting Hatred

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Requires: Named and the Born to Rule Them All trait


Special Orcish skill rooted in Hatred. It costs l pt to open, but it always counts as open-ended

Descriptions can be found in the skill list.

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1- This is a training skill. It costs 2 pts to open and may 11ot be advanced.

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Black Legion Subsetting


L|Eepath_ __ Tune__l1es _Stat__ Leads__ _
Goblin

SJJO

Chanel

Skills 2 pts F01 aging, B1 awlmg

Tr arts 2 pts Tasting the Lash, E-\tl1Ei11SlC1U11, Running Away

Char ging

Blindly, Marching
Rest! l3'lt0HS Born G1 eat O1 cs may not take this path

Sun Blotter

yrs

C lzattel

Skrlls 2 pts Bow, Mending, Fletchei


Tr arts 1 pt Hiding, Runmng Away)
Rest! rations B01 11 Great Ores may not take this path

Nightseeker

+1 M P

Chan

Skills 5 pts Oiienteeimg, T1aekmg,T1appe1 Stealthy Climbing, Gaiiote


Traits 1 pt Fasting the Lash
Reqrur es He Who Links 111 the Twilight and Seeks Om Enemies iequn es

Legionei, Sun Blottei, Scavenger O1 Ravager


Rest: ictions Boin Great Ores may not take tlns path
Legleuer

yin

Cliattel

Si Ills Ll pts Speai, Shield T1 aimngi B1 awlmg, Foraging


Tr alts l pt
Reqrrlr es Ravager, Wlnpmastei o1 Goblin

Restr rctrons Boin G1 eat O1 es may not take tl11s path


Hatred Bearer

vi

15

+1 M P

Clrattel

Skills 3 pts Conspicuous, Black Legion-wise

Tr arts 1 pt Psychotic, Paranoid Booming Voice


Reqrrrr es The Rites, Legionei or Wlnpmastei
Despair Shouter 3 vis

10

+1 P

year

Clrattel

Skills 3 pts B1azenI"Io1n of Despani, Intimidation B1 awlmg


Tr arts 2 pts Reviled

sens

Requu es The Rites, Legionei 01 Wliipmastei

JL llunter

I I515-ink

(hattel

Skills 5 pts Bow, Hunting, Field D1 essing, Stealthy


=.2'=- _

Tr arts 1 pt Black Bile Poison


Regan es He Who Is Fell and Stalks the Night iequn es Followei Ravagei

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+1 P

Chattel, Great and Black

Skills: 9 pts: Mounted Combat TrainingF__ 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

+1 M

Chattel, Great and Black

Skills: 6 pts: \Vhip-wise, Intimidation, Torture, Command, Sword, Brawling


Traits: 1 pt: Where There"s a Whip, Tl1eres a \Vay
Requires: He Who Bea1's the Lash and Drives Us Ever On requires
\Vhipmaster, Black Hunter, Astride the Beast or The Rites

Baelimaster

Tyns

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.

"_ I-Iea_il_.Taker_

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

ManFlesh
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.

iTr1illIj0l'.ii

5yrs

2,0 +1 M.,P

G:'eatandBlncl:,Se_ruant

6 pts: Troll-wise, Troll Etiquette, Hammer, Shield Trainingi

Traits: 2 pts: Arrogant, Troll Speak


Requires: Bears the Lash, Pack Master or Named
Special Orcish skill rooted in Hatred. It costs 1 pt to open, but it always counts as open-ended.

Descriptions can be found in the skill list.


1' This is a training skill. It costs 2 pts to open and may not be advanced.

Servant of the Dark Blood Subsetting


,-In

.l_ave._l_qthe Dark 6 yrs

Chatftel

Skill: 2 pts: Servantwise


Traits: 2 pts: Fearful Respect of the Servants, Naked Hatred

Drinlternflhellark -5_y_rs

+1 M, P

Chanel

Skill: 3 pts: Doctrine of Nights Blood


.- _.;_
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Traits: 3 pts: Stark Madness, Blasphemer, Void Embrace


.
Rcquu' . cs . Slave to the Dark

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Bloodletter

Irs

.6

+1 M P

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Sltill 5 pts Rituals of Bloodi Tor tui e, Intimidation, Knives

Traits 1 pt Requires Drinker of the Dark


Kll weroisecrets 6 yrs

+1 M/P

Cliattel, Legion

Sltill 4 pts Rituals of Nighti Vile Poisonei, For aging


lraits 1 pt
Requires Diinkei of the Dark
Maslerof ight

Byis

+1 M/P

Chattel Legion

Sltills 7 pts Spider Husbandry Riding Mounted Combat Trainlngl


Webwise, Climbing
Traits 2 pts Batshit, Affinity for Spiders

Requires Knowei of Seciets


Master ofllleod

7 yrs

+1 M/P

Sli ill 4 pts Rituals-wise, Animal Husbandr y, Oi cwise, Elfwise, \Volfwise


Ti aits 2 pts \Vheie There s a \Vhip There s a \Vay

Requires Bloodletter
Maslerofllarkness Tyis

+1

/P

Sltlll 3pts Cave-w1se,Tunnel-wise

TI(ltlS lpt
Requires Knower of Secrets
Dark Summoner IO yrs

12

+1 M/P

--

Slttll lpls Darkness-wise 1pt General


Traits 1 pt

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Reqiiii es Master of Darkness

Blo0rlSiirmnoner 10 yrs

I2

+1 M/P

Sltill 3 pts Poison-wise, Bat-wise, Tiollwise, 1 pt Geneial

Traits 1 pt

r *1-' "'3

1%

Requires Master of Blood


Servant

rs

30

Fl,.i,.,,'

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as

Skill 2 pts Great and Black wise, Name Ritual, 2 pts Genei al

Traits 1 pt
Requires the Born to Rule Them All trait and Dark Summoner or Blood
Summoner
if Tlns 1s a sorcerous skill It costs one pomt to open All tests are open-ended
pecial 01C]Sl1 skill rooted 1u Han ed It costs 1 pt to open, but 1t alvi 11} s counts "is open ended
Descriptions can he found 1n the skill hst

. _.-\!i. -

This is :1 traninig skill It costs 2 pts to open and may not be ad\ anced

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Startiiigge____ Mental Pool ______[f1lysicalP00l
01-10
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1 -I 6 years
17-22 year's

4 pts

23-30 years

5 pts

31-40 years
51-60 years
61-80 years
8"] -9.9 years

6
6
7
7
8

100- "I 25 years

8 pts

126-150 years
$151-I; years

9 pts

10
1
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12
'13
141
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17
18
18
19

3 pts
5 |ns

#11-50 years

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pts.
pts

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Twisted, toi'tr1i'ed'ai1d fulgent with hate, these cousins of the Elves


exist in a culture that is a cruel mockery of civilizationone of fear
and brutality, a society of the whip.

ll 1
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"-st

They know their plight. They mass in the caves and shadows,
gathering strength, beating their war drums, summoning their fury
in preparation for sweeping and sudden war-a slaughter in which
they will lake revenge up 011 those who dared taunt them with what
they do not and will never have.

Brutal Lite
Like their Elven kin, Orcs are irnmoi'tal-they are tied to die fate
of the earth and will only die when it dies. They can be preinat urely
killed by violence or be driven over the brink of madness by their

' e

powerful, latent emotions.


Unlike their cousins, Orcs live under terrifying and brutal

1'4'.-

coi1ditionsan Orc is far more likely to be killed by his kin than he

iiiflt.

is to die in battle against his t1'ue enemies.


To represent this difficulty of living a peaceful and fruitful existence,
Ores have a special rule when taking lifepaths. An Orc may take up
to four lifepaths at no penalty. After the fom'th lifep ath, the player
must roll the Die of Fate for each additional lifepath he wishes

to take. lf the Die of Fate comes up a 1, it indicates that the Orc


would have died 011 this lifepathhe would have been savaged,
slaughtered and eaten by his allies and companions. This doesnit
quite mesh with a character creation system based 011 freedom
of choice, does it? Rather than cruinpling up the character and
starting over, the Orc is given a crippling trait to represent the
chai'acters narrow escape from death. The player may continue to
take lifep aths until he is satisfied or his Orc is a complete cripple.

Friars
ll

Rolling the Die of Fate is no joke. Before you decide to take another
path, ask yourself this question: Can I live without this lifepath?
Can my character live without this limb?

235

-I

_..-\.

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aliifepatli

Lll0F

1-4 LPs

'

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LL

ll/lay take 4 LPs witlioiit rislc


Missing Digits character trait

5 1 LP
6tL1 LP

Lame trait (-1 stride)

7tL1 LP

Missing Eye trait: +2 Ob shooting


Missing Hand (1D Agility)

8t_i LP
9L1 LP

Missing Limb trait (see page 282)

l'*1'~l-1-I"-IA

10 th LP and up 1-2

Missing Limb trait

Um, I really ivish. I liadnt lost both iny legs...


Sometimes a player pushes it too far and ruins a good character that
he has been working on. If a player gets a bad roll on the DoF and
loses something he didnt want to lose, he can take back the roll.
However, he does not get to travel the lifep ath he was rolling for and
may i1ot take any other lifepaths. The Ore was confronted by his
betters and he chose to bow and prostrate himself rather than stand
against them and fight.

Orc Common Traits


All Orc characters start the gaine with the following traits:

Cannibal L L

L L Clair

'

L L L

So vile are they, Ores will i1ot hesitate to slay and eat their companions.

tiI ,5:
.31.
yr 1.. '

Restrictions: Ore common trait

QddE

Di

L LL L

LL

The cold sub stance of night runs through their veins, rendering these
tormented souls imrnortal. But it also makes them susceptible to the suns
burning rays. Ores suffer +2 Ob to all tests while abroad in the sunlight. lf it
is cloudy, dawn or twilight, the penalty is only +1 Ob. But the night deadens
their nerves as well: Cold Black Blood reduces hesitation obstacles by two for
pain, but not fear or wonderment.

-,'is'

Restrictions: Ore common trait

Breeder

L Char

Though they loathe life and yearn for death, Ores are compelled by their
aceursed nature to proereate often and quickly.

re."
: s =@s=i

Restrictions: O1'c common trait


L

LDI

LL

The mouth of an Oi'c is a violent organ, well suited to tearing flesh and

--

shouting blaspliemies. Fanged Maw is a Power 1, WS 1, VA 1, Add 2, Shortest

length weapon.
Claws like steel shards protrude from their gnarled fingers. They may be

1.

used as weapons: Power 1, WS X, VA -, Add 2, shortest length. They act like


knives for purposes of engaging and positioning distance.

1=-,-an_.
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Ores are repellent, even to their own kind, and especially to Elves, Men and
Dwarves. Their bodies are bent and squat with ugly, long arms and sickening
charred flesh: Orc stat maxiinurns are straight 8s. Their stride is 7. This trait

O2
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also grants the Hatred emotional attribute to Ores.


Restrictions: Orc common trait

Lynx-Eyed
s

Di LL

5:140

An Orcs eyes glow red with the inner fire of despite aird hatred. Oi'cs can
see cleai'ly in darkness and shadows. They never suffer a penalty for such
conditions.
Restrictions: Ore common trait

1lile_LangiiageL

LCliarL

LL

L L

Ores speak a special language of shadow, chill and blight. They share this
tongue with corrupt vermin, shades, Great \Volves, Trolls and certain Great
Spiders.
Restrictions: Ore common trait

Orc Special Traits


These traits are only available to Ores.

Sloidimbrace

Di

itpis

L L

Drinkers of the Dark are immersed in shivering pools of arcane energies.


They are taught to imbibe, inhale and exhale the Dark Blood and survive.
This trait transforms the Oi'cs Hatred into a vehicle for enormous power.

(rf,%

However, Ores are unable to tap their innate power without Rituals. Void
Embrace is an emotional attribute with its own shade and exponent.
It is used to resist tax, sustain spells (rather than \Vill), and is used to
maintain a spell after a distraction. Any Orc may be taught the Rituals, but

ll

without Void Embrace, he cannot resist the tax and thus will be pernianently

PM :,_::'__V

crippled or worse. Void Embrace can also be used to enhance certain rolls
by spending a persona point to tap the Void. See the Void Embrace section

'

rst '

of this chapter for more details. lf Void Embrace is advanced to exponent 10,
the Orc goes mad or commits suicide. Either way, hes removed from play.

%lI_,_

Restrictions: Orc characters only


.-:

En

Sun

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The greatest, most fearsome Oi'cs have been bred to resist the pure rays of

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the sun. They may travel by day and suffer no obstacle penalties as under the
Cold Black Blood Orc common trait.

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Restrictions: Ore characters only

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Orc Skills

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Orcs have a handful of skills listed with Hatred as tl1e root. These are
available to Orcs only. Calculate the root as nornlal, using tl1e Hatred
attrih ute .

Hatred-Based Skills
Tl1e following skills use Hatred as their root: Bastions of Hatred, Brazen

..Il";? Horn ofDespaii1, BrutalI11U'1nidati011, Poisonous Platitudes? Tree Pulling

visa

and To1't1u'e (for this last skill, replace the Will root with Hatred).
The Orc Hatred is so p mverful that it fuels the cl1aracter with a terrible
ene1'g_v. Tests from any skill rooted i11 Haired are openended.

1!

Orc Hatred
Elves may grieve for the dead a11d gone as they Watch eternity slide into
ruin hefore thern, but their Orc cousins feel differently. Tortured and
maligned thev lear11 to hate hate the World, hate their eneinies, hate
-.-

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themselves. A boiling, singing emotion dwells within them-it governs


their lives, their society and tl1eir fate. This hate knows no reservation.
It is heaped on enemy and kin alike.

Hatred Emotional Attribute


Hatred is an attribute like Faith or Grief. lt can he used by Orc
characters to focus the bloody anger of their l1orrid lives into their skills

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10

and abilities.
Head Takers focus their hatred i11to Brutal Intimidation, \Vhisperers
hatred drips from their tongues like poison and Servants of the Dark
Blood transforn1 their hatred into something destructive and altogether
more po\verful-sorcery incarnadine and black. And Orcs can manifest
their Hatred as described in the Summoning Fury rules.

Starting Character Hatred


Hatred starts at BO. You answer questions about your cl1aracter to
deterinine the starting exponent. You ca11 spend five points of Hatred
exponent to start with a gray shade (or 10 points for a White). This, of
co1n'se, re quires GM approval.
Starting Itlatred Questions.Add one if the character has ever been l1orrihly Wounded.
-Add one for each 1 rolled on the Brutal Life table.
Acld one if the cl1aracter has ever been tortured.
-Add one if the cl1aracter l1as ever been a slave to another.
Arlcl one if the character l1as ever killed his superior or parents.
-Ac:d one if the cl1aracter has ever attempted to command a tmit of

as
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goblins in battle.

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Acld one if the characters Will exponent is 2 or lower.

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Aed one if the character"s Steel is 5 or higher.


Add one if the characteris Perception exponent is 6 or higher.

Hatred Traits
In addition to the above questions, certain traits inspire Hatred. Each

as ii

ts?-=-

of the following adds one to the characters starting exponent: Kicking


the Beast, Yowling, Where Theres a \Vl1ip. .., Charging Bljndly, Cry of
Doom, Unrelenting Savagery, Humiliation, Life Is Death, Pain Life,
Intense Hatred, Silent Hatred, Savage Consequences, U11rele11ting
Hatred and (of course) Naked Hatred.

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Advancing Hatred
In addition to being tested for Summoning Fury, Hatred advancements
are earned by meeting conditions in play as described in the following

list.
Like Creed, routine tests always count for advancement. lvhen logging
tests for advancement, Hatred behaves like an exponent 4 or lower skill

all the way up to exponent 10fill any two difficulty categories and the
attribute advances.

Hatred Conditions
Obstacle I Hatred
Witnessing murder. Eating the dead. Traveling through the woods.
Lying. Cheating. Stealing.
Obstacle 2 Hatred
Being whipped. Having your possessions stolen. Being convinced to
do something you dont want to do. Falling ill. Witnessing genuine
laughter or personal beauty.
Obstacle 3 Hatred
Killing in battle. Suffering a midi wound. Seeing your friend
killed. Brief exposure to sunlight. Discovering youve been lied to.
Succmnbing to the Black-Blooded Rage. ldyllic villages.
Obstacle 4 Hatred
l\/Iurder. Suffering a severe wound. Being tortured. Starvation. Long
exposure to stmlight. Cleanliness and order. Being poisoned. Tasting
Elven lnirrorvville, eating Elven bread, drinking Dwarven Nog.
|-.

Obstacle 5 Hatred
Killing your friend because you fotmd out he stole your nice sword
(or axe or dolly). Betrayal. Mtudering your superior. \l-l/atching your
badass demon commander dragged into the pit by some treasonous,
tricksy wizard. Losing an important fight. Nearly dying of thirst.
Confronting something ageless, timeless, deathless or ineffable and
being tmable to enslave it or destroy it.

In

Obstacle 6 Hatred
. l\/lurdering your mother/father/brother because l1e/she stands in the
way of your advancement in the ranks. Suffering a traumatic wound.
Losing a battle.

*-_

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Obstacle 7Hatr'ed
Having yotu unit slaughtered in battle. Losing a precious heirloom.

Ell-ll

Obstacle 8 Hatred
Suffering a mortal wound and surviving. Being dominated by a
sorcerer (and knowing it).

fa
a53.go};19

Obstacle 9 Hat:'ed

Being the architect of a great plan (like a11 invasion) and watching it
dismantled by your enemiesno matter what you do. Being excluded
from salvation. Attempting to overcome Hatred and failing.

Obstacle 10 Hatred
Giving in to Hatred and letting it consume you, body a11d soul.
Realizing that there is no hope for you, and in fact, there never was.

Succumbing to Hatred
If an Oros Hatred should ever reach exponent 10, he snaps. He either
commits suicide (in an orgy of bloodletting) or retreats into catatonia.
Everyone l1as their limits-an Orc with an exponent 10 Hatred is no
longer playable as a character.

Summoning Fury
Hatred is a powerful emotion. Once per session, an Orc player may test
his Hatred in place of any stat or skill so long as the intent of the test
involves destruction, corruption or cowardice. Hatred is openended.

'1.

This test cotmts toward Hatred for advancement.

Deeds of Hate
Orcs may tap their inner fury and call forth seething rage. Wl1e11
spending a deeds artha point to double dice, a11 Orc player may add
his Hatred exponent onto the roll instead. The greater the Hatred, the
greater the fury. Hatred dice are openended.

A B/aob Deotro)/er witb a B5 Hatred is about to be ridden down by an


E//en Oatriderz Snob bami/iationi Rat/zer t/ran be oatmaneavered by bis
opponent tbe p/a)/er decides to spend a deeds point and addbis ve Hatred
dike to /1:15 B4 Rzldziaa obi/l He// ro// nine dive; u/e ofw/zio/I are openended

2*

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For the purposes of advancement, this feat always counts as a difficult


Hatred test. For the purposes of artha, the player can choose whether he
wants to assign the deeds point to Hatred or the other ability.

I,

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Orc Resources
Bags . . . . . . . . . . . . . . . . . . . . . . . .1
I Traveling Gear . . . . . . . . . . . . . . . .3

Brazen Horn or Clan Banner. L . . .


Skill Tool Kits . . . . . . . . . . . . . . . . .9

llul.1.1milr:d n._...|.-. . . . . . . . . . . . . . . .1 Riding Harness for Wolf . . . . . . . . .5 '


Orc Arms . . . . . . . . .See Desc1'iption

Spoils of War . . . . . . See Description ~

rOrc Armor . . . . . . . .See Description

Clans and Warbands. . See Description

E010 Missiles . . . . . . .See Description

Se!-_V3|_]f_ Regal!-_c ________

__

Black Iron Helmet . . . . . . . . . . . . .5

Black Robes _ _ . _ _ _ _ _ _ _ _ _ _

Black Iron Shield . . . . . . . . . . . . . .4

Leather Apron _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Riding Mount or Pack Anirnal . . . .9

Cemmonial Knives _ _ _ ' _ _ _ _

G1'eat Wolf Mount . . . . . . . . . . . . L. an

Ceremonial Axe or Sword . . . . . .

Tvhil) ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
Poison ' ' * ' * " ' ' ' ' ' ' ' ' ' ' ' ' oiiw

L .-_

Tools of the Trade . . . . . . . . . . . . .


Poisoners Toolkit . . . .

p
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~\1-4\1o:._=-\ l
l

Orc Arn1s-- You may purchase run of the mill or poor quality weapons for
your character: Poor quality arms cost 3 rps. Run of the mill arms cost
5 rps. You may purchase beaks, spikes and weights for yotu cl1aracters
weapons at +1 rp per modification, per weapon.
Orc Armor- Orc players may purchase the following types of armor for
their characters: poor quality hides (gambeson equivalent), 1 rp; poor
quality reinforced hides (reinforced leather equivalent), 5 rps; poor
quality light mail, 5 rps; poor quality heavy mail, 3 rps. Run of the mill
reinforced leather, 8 rps, rim of the mill light mail 12 rps; run of the
mill heavy mail, 20 rps. Superior quality reinforced leather for 25 rps.
They may purchase armor piecemeal as described i11 the Mannish
Besotuces section. See the Spoils of War for more options.
Orc Missiles- Poor quality bow (+1 Ob to hit), 3 rps; poor quality
crossbow (+1 Ob to hit), 4 rps; run of the mill bow, 5 rps, run of the
mill crossbow, 6 rps. lron~cased bombs, 1O rps. Included in the costs of
these weapons are enough missiles to adequately outfit the character.
Special heads for arrows and bolts can be purchased for 1 rp apiece.
Take as many of each head as you like. Bules for special arrowheads

bi

are given in the Weapon Appendix of the Burning Wheel.


Black lron Helmct A hehnet complete with spikes, horsehair tassels and
a prison gate mask. 5D, +2 Ob to Perception tests.

FNTH
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Black Iron Sl1ield A large, iron, circular shield, stained coal black. The
outer edge is sharpened to add a little surprise for those who want to
get close. 3D shield. Power 2, Add 2, VA 1, Slow, short weapon.

*1

it

Great Wolf lllollllt- The Great H/olf is the preferred mount of the Orcish
cavalry. Though not as swift as horses, they make up for their loss

I;__

in cunning and ferocity. Use the stats in the l\/lonsters section in the
"n _-,5-:'.~-1;1~ __._
-'.-"~'.;;;,____..=-_.',gfg"_
1.3;" _\ "*1.

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ta

Lifepatbs
Burning Wheel for the Black Destroyer a11d Astride the Beast wolves
(theyre too long to list here) or burn up the wolf using the Monster
Burner. Burned wolves l1ave one less lifepath than their master a11d
obey the other rules for relationships. Lastly, the wolf can be burned up
as a cl1aracter by another player. This creates a powerful partnership,
rather than a master/slave, ride1'/mount relationship. When using a
player character wolf, lifepath limits are the same as for any otl1er

fa
53.2;:-2H10
s:,l

character.
Wllip The lash is required fo1' making use of the Where T/zereis a l-IWZIP,
There s a Way trait. The whip is not a weapon of any consequence.
This may only be purchased by characters with the Where T/z.eres a
W/tip, Tl2eres a. Way trait.
P0ison Tluee doses of one of the types of poison listed under Vile Poisoner.
Brazen Ho1'n or Clan BaIlllel'- The Brazen Horn adds +1D to the Brazen
Hor11 of Despair skill a11d allows Despair Sl1outers to help a Named
with Command or Brutal Intimidation. The banner reduces hesitation
by one for all in the clan who can see it.
HitlingHa1'ness- The saddle, bit a11d bridle, stirrups a11d reins add +lD
to Riding tests for wolves. This canlt be used with spiders.
Spoils of War- Named, Great Ones, \Vhisperers, Head Takers,
Srunmoners and Masters may purchase one item from any cl1aracter
stock resotu'ces/gear list they wish. Troll Lords may purchase gear from
the Troll resources list i11 the Monster Burner. Any Orc character who
has failed a Brutal Life test may also purchase Spoils of War from
other cl1aracter stocks, but the cost of the itcm/property may 11ot exceed
half the Orcls total resource points. Named, Great Ones, etc. may take
a second item, but to do so counts as failing a Brutal Life roll at his
current lifepath level. If an Orc player takes property as part of their
Spoils of War, be sure to include its cost when calculating his Resources.
Clans and Wt11l)tlll(lS- Orcs frequently gather together in groups,
warbands, clans and hordes. A typical/minor cla11 falls i11to the 1D
affiliation category. An important or powerful clan or horde is a 2D

-.

=-Isas
woes

fill I

affiliation. Relationships in the group/cla11 are purchased as normal.


Additional characters a11d functionaries ca11 be generated using the
Circles 1'ules i11 play. Orc commanders are often unaware of who
precisely is working u11der them. It"s usually a nest of rabble, a few

.a -

bitter enemies and one or two diehard heavies. The exact nature of
whos who is up to the Circles tests. The characteris own position in
the warband/horde is dependent on his reputation. Use the standard

. r.

|'.
_|-

.
4

_.

*=.=-

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rules described in Step 8. Spending Resource Points to generate this.

\._-- -A;

%.___.-"'..,'I.,_,..

='-"=~ -a-ac=.rt;..*l 243


glib

-1

Servant Resources
Servants may ptuchase their resources from the Orc Resotuces list and
from this list. You must pay for Rituals of Night spells with resom'ce points.
Tools ofthe 'li'alle- These a1'e a collection of knives, blades, pins, clamps and
other strange devices. Tools of the Trade add +1D to the Torttue skill.
Ce1'elnonialWeap0l1s These ornate and hallowed weapons are vital to the
Servant for performing his dark rituals. At the GMs discretion, these
weapons may count as superior quality specimens. Otherwise they a1'e
simply ornate ru11 of the mill weapons.
P0iSone1"s Kit- This kit allows the Knower of Secrets to mix poisons. All
of the ingredients necessary for concocting the poisons listed tmder the
Vile Poisoner skill are present i11 this foul smelling pouch. After using
this kit, roll the Die of Fate. O11 a 1, the supplies have ru11 out and the
cl1aracter must refill the kit via a Resotuces, Foraging or Scavenging
test (or another means sanctioned by the GM).

Void Embrace
\Vhen he is taught the Void Embrace, a Servant destroys his sense of
selfhis Hatredand opens himself up to the dark powers.

Void Embrace

it \1,
ii-P

When the Void Embrace trait is acquired, Hatred is transformed into


a new power. The character may no lo11ger perform any of the feats

F-r 1.},

described under Sunmioning Fury. Hatred no longer advances. Instead

sr

a new emotional attribute is added to the character: Void Embrace.

1'

Void Embrace is rolled to resist tax from Rituals of Blood and Night. It is
also used to sustain spells from Rituals of Night (rather than Will), and is
F

used to maintain a spell after a distraction. Tax canit be resisted without it!
Choose one of the following voids that you embrace: Darkness (magic,
obscurity), Destruction (death, decay) or Madness (trickery, insanity).
For one persona poi11t, the Orc player may add any amount of dice
from his Void Embrace to a skill or stat test involving that which he
embracesor a11 act of self- destruction.

Void Embrace advances like a skill. Like Greed, routine tests always
count for advancement. When adding dice from a persona point to a

'irs'--:iv*s?-e"f*"~r,'=\ i

slat?

test, log an advancement for Void Embrace with the obstacle equal to
the number of dice added to the other ability. Add 1D, log an Ob 1 test
for Void Embrace. Dice added to a stat or skill count as persona dice.

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Starting Void Embrace


The Void Embrace emotional attribute starts at exponent B3. The GM
asks the Servantis player the following questions. Each correct" answer
adds +1 to starting Void Embrace.

Question: Who is thy Master?

.|-F

Answer: The God of Darkness a11d Blood.


Question: Who controls thy fate?
Answer: The Darkness a11d the Blood.

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Question: What is the wellspring of thy power?

I__

Answer: Darkness and Blood.

.-_

Yes, all the answers are the same. The idea is that the Orc l1as been
trained to be the servant of a force 111ucl1 greater than himself. I11 order
to tap into this fully, he 111ust submit utterly to it. All sense of self must
be effaced: To serve is all. Relying 011 himself or another Orc only lll1]ilIS
his access to the Void Embrace. The Servant of the Dark is alone in this
worldno allies, no companions, no friends-all are just tools in his
grand design.
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Rituals of Blood and Night


Orc magic is divided into two sorcerous skills: Rituals of Blood and Night.

Rituals of Blood
The Rituals of Blood are a potent series of closely interlinked spells and
rituals. They focus on influencing the blood of the ta1'get: calling him,
twisting his mind or even transforming the body.

Test the skill against the obstacles listed below. Test Void Embrace for
tax at the same obstacle after using a Ritual of Blood.
If a Rituals of Blood summoning test is failed, any summoned creattues
are hostile or an unexpected entity respondsa monster, a powerful
Elf, an enemy warlord, etc. if Wormtongue or Whispers i11 the Dark are
failed, the caster suffers the effects of the spell rather than the target.
If Walk i11 Shadow or Lord of Werewolves is failed, the caster takes an
injury equal to the obstacle of the spell plus one per margin of faihue.
Thus, if you fail \Valk in Shadow (Ob 3) by one, you suffer a B/-l wound.
You can reverse a transformation at will in a few moments.
Rituals of Blood_

Will

_, _

I11 imitation of his Master, the Servant casts Rituals of Blood to gather allies,
twist minds and transform himself. Each obstacle requires a blood sacrifice of
a particular sort. To answer a call requires time, usually a few hours. Callings
stretch a few miles in all directions from the caster. Results can vary according
to the situation or the setting~tl1e GM makes the final call. Lastly, it only
requires a few minutes to effect a transformation.
Obstacles: Wormtongue, Ob 1: Implant a seed of doubt i11 your victims mind.
Requires a small blood sacrifice. Cry ofthe Black Wolf, Ob 2: Call a single
wolf (regular, not great) to the summoners side. The wolf will perform
one task or serve as long as it is fed. Requires an animal sacrifice. Wall in
Shadow, Ob 3: The Servant transforms l1i111self into a black wolf (regular,
not great). Requires a blood sacrifice from the summoner. Black Wings, Oh
l: Su111mo11 bats to harry your enemies, giving them +2 Ob until bats are
dispersed. Requires sacrifice of an animal. Galltering ofStones, Ob 5: Call
nearby trolls to the summoner. Trolls must be negotiated with for service.
Requires the sacrifice of a child or lamb. Pack Lord, Ob 5: Call forth Orcs-
friend and enemy. Orcs nmst be cowed into service. Requires sacrifice of an
intelligent being. Darla. Friend, Ob 6: Summon a great wolf to the summo11ers
side. The wolf must be bargained with for service. Requires a large animal

as-~.-.s-=e.-s_-:se,._+,.'_r-:('\ -

sacrifice. Lord of Werewolves, Ob 7: This spell transfo1'n1s the summoner

->:~rs

into a Great Black \Volf. Use either Astride tl1e Beast or Black Destroyer
stats, your choice. Requires sacrifice of a wolf. Ca1lF0r't/rHz'srldzglrt, Ob 8:
This spell sends a signal to any eartli-bound demons within 100 miles of the

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Servant. The dc1no11 111ust answer even if he is o11 another erra11d. He must be
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bargained with for service. Requires l1un1a11 sacrifice. lVhisper.s' in the Dar/1-,
Ob 9: Drive your victim mad. Impose a trait representing insanityjealousy,
greed, pride, grief, \vrath~on victim. Requires human sacrifice.
FORKS: Doctrine of Nights Blood. Torture
Skill Type: Sorcerous

Tools: Yes, ritual knives.

Restrictions: Ores only

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Rituals of Night
The Rituals of Night are quite different from the Rituals of Blood. This
skill taps the Dark nesstl1e Voidto bring magic, death and destruction
into the world. lt acts like Sorcery for purposes of sp ellcastingcarefully,
patiently and hastily. These spells do not require sacrifice. Void Embrace
is used to resist tax, and to sustain spells.
Ritu

The ancient Rituals of Night grant the Knower of Secrets power beyond the
ken of his brethren.
Obstacles: See the Rituals of Night spell list. Spells must be purchased or
learned sepa1'ately.
FORKS: None
Skill Type: Sorcerous

Tools: No.

Restrictions: O1cs only

Like Sorcery, spells must be pm'chased or learned for Rituals of Night.


Since their magic is crude, Servants have very few spells available to
tl1e1n: Dark of Night, Black Rust, Death"s Howl, His Creeping Hand,

((1: '1-ill

Black Cloak, Enemy of the Sun, Black-Blooded Rage and Call of the
Pit. However, Orcs ca11 make use of Abstractions as described in the
Magic Burner. The Rituals of Night skill starts with Personal Origin,
lnstantaneous Duration and Caster Area of Effect facets for free.

:1/Es

During character binning, Servants with Rituals of Night may purchase


Anima, Earth and Heaven elements, all Impetus except Create and
Transmute, all Origins, Sustained and Instantaneous Duration and
all Area of Effects. Other facets and spells may be learned dining play

l"-"l':*'i
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according to the rules in the Sorcery chapter.

-__

Obj

is

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Caliing upon memories oftorture in the pits, goading them with visions of
hated enernies, the Blac/1'-Blooded Rage sends Ores into a h0wh'ng_ z.Qy'.
Wl1ile under this spell, Ores add +2D to Steel a11d half hesitation (round

$3-51th:,

up). Also, so furious are they, these Orcs ignore pai11they do not suffer the
+1 Ob effects of superficial wounds.

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Origin: Personal

Area of Effect: Double presence

Element: A11i1na

Impetus: Influence

Duration: Minutes

Resource Points: 12

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The Servant covers himselfin a hummingfield ofebon eldritch power. This


spell combines the effects of Eldritch Shield and Ttern Aside the Blade.
Divide successes between physical and spell protection.
Origin: Personal

Area of Effect: Caster

Element: Arcana, Earth

Impetus: Tax, Control

Duration: Sustained

Resource Points: 16

Iilack_Rusi;

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At the touch ofthe Servants black hand, the Black Rust turnsflesh into a
charred, twisted rain. The Black Rust ruptures skin and bone. Damaging
Effect: Power exponent of caster plus 1 per extra success; straight damage,
no DoF or IMS. Caster need only touch his victim (Ob 1 Agility test or
Strike). Armor does not Work against this spell. The caster may poison his
hand as he would a blade and use the touch of the Black Rust to deliver the
venom. Weapon length: as Knife. Range dice: as Melee.

Origin: Personal

Area of Effect: Caster or Single Target

Element: Anima

Impetus: Destroy

Duration: Sustained

Resource Points: 8

C.a.1Lof_t11e Bit t

as s*~

unarnsnsm

Violent, black words tear a rift in the shin ofthe earth, spewingfire and
vapors: tremors shiver the ground into shards like a hammer shatters
a mirror. This spell counts as five successes of Siege Engineer against
materials. Extra successes allocated to effect (rather than area) increase the
Siege Engineer successes by one per success. All characters caught in the area
of effect must make a Speed test with an obstacle equal to all effect successes.

HI
fr

Failure indicates they have fallen into the pit and must climb out or be
rescued. Weapon length: as Missile. Range dice: as Heavy Crossbow +2D.

i
Origin: Sight

Area of Effect: 100s of paces

Element: Earth

Impetus: Destroy

Duration: Instantaneous

Resource Points: 20

. Ob 3*

O 5_

A dim pall suffocates the hall as the Servant enters; shadows lengthen
and deepen; lamps shine but give n.o light. This spell creates darkness

and smothers light. Thus a candle can be seen as a poi11t of light, but it
illuminates nothing. Successful casting creates the dim light condition
(+1 Ob to any action requiring light). Extra successes can be spent to

increase the level of darkness up to a maximum of +4 Ob. Extra successes


can also increase the area of effect.

--.
N.

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Origin: Personal

Area of Effect: 10s of paces

Element: Heaven

Impetus: Tax

Duration: Sustained

Resource Points: 12

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A igid wind erupts howlingfrom the mouth of the Servant ofNight. The

cold is so terrible itfreezesflesh on the bone, the wind so powerful it topples


trees. Damaging effect: Base Power equals easterls Will. Roll DoF for IMS.
VA 8. Weapon length: as Missile. Ranged dice: as Great Bow. The caster may
also allocate successes to knock down targets. Successes so allocated count
as the obstacle for a Forte test. Failure indicates the cl1aracter is knocked
supine. These successes count on the Natural Effect list, too.

Origin: Personal

Area of Effect: Natural Effect

Element: Air

Impetus: Destroy, Control

Duration: Instantaneous

Resource Points: 12

Enemy ofthe Sun

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A grey haze falls across the sky, shielding the Ores from the sun s ra_;r"s. This
spell turns the light in the sky to a din1 twilight-ideal conditions fo1' Ores
going to war.
Origin: Personal

Area of Effect: Miles

Element: Heaven

Impetus: Influence

Duration: Sustained

Resource Points: 10

HE

Qb 4"

His Creeping Handflings forth a crawling black vapor: The vapor is noxious
to breathe and obscures light. However, once released, His Creeping Hand
has a will of its own and is not under the control of the casterit goes Where
it Wants, moving with a Speed equal to the caster"s Will and a Stride of 8.
Successes over the spell obstacle increase obstacles for all in the cloud due to
the darkness and noxious vapors (+1 Ob per success). Anyone touched by His
Creeping Hand must make a Steel test. Extra successes may also be spent to
increase the duration (one exchange per extra success).
Origin: Personal

t:-'-"=~::.-:'.?'f.{I3!l_'-

Area of Effect: Double Presence

Element: Air, Heaven

ImpetuS: Tax

Duration: Exchanges

Resource Points: 16

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The Servant summons gloom to conceal his den from the prying eyes ofElves
and Men. Impenetrable Gloom conceals eaves and warrens from normal

in;-.|1__ M: Ii:

sight. Spotting them requires an Ob 5 Observation test. Any attempts to

track the Ores to their den suffer an +5 Ob penalty. Impenetrable Gloom also
conceals the Ores from magical detection; even the spell itself is difficult to
detect. Increase Magesense or Second Sight obstacles by +2 Ob. Air of Gates
requires an Ob 5 test in order to detect Impenetrable Gloom and those it
protects.
Origin: Personal

Area of Effect: Natural Effect (the caves)

Element: Arcana, Heaven

Impetus: Control

Duration: Sustained

Resource Points: 20

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Dirt and loam foam andfroth, marking a pathway to the nearest caves.
Origin: Personal

Area of Effect: Miles

Element: Earth

Impetus: Influence

Duration: Sustained

Resource Points: 8

Orcs in Play
These Ores are not mindless, savage brutes hell-bent 011 flexing their
muscles while screaming gibberish. Btnning Wheel Ores are a little more
complex. First, they a.re cowards. Ninety percent of the Ores created in
these lifepaths are going to have an incredibly high hesitation, which
means they fli11el1 from pai11 and run from danger. They may strike
quickly, but they flee even more swiftly. Only the top tier have the \Vill
and Steel combination to overcome their inclination to cowardice.
Second, these Ores have a culttn'e firmly embedded in their lifepaths.
Every time you make an Ore, you a1'e birthing the product of a brutal,
callous society, beholden to hatred and focused on tmreasoning revenge.
Its important for a11 Ore player to be aware of this (primarily when
dealing with other Ores) because when that whip cracks, he may find
himself brought to heel and in a whole lot of trouble.
When creating Ores, I tu'ge you to give them an extra lifepath to flesh
them out. Young and inexp erieneed Ores are, for the most part, fodder.
The clan doesnt nurttu'e its young; it weeds out the weak through a

i I
ag

violent and endless sorting. Three and four lifepath characters wont
quite l1ave their feet under them. Five and six lifepath characters will
often be better able to meet the demands that adventure (and GMs)
will put up on them. They are quite different fro1n humans, where four
lifepatl1s is close to an optinium for a starting cl1aracter. Its a rather

M5!

long plateau, but once Ores survive past five lifepatl1s a11d/or a few
adventures, they te11d to be incredibly potentlots of physical points
a11d a good l1ost of nasty skills to play with.
\-

It is difficult to incorporate Ores into a mixed party of Elves, Dwarves


and Men. These Ores have a bad attitude and dont get along well with
others. However, it ea11 be done. I"ve seen some inspiring examples where

-\-

Ores are part of a tapestry of civilized cultures in a game world, no better


I"

.-

or worse off than any of their brethren. If thats yotu' desire, simply shake
the Tolkien out of yotu' head and think, wiry, smart, tough bastards,
and you should be fine. Keep the Hatred, though. Its just too fu11 not to
play witli it.

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.1- ll.

Welcome to the General Skill List. The descriptions of the majority


of the skills from the lifepaths are found here. All character types
may pick from this list when sp ending general skill points.

Skills
1 F

These skills are magical in nature. All tests made with these skills
are open-ended-6s explode. They also have special rules and

'

restrictions. Cheek them first before opening the skill.


L

Restrictions
Many skills have restrictions as to when they can be learned. Some
skills are restricted to a certain stock in character binning.
A skill restricted to a certain stock can only be learned or opened
by characters of that stock or with the appropriate Fey Blood trait.
-1.

Characters of another stock may not make Beginners Luck tests


for the skill and may not open or advance this skill in character
burning or in play.

rd-_-a

Fey Blood Traits


Characters who have the Fey Blood trait may take traits that
allow them to choose skills from other stocks. Sh.aped_ 'om Earth

.. sign

and Stone allows the player to choose Dwarf Only skills. First
Born. allows the player to choose Elf Only skills. Loathsome and
Tlvisted allows the player to choose Orc Only skills that are not
rooted in Hatred. A character must l1ave Hatred to choose Hatred
rooted skills.
If a player uses Fey Blood to change his stock, he may not choose

ii.--"'
I.

vi
Y

skills restricted to his original stock. He may only choose in the


new stock. For example, if a Man takes Fey Blood: First Born, he
may not take Mannish-o11ly skills.

Restricted in Character Burning


Some skills are restricted in character burning. They may not be
purchased or opened in cl1aracter burning. They may be learned
it1 play. I reconnnend that instruction from a member of the
native stock be required to learn these skills.

252

The Lists

Sorcerous -Skills
be taught. It cannot be gained
through Beginners Luck.

1-

-|.
_._
| .
|'_'.-'.'-.-'
.b
..,. ,_ |

was

The first test toward learning


a Soreerous~type skill must

:1,

Abbeys/vise
,
I.

I.

Accountants keep track of expenses,


ineo111e, stocks and taxes. This skill

Wises

is primarily used to recover taxed

There are so many different

Resources.

Wises, I did 11ot even attempt to


describe them all. A general entry
for them can be found in W, but

Obstacles: Calculating taxes for

by and large, the specifies are left

simple personal finances, Ob Z.

up to your imagination. All Wises

1\'Iaintaining a familys income,

are rooted in Perception. When


testing for a wise, if there is no risk
of an interesting, compelling or
i111portant failure, the GM should
Say Yes to the request.

History

a single income, single residence


individual, Ob 1. Maintaining

Ob 3. A small business books, Ob


4. An estates books, Ob 5. A large
business books, Ob 6. A townls
books, Ob 7. A eitys books, Ob 8. A
provinees books, Ob 9. A nations
books, Ob 10.
FoRKs: Research, Reading,
Administration, Estate Management

The history skillstl1ougl1 they

Skill Type: Academic

are each a separate skillare all

Tools: Yes.

lumped together rmder the History


heading. This was done in an effort
to save space and sanity.

Tools
Tools are described as either Yes,

Acting

Eerception

The skill of imitation and recitation


used to affect a performance.
Obstacles: Mun1n1e1'y, Ob 1. Morality,
Ob 2. Religious miracle, Ob 3.
Religious mystery, Ob 4. Classics,

No, Traveling Gear or \Vorkshop.


They may be additionally

FoRKs: Conspicuous, Falsehood

described as expendable. Skills

Skill Type: Special

require the appropriate item


purchased with rps or Resources

Tools: No.

lest the character suffer a double


obstacle penalty for all tests.
\Vl1en using expendable tools, roll
a Die of Fate each time they are
used after the first. A result of 1

ilfftill
an
r r=-f=-3-. -r

Ob 5.

Administration is the skill of running

a business or organization. This skill


is primarily used to recover taxed

--I

Resources.

us.:,

Obstacles: lust you, Ob 1. A shop,


Ob 2. Confraternity, Ob 3. Small

indicates the tools l1ave been used

commune, Ob 4. Small guild, Ob 5.

up and must be replenislled by the

Small secret society, Ob 6. Large

appropriate means: Resources,


_t'_-__=-'

Scavenging, Foraging, etc.

"* ~
:.

2?,.

%-",::\"-|t"-- ;4\'ilf"'
RH.

._

secret society, Ob 7. Small trading

nearly to the day. In addition, he ca11

concern, Ob 8. Large guild, Ob 9.

make accurate predictions about this


seasons weather.

Giant trading concern, Ob 10.


Skill Type: Special

Obstacles: General seasonal weather,

Tools: No.

Ob 1. Planting a11d harvest times,


Ob 2. Reasonably accurate weather

Eu

prediction, Ob 3. Festivals a11d

This is a specialized History skill

holidays, Ob Ll.

relating to the ages of the Etharchs.

Skill Type: Peasant

Obstacles: Etharchs of the current

Tools: No.

age, Ob 1. Etharchs of the Third


Age, Ob 2; of the Second Age, Ob 3:,

Althing-wise

of the First Age, Ob 4; of the Years

Ambition-wise

of the Sun, Ob 5. Before the first

Etharchs, Ob 6.

I.

Amercement is the knowledge of fees

Skill Type: Academic

Tools: No.

a11d criminal lines given as judicial

Restrictions: Elves only

punishment. Such amercements are


almost always offered in place of

Alchemy

Retcepliotl

corporal pu11isl11nent, e.g. Ye may

Alchemy is the distillation of

take 30 days i11 the stocks or ye may

materials in order to divine their

pay the court a fee. Using this skill

essence. Also, alchemists can create

the cl1aracter may set the Resources

mixtures of arcane substances to

obstacle for a line. The skill test

generate a specific effect.

obstacles indicate how accurate a11d

Obstacles: Distilling the essential

just the amount is according to the

compo11e11ts of earth, Ob 1; of water

law.

or liquid, Ob 2; of metal, Ob 3, of

Obstacles: Low justice (where

blood, Ob 4.

the punishment is only a fine),

FORKS: Enchanting, Herbalism,

Ob 2. Middle justice (where the

Apothecary, Munitions, Poisons

punishn1e11t would be amputation or

Skill Type: Sorcerous

branding or the amercement), Ob 3.

Tools: Yes. Expendable.

High justice (crimes punishable by

Restrictions: Men only

deathlike murder, adultery or

r .. re

grand larceny), Ob 5.

Eemeption

Skill Type: School of Thought

This particular a11d peculiar skill

Tools: No.

comprises a deep traditional and


J"'- 4";ds_',._,I,__;_, ,_.=-_~-_~:_
'2,-._,.
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FIT.

'1'-':

historical knowledge of the seasons,

Ancient Languages

tides, weather, lunar phases and

Through this skill, the cl1aracter

other climatic phenomena. A

knows defunct languages

character with the Almanac skill

appropriate to the game setting.

ca11 always tell the time of year,

Use the mechanics for Foreign


Languages.
Skill Type: Academic
T00lS: No.

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254 E

Eemeption

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The La:
Anatgmy

Ee|;ggp|;iQn

No enchantment will hold unless the

Anatomy is the study of the human

structure is of highest quality. Any

bodys internal functions a11d -

item created by any skill song can be

structure.

used. However, whether its a shoe or

Obstacles: Dog anatomy, Ob l.

a crown, the base obstacle to create

Superficial human anatomy,

the item is 5. If the obstacle would

Ob 2. Major human organs, Ob 3.

naturally be higher, use that instead.

Circulatory system, Ob '1. Proper

If the item is cheap or shoddy, it

human dissection, Ob 5.

simply will not hold the spell.

Skill Type: Academic

Tools: No, but see skill song.

Tools: No.

Restrictions: Elves only


*Training Root is for Aptitude only.

Will.

Animal Husbandry involves the


raising, ca1'e and breeding of

Apothecaries use herbs, roots,

animals.

minerals and animalia to cure

Obstacles: Chickens, Ob 1. Pigs and

and prevent common and chronic

goats, Ob 2. Cows and horses, Ob 3.

ailments. Apothecaries may mitigate

Exotic animals, Ob '1. Tending

the symptoms of infection and

to wounds a11d illness, use the

illness, they may also alleviate

Field Dressing or Apothecary skill

wound die penalties.

obstacles.

Obstacles: Stop itching, Ob 2. Cure

Skill Type: Peasant

warts, Ob 3. Medicine to alleviate

Tools: Yes.

,,.]

5115115

Skill Type: Artisan

FORKS: Surgery, Field Dressing

Animal Hun sbanclry

"

U.

I..

+1 Ob of pain, Ob 3. Medicine to

HI,

numb an area, Ob 4: This reduces


increases all obstacles by one a11d

Elven artisan to blend his crafts

lasts four hours.

or arts with spell songs. Any of the


items or materials he creates via a
skill so11g ca11 be imbued with the

the wounded die penalty by one but

This specialized training allows the

T ll

FORKS: Herbalism
Skill Type: Medicinal
Tools: Yes. Expendable.

power of a spell song.

.
~=.-:"-.3":.,
J 1-;=-=-

An artisan who wishes to enchant


an item, must first create it with a

This skill is used to judge the value

skill so11g like Jewelcraft, Riddle of

or worth of certain items such

Steel or \Veaving Way. Once the item

as ewelry,gems, artwork and

,,',

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,4 ..-FT

is created, the spell song must be

antiquities. The Appraisal skill can

sung. The singer has one chance to

be used by a player before testing his

transfer his power. The song is su11g

Resources to ensure that he is getting

ll mgr:

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|

generated is imbued into the item,

gr

Obstacles: Coin and precious metals,

and active whenever the item is used.

-,|'iF,'l'lll-

an accurate p11ce.

according to its rules, but the effect

_.

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Ob l. Gems, Ob 2. Tapestries, Ob 3.
Armaments, Ob 3. Antiquities,

Ob 4. Art, Ob 5. Ephemerawine,

Ir-

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a proposed structure, attempt to

drugs, candles, Ob 6. If something


is magical, add +1 Ob penalty to

draw structural plans for an extant

appraisal.

building or use existing plans and


designs to navigate buildings and

FORKS: Appropriate wises, academic,

structures.

artisan or craftsman skills


Skill Type: Special

Obstacles: Simple plans like a

Tools: No.

cottage, Ob 1. A longhouse, Ob 2.
Two story structure, Ob 4. Tower,

L_i

Ob 5. Complex or weird designs

This blanket entry is provided so the

like temples, Ob 6. Non-Euclidean

player may choose any and all of the

Geometric Designs of the Outer

weapons appropriate to his lifepaths,

Gods, Ob 10.

cl1aracter concept and game setting.

FoRKs: Engineer, Mason, Carpenter

See the listing for the individual


weapons obstacles and roots.

Skill Type: Academic


Tools: W/orkshop.

AtcM
A1'cl1c1'aft is a comprehensive

To the unaccustomed, armor is

discipline teaching the principles of

heavy, hot and uncomfortable.

botl1 architecture and engineering.

Characters without Armor Training

Using this broad skill, Elven artisans

who wear light mail suffer +1 Ob

create halls of sweeping beauty and

penalty to all tests. \Yearing heavy

depth. Combined with Antiphon

mail or heavier without Armor

Union and various spell songs, this

Training incurs a +2 Ob penalty.

skill can be used to create enchanted

Armor Training mitigates these

dwellings for the Elves. The


following are but a few examples:

penalties completely. Clumsy Weiglit


penalties still apply.

Using Song of Arbors, buildings can

Skill Type: Martial Training

be constructed to weave in and out

T00lS: No.

of ancient trees; with Alarm, certain

Training Root is for Aptitude only.

gates will warn of intruders; with


Weatl1e1'song, an atrium can be built

Armorer

so it predicts the coming weather.

This specialized and dedicated craft


is used to manufacture personal

Obstacles: Simple arch, Ob 1. Small

protection worn by soldiers in


battle. The skills knowledge base is
diverse, encompassing aspects of a

gate, Ob 2. Large gate, Ob 3.


Chamber, Ob -1. Domed hall, Ob 5.

FoRKs: Woodcraft, Stonecraft


-r-

Skill Type: Artisan

blacksmith, a tailor and a tanner.

Tools: Work shop.

Obstacles: Gambeson, skull cap

Restrictions: Elves only


9

1 .

or leather hood: Ob 1. Reinforced


E

I.

leather armor, light helmet,


pot helm: Ob 2. Light mail,

Architects possess knowledge of the

spangenhelm: Ob 3. Heavy mail,

design and construction of complex

open-faced bascinet, barbute: Ob 4.

structures, such as buildings, arches

Plated mail, sallet, closed bascinet:

and bridges. This skill can be used


in game to draw accurate plans of

~_~.-<ia;:;:.~ is"-:==a::
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Ob 5. Full plate, great helm: Ob 6.

catapult or traction trebuchet, Ob 3.

Target, Ob 1. Buckle1', Ob 2. Great

Counterweight t1'ebucl1et, Ob 3.

Shield, Ob 3. Kite, Ob 4.

Catapult, Ob I.

in

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FORKS: Blacksmith, Sewing, Tanner

Skill Type: Craftsman

use black powder weapons, the


Artillerist skill can be used to cover

Tools: Workshop.

the manufacture and operation of

Army-wise

Arson

Alternate Rule: In campaigns that

cannons, bombards and shot. lf

Razagt

This skill allows the cl1aracter to use


common household items to quickly
set a building on fire.

this is the case for your game, use

Munitions to manufacture bombs


and powder.
FORKS: Engineer, Architect

Obstacles: Thatched cottage, Ob 1.

Skill Type: Military

Munitions dump or powder 1'oom,

Tools: Workshop.

Ob 2. House, Ob 3. Manor, Ob -1.

9 l-"

Fortress, Ob 5. Prison, Ob 6.

,5 .

Dwarven artillerists and engineers

Catacombs, Ob 7. Castle, Ob 8.

are always in short supply.

Skill Type: Special


Tools: Yes. Expendable.

Therefore, when the Host is on the


march, Arbalesters are assigned

Restrictions: Men and Roden only in


character burning

to crew the armys war engines.


This skill allows the character to

Artificerwise

M." .|

assemble and dismantle artillery

Artillerists use basic physics and


mathematics topped with some
healthy guesswork to lob indirectfire projectiles from war machines.
They also know the designs for
constructing various war engines.
Actual construction requires
teams of laborers and at least one
carpenter.

pieces, as well as fire directfire type


mechanisms like siege crossbows
or ballistae. Effectively operating
indirectfire artillery requires the
Artillerist skill.
FORKS: Artille1'ist

Skill Type: Special


Tools: Yes.
Restrictions: Dwarves only in
-I-.

cl1aracter burning

Obstacles: Carving shot from stone,


Ob 1. Scavenging suitable shot,

The study of the stars, the planets

Ob 2. Building a small traction

and the zodiacastrology is a deep

trebuchet, Ob 2. Building a large


traction trebuchet, Ob 3. Building

and ancient science that describes

a small catapult, Ob I. Building a

the relations of the celestial sphere to


the terrestrial.
H-3';
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counterweight trebuchet or siege

Astrology may be FoRKed with

crossbow, Ob 5. Building a large


catapult, Ob 6. Ranging shots

or physical type. However, the

(aka hitting the broadside of a

Astrology FORK die is different from

barn): Siege crossbow, Ob Z. Small

iak~:~-as-:1=-:s==-.-1i~:-=.~-7>.;:.-~-M.:=a4,.1_"-<s.-?'1=:-is":-.~m}:ls

any skill except those of martial

other FORKS: The die is open-ended.

I:1 s

But unlike standard openended


dice, it open-ends botl1 ways. 6s are

tar-'-fa
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Ob 2. Seeing a cl1aracter trait,

rerolled as per the normal openend


rules, but 1s are open-ended as

Ob 3. Seeing a die or call-on trait,

well. If a 1 is rolled, reroll the die.

Ob 4. Sensing a persons intent (to

If the second roll is a failure, then a

deceive, for example), Ob 4. Seeing

success is subtracted from the result.

a11 Instinct, Ob 6. Seeing a Belief,

For a less risky roll, use this skill as

Ob 7. Seeing a characters past,

a linked test toward any endeavor or

Ob 8. Seeing a characters future,

gambit. In this case do 11ot use the

Ob 9. Reading an object to see if it is

open-ended die.

magical or mundane, Ob 1. Reading

FORKS: Doctrine, Symbology.

a school of magic, Ob 2. Deciphering

Obstacles: Naming the stars and

a facet of a spell or enchantment

constellations, Ob 1. Constructing

(impetus, trigger, effect, breadth,

a persons horoscope, Ob 2.

duration etc.), Ob 3. Naming a spell

Determining the auspices of

as it is being cast, Ob 6. Detecting

beginning an enterprise, Ob 3.

the presence and nature of a spirit,


Ob is 10 minus spirits Strength.

Calling upon the stars to answer a

Skill Type: Sorcerous

question, Ob 4. Interpreting celestial

Tools: No.

phenomena or omens, Ob 5.
Skill Type: Academic

Tools: Yes.

This skill teaches the character how

Restrictions: Men only

to use one and twohanded axes

BerAgi

to chop Off arms, legs and heads in


battle. The Axe skill can be used to

The manufacture and maintenance

make blade strikes with the weapon,

of crossbows.

Obstacles: Crossbow, Ob 2. Heavy

as well as strikes with the haft.

crossbow, Ob 3. Hand crossbow,

FORKS: Brawling, Martial Arts or


appropriate melee weapon skills

Ob 4. Siege crossbow, Ob 5.

Skill Type: Martial

FORKS: Bowyer, Blacksmith, Carpenter

Tools: An axe.

Skill Type: Craftsman

Tools: Workshop.

B
This is the talent to read an aura

Back Alley-wise

and see within it the present, future

Bad End-wise

and past. Au1'a readers can decipher


gossamer veils of emotion, deception,

.-"

clarity and purpose. This skill does

His bread, flatcakes and pastries

not grant the character the ability

make the baker an important fixture

to sec auras. That ability must be

is
<i~:.*=;-a. a-:1~-is:.;

in any civilized town.

acquired through a trait, prayer or

Obstacles: Peasant bread, Ob 1.

spell.

Flatcakes, Ob 2. Nice bread, Ob 2.

Obstacles: Detecting if the subject

.__.
,.

253

Pastry Mechanics, Ob 4.

another, Ob 1. Reading an aura

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*

Cream-filled buns, Ob 3. Advanced

is alive, dead, from this plane or

FORKS: Cooking

trait (like Aura of Fear), Ob 1.

Skill Type: Peasant

Reading mood (angry, calm, etc.),

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Tools: Workshop.

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Elves learn their history and that of

WIS

Years of traiiiiiig are required to

many others in mnemonic songs.

fine-tune the sensitive taste of a

Obstacles: Events of the current age,


()b 1; ef the T1111-(1 Age, Ob 2; of the

di5C@1'11i11g DW31'f- But 01166 lloned?


said taste can determine the type of

Second Age, Ob 3; First Age, Ob 4;

grain used, the type and length of

of the Years of the Sun, Ob 5; of the


(jreatiaa and befel-e time, Ob 6_

the b1'6Wi11g@ 110W 10115 it 1185 b13611 ill


the cask and even the wood of the

FORKS: Any appropriate history or

barrel.

Wise skill or song

Obstacles: Dwarven brews, Ob 1.

Skill Type: Academic

Mannish swill, Ob 2. Rat wine, Ob 3.

Tools: No.

Elven crap, Ob 4. Orcish puke, Ob 5.

Restrictions: Elves only

FoRKs: Grain Appraisal, Nogger


Skill Type: Craftsman

Banner-wise

Tools: No.

Bannerinanwise

Restrictions: Dwarves only in

Baawise

character burning.

l3astiOiis_oflIatrccl.__

___ Haired

Beer-wise

Channeling his mind-nunibiiig


rage, the Gate Forger is able to

,_

will

Begging can elicit a few coins from

create terrifying edifices. This skill

the victim (lD of cash). It may also

blends Architect and Engineer for

be used to replenish taxed Resources

the purpose of creating the looming

Obstacles, Typically: Obstacles are

tower fortresses in which the Orcs

aqua] to the Viatinfa \Vi]1_ Awal-(1

dwell. Also, using this skill, O1-cs

advantage diaa ta a aaaviaaina

((1?

may corrupt or adopt caves or

baggan

tgjipafihia

pi'eexisting towers and turn them


into something more suitable to the

FORKS, persuasion? Falsehood,

jag?

Soothing pjatitudaa
E

hoi'des taste. All tests are open

@nd@d-

Obstacles: Trench, Ob 1. Battlefield

Skill Type: Social

ji

Tools: NO.

.9

Bird Husbandry is the art of raising

,
.
Mannish structures to something
more Olvhkej Ob 1. Convert

Obstacles: Chickens, Ob 1. Pigeons,

FORKS: Siege Engineer


Skill Type: Artisan
Tools: Work shop.

and caring for our avian friends.

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Ob 2 Raplfllls Ob 3' Exotic btrdles


Ob 4. Tending to wounds and illness,

'
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use the Field Dressing or Apothecary

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Skill Obstacles
Skill Type: Forester

Restrictions: Ores only

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11-

fortifications, Ob 2. Palisade wall,


Ob 3- Small {Owen Ob 4. Convert

Dwarven structiires, Ob 2. Defile


Elven St1_uCtm_es1 Ob 3.

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A blacksmith forges iron and steel

Orcs with this skill know the power


structure and inner workings of

tools, implements and weapons.

their clanis legion and other legions

This is an arduous and time-

in the region.

consuming task, i'equiriIig tools and

FORKS: Oi'cwise

a workshop. Blacksmith can also be

Skill Type: \Vise

used to replenish taxed Resources


if the cliai'acter can find a suitable

Tools: Yes.

Black Metal Artifice \X/ill./Agility


This is the skill with which Dwai'ves

place to ply his trade.


Obstacles: Nails, Ob 1. I-Iorseslioes,
knives, stiri'ups, arrowheads: Ob 2.

create all their mundane and

Spear tips, plow: Ob 3. Simple

household metals. However, the

tools (Cooking, Blacksmith), Ob 3.

Artificers know a secret or two and

Swords, Ob 4. Complex tools

may imbue even their pots and

(Surgery, Astrology), Ob 5.

horseslioes with intense quality.

FORKS: Arniorer, lveaponsmitli

Using the obstacles listed below, a

Skill Type: Craftsman

Dwarf can create various tool kits.

Tools: Workshop.

if he so desires, he may increase his


obstacles by +2 Ob and grant the

BliioJ;ileLtiug_ __

final product a special +1D bonus to

Bloodletters believe that when

__ Berraptioii

all skill tests in which the tools are

a person is ill, his blood is

used.

contaminated with disease and


;imp11rit;ies. By draining blood from

Obstacles: Horseshoes, Ob 1. Mason,

the system, the bloodletter seeks to

Stone Ai't, Cooking, Blacksmith,


Black Metal Art tools: Ob 2.

purify him.

Armorer, \Veaponsmith, \Yar Art

Obstacles: See the Anatomy of Injury


chapter.

tools, Ob 3. Khirurgeons tools, Ob 4.


FORKS: \Vhite Metal Artifice, \Vai' Art

FORKS: Apotliecai' y, Surgery

Skill Type: Craftsman

Skill Type: Medicinal


Tools: Yes.

Tools: Workshop.
Restrictions: Dwarves only

erAgL

This skill allows the character


to construct small watercraft,
including canoes, dugouts, barges
and planked and tarred longboats.
Obstacles: Repair or retarring, Ob 1.
Dugout, skiff or raft, Ob 2. Rowboat

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or small barge, Ob 3. Large barge or

;:i.,;;:.I=-=5:-'~=.?~,_\

longboat, Ob 4. Small sailing vessel,


.

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Ob 5.

FORKS: Carpenter

-__!

If I ll li,i e'i i*l-:-;-5:_?*1rEf=:'gigit

Skill Type: Craftsman


Tools: Workshop.

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all attack, defense, basic and special


actions. Use the skill in place of

The bow is a simple, effective,


tensiondrawn we apon that launches
thin shafts at high velocity. This skill
allows characters to use said device

are described in the Fight and

as a weapon in battle.

Weapons chapters.

Obstacles: Rules for hitting targets


with bows are detailed in the Range

and Cover and Fight chapters.


Skill Type: Martial
Tools: A bow.

El,

,,,..",, .,.,

FORKS: Brawling or an appropriate


melee weapon skill
Skill Type: Martial

Tools: No.

Brawling

Bow.-.1;

Brawling is the undisciplined side

An Elven bowman learns more than

of ba1'e-fisted combat. Brawling

just how to fell an opponent with a

grants access to attack, defense

shaft. For years he trains to discover

and basic actions, but not special

the very heart and soul of the bow.

actions. Using the Brawling skill

When he joins the ranks of his fellow

in place of Power for the Lock and

protectors, the Bowyer comes forth

Push actions. Brawlers may also use

with his own personally crafted

found weapons. Found weapons

weapona product of a decade of

include: clubs, brooms, lamps,

leai'niiig and labor. This skill counts

rocks, sharp pieces of glass, towels


and pencils. These count as melee

as Bowyer and Fletcher.


Obstacles: Hunting bow, Ob 2. Great
bow, Ob 3. Horse bow, Ob 4. Elven
Bow, Ob 6. Arrows and flights, Oh 2.

weapons but rely on the Brawling


skill rather than a weapons skill.
Obstacles: The obstacles for Brawling

FORKS: \Voodci'aft

ai'e described in the Figlit and

Skill Type: Craftsman

Weapons chapters.

Tools: Yes. Expendable.

FORKS: Boxing, or melee weapon skill

Restrictions: Elves only

Bowyer

Bursa

from suitable wood. He also knows

Cavernous horns are sounded before

how to make bowstrings from gut.

the Oi'cs join battle. The horns strike

Obstacles: Making arrows, Ob 1.

one note: Despair. If the Despair

Making a hunting bow, Ob 2.

Shouters exceed the mean Will of

Making longbow or great bow, Ob 3.

their opponents, their margin of

FORKS: Carpeiiter, Carving

success is added to their opponents

Skill Type: Craftsman

hesitation for the duration of the

its?

F:

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conflict. Brazen Ho1'n tests are open

Tools: Yes. Expendable.


E,

ended.
Skill Type: Musical

This is the blanket term used to


describe all tiained, unarmed

i?*i:.

Tools: Yes, the brazen hornl


Restrictions: Orcs only

martial arts. Boxing and Martial

ii -

'ik4:(:.7;)

Arts skills allow a character to use

it.:5 1:

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i

if. -ii

Skill Type: Martial


Tools: No.

A Bowyer creates bows and arrows

B.u1|.]a|]

5il?iS'

Power for Push and Lock.


Obstacles: The obstacles for Boxing

"-1.

~ ~ fig:~

201

' H

.|

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obscure laws and paying bribes to

A B1'gWg1' is 3 Spgcjaljzed n1j11g,]_' Who

'

grinds grain to ferment into alcohol.

10b5-

Obviously, this practice requires a

Obstacles: Locating a bureau or

mill (or at least some ground grain)

office, Ob 1. Filing forms, Ob 3.

and a vat, if not an actual brewery.

Foi'ming a committee, Ob 4. Finding

Obstacles: Peasant brew, Ob 1.

a coherent policy, Ob 5. Locating

Priestis brew, Ob 2. Mei'chants brew,

a mid-level bureauci'at, Ob 6.

Ob 3. Nobles brew, Ob 4. Amount:

Obtaining useful information in a

for home, no penalty; for a small

timely manner, Ob 7. Finding Lord

hostel, +1 Ob; for a tavern or pub,

Julius, Ob 8.

+2 Ob; for a brewery, +3 Ob.

FORKS: Research, Etiquette, Soothing

FORKS: Miller

Platitudes, Falsehood

Skill Type: Craftsman


Tools: Workshop

Skill Type: Special


Tools: No.

Butchery

Bribe-wise
|B[1;1;al |1] 1]]1'd3f1'Q1]

I-I:-itred

The most cunning and brutal of


Orcs learn how to channel their own
inner fires to cow their brethren.

Hatred. All tests ai'e openended.


FORKS: Torture (when applicable),
Interrogation

edible oi'tions.
P
Obstacles: Fowl, small game: Ob 1.

Monster, Ob 5. Human, Ob 6.
Skill Type: Peasant
Tools: Yes.

Tools: No.

at.l-it

Restrictions: Oi'cs only

Cadence~wise

Burden of the Crown-wise

is

Bureaucracy c

__

C1,

Wilt

Bureaucracy is the knowledge of

the hierarchies within a codified

as the Hunting skill.


FORKS: Song of Paths and lvays,
Rhyme of Rules

impel the bureaucracy to move in a


certain direction. Often it involves
filling out lots of forms, researching

-\_

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Call of the \Vild obeys the same rules

Skill Type: Peasant

Yalja

This skill allows characters to


to accomplish certain tasks or

J
--

[,1

government of Officials (or bureaux).


navigate said structures in order

202

carve an animal or carcass into

Skill Type: Social

.,!!?

=i..~

. Eer[AgL

horse, Ob 3. Exotic animal, Ob 4.

Intimidation skill, rooted from

.'1!_,f""

Bntchei's know how to kill, cut and

Pig, lamb, goat, Ob 2. Cow, deer,

Brutal Intimidation is a special

::~1?.3T :

PGOPIB WIIO H113 VCYY lJO1'B(l W'lTl1 Tll -ll

Tools: Yes.
Restrictions: Elves only


\-.

The Lists

Tl:
-v
.
___.

Simple sea charts, Ob 5. Detailed sea


Calligraphy is a formal, stylized

charts, Ob 6. Topographical maps,

handwriting that is required for

Ob 7.

communicating with religious, royal

FORKS: Calligraphy, Illumination

or governmental bodies.
Obstacles: Signature or identifying

Skill Type: Academic


Tools: Yes. Expendable.

mark, Ob 1. Formal letter, Ob 2.

Sacred texts, Ob 3. Imitating writing

Cartwriglits build wheeled

. I I

style, Ob 4. Imitating sacred style,

conveyances to be hauled by

Ob 5.

animals.

FORKS: Write

Cargo-wise

_,

sis:

In
.

Obstacles: \Vheelbarrow or puslicart,

Skill Type: Academic


Tools: Yes.

Campaign-Wise

,,

Ob 1. Rickshaw or twowheeled cart,


Ob 2. Four-wheeled wagon, Ob 3.
litney, Ob 4. Carriage, Ob 5.
FORKS: Carpentry

Skill Type: Craftsman


Tools: \ll/orkshop

A carpenter can select suitable


trees, cut the lumber and use it to

Carving is the careful shaping and

build structures, implements and

engraving of wood.

furniture. Carpentry is a great way

Obstacles: Simple carving or shape,

to replenish taxed Resources.

Ob 1. Wood blocks with pictograms,

Obstacles: Simple box or shelf, Ob 1.

Ob 2. Complex carving or shape, Ob 3.

Cup, bowl, stool, ladder: Ob 2. \Yall,

FORKS: Carpentry, Etching,

table, chair, cabinets: Ob 3. A slatted

Engraving

floor, Ob 4. A wooden staircase, Ob 5.

I,

Skill Type: Craftsman

FORKS: Engineer, Carving

Tools: Traveling Gear

Skill Type: Craftsman

Cave-In~wise

Tools: \Yorkshop

n Cave-wise
Cartography is the school of map-

-:_

ii:fiat?
nib}-

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Champion-wise

making. This skill imparts a hand

it

i -~.

for illustration and an eye for detail.

Chandler

And since Cartography is somewhat

The Chandler skill allows characters

._

a language of its own, this skill also

to make candles from wax and tallow.

F-1)!

f'.;;I'r.

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,"'l'i""ir}!:'I'T

allows the interpretation of other

Obstacles: Single use candle from

maps.

fat, Ob 1. Single use candle f1'0I11

'15,.-.9"

Obstacles: Simple local, rural area

wax, Ob 2. Multiuse candle, Ob 3.

T-ggiw -

maps, Ob 1. Detailed rural area

Candle of hours, Ob 4. Pope candles,

Ob 5.
Skill Type: Craftsman

maps, Ob 2. Simple urban maps,


Ob 3. Detailed urban maps, Ob 4.

Tools: Yes. Expendable.

'**~~.*,

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Chattel-wise

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Cheating-Wise
This Dwarf knows the long and

sordid past of the various clans

Child-Rearing is used to raise

their oaths, grudges, great works

children with the proper values and

of art and the probable size of their

manners. The skill can also be used

hoards and halls.

as Instruction, Cooking and Field


Dressing, but only for the benefit of

Obstacles: General history and


well-known names, Ob 1. Grudges,

children.

Ob 2. Oaths, Ob 3. Obscure deeds or

Obstacle: Will of the child or as

names, Ob 4.

appropriate skill.

Skill Type: Academic

Skill Type: Social

Tools: No.

Tools: No.

Restrictions: Dwarves only in

Chronology_nI_Kings_Reic.epii:i1i

character burning

A ballad of history, telling the story

Clan-wise

of all the great Dwarven kings, their

Climbing

deeds and their riches.

i i f

U3? 3:-l'

navigate sheer surfaces using rope,

Ob 2. Princes and kings of old, Ob 3.

harnesses and really strong finger

Original kings, Ob 4. Oatlibreaking

muscles. In addition, rougher

kings and princes, Ob 5. Cowardly

surfaces can be scaled with bare

princes and kings, Ob 6. Adventurer

hands.

princes and kings, Ob 7.

Obstacles: Easy climb (a rocky hill,

FORKS: Ancient and Obscure History

a tree or a fence), Ob 1. Moderate

Skill Type: Academic

climb (inclined rock wall, a


treacherous tree), Ob 2. Difficult

Ch
,_.__1_!!'(_.l'1
Law

Perception

This is a specialized legal skill

climbing), Ob 5. Suicidal climb (bad

law. Church Law is quite different

conditions, overhangs, ice), Ob 7.

than civil or courtly law. The


punishments for crimes are religious
in nature, not monetary or corporal.

is
. (fa)
.,,,

climb (straight rock wall), Ob 3.

Dangerous climb (sheer rock


wall), Ob 4. Impossible climb (ice

dealing only with ecclesiastical

'

FORKS: Knots, Rigging


Skill Type: Physical
Tools: Yes. Expendable.

Obstacles: Iurisdiction, Ob 1.
Sentencing, Ob 2. Calling a council
or issuing edict or bull, Ob 3. System

The fine art of dyeing cloth and

of tithe, Ob 4. Interpreting scripture,


Ob 5.

Obstacles: Red, orange, yellow, green,

making the color keep.


brown, gray, Ob 1. Blue and purple,

Skill Type: School of Thought

Ob 2. Crimson and scarlet, Ob 3.

Tools: No.

Black, Ob 4. Royal purple, Ob 5.

Citadel-wise

FORKS: Herbalism, Vintner

City-wise

Skill Type: Craftsman

Tools: Yes.
""I.

-I

Tr.

F
-|_
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2 Q5:

r A Speed

Ob 1. Your current king or prince,

Tools: No.

H-

This skill allows the character to

Obstacles: Your clans noble lineage,

Ii.

i-rig

.-.

The Lists

.1

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1b.

_-

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1':

Coarse Persuasior

_ _

Will.

This bizarre social art is apparently


a method of coercion and persuasion

Cnmmand e

I Will

Command is the ability to deliver


curt and effective orders on the field

among Dwarvenkind and consists

of battle. A characters command

of a lot of backslapping, grinning

radius only stretches as far as the

and reassurances: Come on! Youll

sound of his voicea fairly short

love it. That otl1er folk often find

distance on thebattlefield. But to

it charming and endearing is one of

those around them, a commander

Obstacles: Command can be used

victims Will. Obstacle increases

to negate hesitation of characters

for 1'eally outlandish requests and

in battle. The obstacle is the

proposals.

amount of hesitation. Margin of

FORKS: Intimidation, Interrogation,

success is subtracted from all

Ugly Truth
Skill Type: Social
Tools: No.
Restrictions: Dwarves only

hesitation Within the Commanding

511-W5

can be a great boon.

the wonders of the WOI'l(l.

Obstacles: Obstacle is equal to the

Cobbler

::'l
I

characters presence. Obviously, the


Commanding character cant be
hesitating during this. In the Range

Perldgi

Shoes, glorious shoes. The Cobbler


makes all types of foot coverings,
from the utilitarian to the

and Cover mechanics, a Command

test vs the highest Will on your team


may count as a linked test for the
team members field maneuvers.
FoRKs: Oratory, Conspicuous

fashionable.
Obstacles: Sandals or sabots, Ob 1.
Shoes, Ob 2. Boots or fashionable
shoes, Ob 3. Extravagant courtly
fashion, Ob 4.

Skill Type: Social

Tools: No.
C3111P35itln
Twill/P3!
Composition is the discipline of
L

formally arranging ones ideas in

Skill Type: Craftsman

Written form. Using this skill, a

Tools: Yes. Expendable.


C

EC.

1 1

:E;,,",B

This is a specialized natural magic


skill that is similar to Etiquette.
The Elves long years allow them
to delve deep into the culture of a
place and people. Wlien dealing
With any Citadel-born Elf, Code of

the Citadels may be used in place of

cl1aracter may compose lengthy

Ia-1'12

books or pen erudite letters.

list

Obstacles: Letter, Ob 1. Essay, Ob 2.


Editorial, Ob 3. Book, Ob 4.

lT~ lll rui

FoRKs: Write, Research and skills

applicable to the content

:3 :-'15

Skill Type: Academic

gs ".

Tools: Yes. Expendable.

Q.

Etiquette.

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Skill Type: Social

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T0015: No.

Restrictions: Elves only

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Qonspiciioiis

will

Characters with the Conspicuous

Per,/A gi
Similar to a Blacksmith or Wliite-

skill can make themselves noticed


above all in a crowd or scene.

smith, a Coppersmith specializes in


the use of copper.

Obstacles: Attracting attention to

Obstacles: Roof tiles, Ob l. Bowls and


cups, Ob 2. Coins, Ob 3. Cooking

oneself in a crowded room, Ob l.


In a busy shop, Ob 2. On a busy

tools, Ob 3.

street, Ob 3. In a massive, gathered

FoRKs: Blacksmith, Whitesmith

crowd, Ob 4. In a pitched battle,

Skill Type: Craftsman


Tools: Workshop.

Ob 5.
FORKS: Command, Oratory

C[[.|.

Skill Type: Social


T 1 N

Counterfeiting is the tiniehonored

00 S

art of illegally duplicating money

C0nt1&Ct-Wise
C

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either clipping coins or cutting dies

I .

,.

Preparing meat, veggies and grains


[01, yummy consumption (Or not).
Obstacles: Simple meal for one,
.
_
_
Ob 1' S1mlJl6.meal fol the gl Oupi
Ob 2. Whipping up a meal from
_ d
.
_ d,
Ob 3'
ina B'q113t61I1g1E.5 ients, I
Cooking something special or fancy,
Ob 4. Cooking something exotic and

impoi'tant, Ob 5.

to replicate printed material.

Obstacles: Coin clipping, Ob l. Die


stamps, Ob 3. Coins, Ob 4. Printed
material, Ob 5lO depending on
1 _
comp exity.
FORKS: Forgery, \Vhitesmith,
Al 1
E 1 _
ciemy, tc iing
Ski Type: Craftsman
T

ls. Y S EX

00 '

B '

d bl

T pan a

6'

Countryside-wise

PETERS: Herbalism, Apothecary,

Cr0p_wise

acing
Skill Type: Peasant

Crossbow

The crossbow is a mechanical,


tension-drawn missile weapon. The

Tools: Traveling Gear

II-

A Cooper uses iron, wood and wax


to make barrels to store wine, grain
and other sundries necessary for the
survival of the village.

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most basic crossbow uses a hook


system to hold the di'awn bow string
so the weapon can be loaded. More
complex examples use a stirrup,
lever or winch to draw the bow. They

Obstacles: Barrel staves, Ob l. Barrel

are very powerful weap ons, however,

hoops, Ob 2. Barrel lids, Ob 3.

they are slow to load and difficult

Watertight barrels, Ob 4.

to manufacture. The Crossbow skill

FoRKs: Carpenter

allows the character to this weapon

Skill Type: Peasant

in battle situations. Consult the

Tools: Workshop.

Range and Cover and Fight chapters.


Skill Type: Martial
Tools: Yes, a crossbow.

Crowd-wise

Ill $_ ,, _,,

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Cryptography is the art of creating


and deciphering codes.

Demoriology

Perception

devils. This is an academic skill that

set the obstacle to decipher with

does not necessarily involve the act

Research or Ci'yptograpliy.

of summoning.
Obstacles: Identifying spirit activity
as opposed to magic or a prank,

Obscure History

Skill Type: Academic


Tools: No.

Ob 1. Identifying type of spirit


(named, unnamed, lessei', greater,
dead, deity, etc.): Ob 2. Identifying

type of summoning (circle, blood

This skill allows the character to

calling, binding, unwanted, etc.):

use short, singlel1anded and long,

Ob 3. Identifying a spirits price,

double-lianded blunt implements

Ob 4. Identifying a spirits powers oi

(aka clubs and staffs) as weapons.


Obstacles: See the Fight chapter.

abilities, Ob 5.
FORKS: Ancient and Obscure History,

FORKS: Brawling, Martial Arts,


Boxing, or any melee weapon skill

i i-i5

history and behavior of demons and

Obstacle: Cryptog1'apl1y successes

Cudgel

I-I.

Summoning, Doctrine
Skill Type: Academic

Skill Type: Martial

TOOIS: NO.

Tools: Yes, a big stick.

DignityI of the
1

122.] 1

EH," T

Dignity of the Wilderlands is an

Daily Bread-wise

exploration of the culture and ritual

The art of moving the body in time

Etiquette when dealing with Wilder-

of the Elves of the Wilderlands. This


skill song may be used in place of

with rhythm in an expressive n1aiinei'.

born Elves.

Obstacles: Simple folk dance, Ob l.

Skill Type: Social

Proper, polite dance, Ob 2. Formal


or seductive dance, Ob 3. Complex

FORKS: Acting, Seduction

I ?4|'|1.

Restrictions: Elves only

._
_

or ritualistic dance, Ob 4. Arcane or


cabalistic dance, Ob 5.

I5._
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TOOIS: N0.

t"

,
ReI[AgL

Disguise is the art of changing ones

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L

'-

face or appearance to look like

Skill Type: Physical

another person or ethnicity.

Tools: No.

{ill F'3T?T

Obstacle: Dz'sg'm'se gentler, Ob 1.

Darkened Streets-wise

Dfsgm'se social class: City dweller,

Darknesswise

Ob 1; Merchant or priest, Ob 2.

sllflhlllp

Peasant, Ob 3. Noble or wizard,


Ob 4. Disguise stock: Man/Orc,

Ob 2; Dwarf/Man, OlC/T1Oll, 0111/


Roden, Ob 3; Roden/Man, Elf/

\1-5??

Man, Ob 4, Dwarf/Roden/Troll,

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Demonology is the study of the

'

FORKS: Symbology, Astrology, ,

::

T._

T:T

I a 5,:

:1

4%}; H,

if .i"<i:2 i.l.iWi"iiii.i .}.1*:i.5"@ii i

i
,,

Ob 5. Elf/Rodenf Troll, Ob 6. Orc/

P"

Elf, Ob 7. Roden/\Volf, Ob 8. Other/

\Volf, Ob 9. Anyf Spider, Ob 10.


FORKS: Acting, Theati'ics
T H-

Skill Type: Special

.,-_

Tools: Yes. Expendable.

"S--I5

"-'_'_-"'

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Power

-*.=-..-=.~*-I~.-"=.____"__-;_.

The fine and rarefied art of putting

I-I

holes in the ground.

Obstacles: Grave, Ob 1. Latrine,

3'_
.-,' --'"
-:1-:._
-it

I--"I
'

The Doctrine of Nightls Blood

Ob 2. Trench, Ob 3. Mass grave or

contains the terrible laws of the

pit, Ob 4. Moat, Ob 5.

Servantls Cultwhoni they serve

Skill Type: Peasant

and why.

Tools: Yes.

Obstacles: Destruction, Ob 1.

llO_cJ1ine

.._

Madness, Ob 2. The Powers of the

Doctrine describes the tenets and

Master, Ob 3. The Void, Ob 4. Self-

beliefs of a particular i'eligious faith.

Abnegation, Ob 5.

A character may only take the

FORKS: Sei'vantwise

following variations if they were

Skill Type: School of Thought

available on his lifepaths or through

Tools: No.

geiiei'al skill points:

Restrictions: Orcs only in character

Cult Doctrine is the application of

burning

a belief system to a 11oi1standai'd,

Drama~wise

unapproved or independent school


of thought.
Foreign Doctrine is the knowledge or
study of an accepted popular religion

versus test between drinkers.

Heretical Doctrine is the

vi

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'.:'=:.':

and not showing it.


Obstacles: This skill is best used as a

fi'on1 another land or culture.

at

Drinking is skill of getting drunk

Skill Type: Special

understanding and knowledge of a

Tools: NO.

set of beliefs and tenets that ai'e an


offshoot of the popular religion but

nanng

are not commonly accepted by the

Motivating a team of oxen or horses

\l.i{1'l1Ag1'11't_ii

religious power structure.

is an arduous task that requires skill

Obstacles: Common, popular beliefs,

and a certain delicacy. The Driving

Ob 1. Citing relevant passages

skill is used for inaneuvei'iiig carts

fi'on1 common i'eligious texts, Ob 2.

and carriages over roads.

Naming an obscure saint, Ob 3.

Obstacles: Use this skill in place of

FORKS: Philosophy

Riding when deterniining pursuit

Skill Type: School of Thought

or the celei'ity of travel. It would

Tools: No.

also be used in the i'ai'e case of field


maneuvers involving carts and

Hit

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chario1:s.

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Skill Type: Peasant


_

tat

Tools: N0.

F"'
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The Lists

:El

DW'5!1V!1R_1_1!'1l3 Scrip];
Dwai'vei1 Society is a literate one.

the curing of skins, carving of

Dwai'ven children are taught to

i i-"IS

wood and tuning of hollows for

decipher and inscribe i'uiies from a

the n1anufactiii'e of percussion

very young age. This skill counts as

instruments.

both Read and \Vrite for Dwarves.

Obstacle: Small hand drum, Ob 1.

Obstacle: As for Read and W'i'ite.

Bhadran or tabor, Ob 2. Timbrel

FORKS: History skills, Chronology of


Kings

Ob 4.

Skill Type: Academic

FORKS: Carpentry

Tools: Yes, writing only. Expendable.

Skill Type: Craftsman

Restrictions: Dwarves only in

Tools: No.

character burning

Drunkard-wise

.__._ _
_
-"=i-T-' "1

Per

The Di'um Maker skill involves

or tambourine, Ob 3. Kettle di'um,

I-I
|'
. -I '

:;

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\XillEm:

Dwarves can really put it away. They


doift try to hide their inebriation,
either. They drink to get i'oai'iiig
drunk. And they let everyone know

it. Use this skill when a Dwarf needs


to get drunk and loud quickly. The

Dye Manufacture teaches where to


find materials and how to convert
natural substances into dyes.
Obstacle: Common colors, Ob 1. Exotic
colors, Ob 2. Royal colors, Ob 3.
Skill Type: Ci'aftsinai1
Tools: Yes. Expendable.

moi'e successes, the fastei' he gets

El

drunk. This is not meant to imply


that he needs less alcohol than
another, less skilled drinker. On the
contrary, he needs more, in bigger
cups, faster!
Obstacles: Make a versus test between

A Dwarf with this skill can tell the


from and generally how old it is.

you and your friends for getting

Skill Type: Wise

di'ui1k the fastest. And Di'uiiking vs

Tools: No.

Perception for app earing sober to


your wife, superior or the guards.

ti
3:

type of earth and stone, where it came

in
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FORKS: Beerwise

Elven Artifact-wise

*~IIli r

Skill Type: Special

Elven Art-wise

teas
kg;-1: ii,

Tools: No. (Unless you count beer.)


Restrictions: Dwarves only

Elven Blade-wise

Dwarf-wise

Elven Citadel-wise

Dwarven Art-wise

Elven Ranger-wise

hii

Dwarven Heroeswise

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Elven Script combines disciplines

Enchanting is a school of magic that

of reading and writing into one

instructs the sorcerer on techniques

literacy skill. Elven culture is more

for inibuiiig seemingly mundane

disciplined in educating its youth

objects with wondrous and magical

than nearly any other.

properties.

Obstacle: As for Read and Ylirite.

Obstacle: See the Enchanting chapter

Skill Type: Academic

in Magic Burner.

Tools: Yes, writing only. Expendable.


Restrictions: Elves only in character

Skill Type: Sorcerous

Tools: Yes. Expendable.

E..

bui'niiig

E.

Engineers ai'e leai'ned men. They


An einbroiderer stitches designs into
cloth.

possess the knowledge of the myriad


factors used in designing and

Obstacles: Simple embellishment,

constructing complex structui'es.

Ob 1; Fancy dress, Ob 3; Complex

Usually engineers direct a team of

patterns, Ob 4; Ornate Finei'y, Ob 5.

masons, carpenters, blacksniitlis

FORKS: Sewing, \Yeaver

and laborers in the construction of a

Skill Type: Craftsman

building or bridge.

Tools: Yes. Expendable.

Obstacles: Determining load on


structui'al wall of simple building,
Ob 1. \Yall, obelisk or column, Ob 2.

Empyrealia is the study of the


hierarchies, courts, and denizens
of the celestial halls of light.

FORKS: Architect, Mason, Carpenter

It is essentially the opposite of


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Skill Type: Artisan

Demonology.

Tools: Yes.

Obstacles: Identifying spirit activity


as opposed to magic or a prank,

Ensmlins

Ob 1. Identifying type of spirit

Engraving is the careful art of

(named, unnamed, lesse1', greater,


dead, deity, ctc.): Ob 2. Identifying
type of summoning (circle, blood

stone.
Obstacles: Simple low reliefs, Ob 1.
Complex low reliefs, Ob 2. Simple
high reliefs, Ob 3. Mezzo-relievo,

Skill Type: Academic


Tools: N0

t pp
im-

ii

-1-

Skill Type: Artisan


Tools: lvorkshop.

any ritual type skill

270 ska

Ob 4. Complex high reliefs, Ob 5.


FORKS: Etching, Mason

FORKS: Doctrine, Summoning and

It

carving symbols into unyielding

Ob 3. Identifying a spirits price,


Ob 4. Identifying a spirits powers or

it

2 is s __Aa'1iI:-r

calling, binding, unwanted, etc.):

abilities, Ob 5.

at .,.

Stone arch, Ob 3. Stone bridge, Ob 4.


Dome, Ob 5. Fortress gate, Ob 6.

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The Lists

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Ensuring that an estateits workers,


animals, rolling stock and crops
are all well managed and tended to
is a demanding and tedious task.

___

Eer iore

stone is a special art.


Obstacles: Trench or pit, Ob 1.
Small foundation, ()1; 2_ Shallow
mine shaft or hurried tunnel, Ob 3.

Obstacles: Managing a household,

Moderate foundation, Ob 4. Mine

Ob 1; Manor, Ob 2. Fortress, Ob 3.

shaft, Ob 5. Canal or moat, Ob 6.

Castle, Ob 4.

Large foundation or tunnel, Ob 7.

Skill Type: Special

Deep mine shaft, Ob 8. Massive

Tools: Nothing but an estate.

foundation or tunnel, Ob B. Clearing


a rockfall or cave-in, Ob 4. Clearing

Estate-wise

a bad collapse, Ob 7.

FORKS: Mining, Prospecting,

Etching is the delicate skill of


scratching indelible symbols into

Engineering

metal.

Skill Type: Craftsman


Tools: Yes.

Obstacles: Burnisliing, Ob 1.

Restrictions: Dwarves only

Embossing simple pattern, Ob 2.

Extortion

Inlaying a simple pattern, Ob 3.


Embossing 3 Clgl pgex pattern Ob 4'
amascemng,
.
FORKS: Etching, Whitesmith

will

Extortion is a popular skill at


parties! Using it you can threaten
friends and enemies alike so they
pay you to remain safe and healthy.

Skill Type: Craftsman

Makes a great way to recover taxed

Tools: \Yorkshop.

Resources.

EtharchWise
Eliqlleill

an-_._

and quickly removing rock, dirt and

recover taxed Resources.

"':~-_-

Fifi

For Dwarves, delving into the earth

The primary use of this skill is to

Etching

Obstacles: Extortion can be used in


_

YilillLEeL

Etiquette is proper courtly behavior.


one Cannot make mquests of
the Court Without knowing the
appropriate social rituals.
Obstacles: Propei etiquette for a
minor lord, Ob 1. Proper etiquette
for a baronial lord, Ob 2. For a ducal

the Duel of Wits. Outside of those


i'ules the obstacle for an Extortion

. _.

test is the Will exponen of the victim


plus any situational disadvantages.
FORKS: Intimidation, Interrogation,

otltitii
rs. j t.-Mi;

Falsehood, Ugly Truth


Skill Type: Social

Tools: No.
isitm

as =2

lord, Ob 3. For the king, Ob 4. For


the queen, Ob 5. For the queen-

fr.

n1otlie1', Ob 6.
FORKS: Soothing
Platitudes, Falsehood
Skill Type: Social
Tools: No.

if-lit

Everybod_vs Innocent-wise

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Dwarves a1'e very particular about
their boundaries. This skill teaches

Faith-wise

Ealconry _ ii

o c

WiHLBeL

A falconer t1'ains hunting hawks.

the art of constructing sturdy fences


and walls, and the etiquette of
deciding where they should lie.

Falconry is a ve1'y popular and

Obstacles: Dividing fa1'm fields, Ob 1.

expensive sport among nobility of


all stripes.

Dividing pasturage, Ob 2. Dividing

mines and veins, Ob 3. Dividing tax

Obstacles: Falconry contests can be


resolved with a versus test between

districts, Ob '-I.
FoRKs: Chronology of Kings, Mason

two falconers. Otherwise use the

Accounting, Carpenter

following: Capturing small game,

Skill Type: Special

Ob 1. Spotting or signaling, Ob 2.
Dispatching a message, Ob 3.

Tools: Yes. Expendable.


Restrictions: Dwarves only in

Skill Type: Forester

character bu1'ning

Tools: Yes and a falcon.


Field Ilrgssing

___

Wilt

Falsehood is bare-faced lying.

by soldiers in the field who a1'e

Obstacles: Base obstacle for Falsehood

forced to tend to their own wounded.

is always the Will of the cl1aracter

It imputes a bare knowledge of

you are deceiving. Add an advantage

anatomy and assumes a splash of

die if the lie is believable, damn good


or has some kernel of known truth to

ififg 5)
- "i TIT?!

chapter in the Burning \Vheel for

or just a bad lie: That wasnt me,

Field Dressing treatment obstacles.

that was my twin brother! +2 Ob. ..

FoRKs: Herbalism, Surgery


Skill Type: Medicinal

Skill Type: Social

4'-H '

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'

common sense.
Obstacles: See the Anatomy of Injury

it. lncrease obstacle if it is a whopper

FORKS: Persuasion

I.

Eergeptign

Field Dressing is the skill acquired

Tools: Traveling Gear. Expendable.

T0018: No.

Fire and Steel-wise

Family-wise
Family Secret-wise
Farming

Pistols, arquebuses and even muskets

Eenception

Farming is the prodigious knowledge

of seeding, planting and harvesting.

.9 fr

Elkl

Obstacles: Barley and millet, Ob 1.


Wheat and oats, Ob 2. Flax and
hemp, Ob 3. Hiring samurai to
protect crops from bandits, Ob 7.
Skill Type: Peasant

may be safely and accurately


discharged using this skill. This
skill may be taken unde1' the
Appropriate Weapons heading if it is
indeed germane to your game. Use
Munitions fo1' building and creating
ammunition for said weapons.
Obstacle: See Range and Cover and

Fight chapters.

Tools: Yes.

FoRKs: Crossbow

Fealty-wise

Skill Type: Martial


Tools: Just a gun.

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gather enough i'oots, fruit and greens

to their needs under any conditions.

from the land to feed himself in

Characters without Fii'ebuilding who

times of austerity. Usually Foraging


is a day long endeavor.

light fires in the forest are liable to get

into trouble.

Obstacles: Starvation rations, Ob 1.

Obstacles: Campfire, Ob 1. Bonfire,

Feeding yourself in the wild, Ob 2.

Ob 2. Smokeless fire, Ob 3.

Feeding yourself near civilization,

Concealed fire, Ob 4. Increase

population or an army, Ob 3.

obstacles by +1 for poor quality

Feeding yourself in wasteland, Ob 4.

wood and wet weather.

Feeding yourself in winter, Ob 5.

Skill Type: Forester

FORKS: Hunting, Herbalism

Tools: Traveling Gear. Expendable.

Fishing .

l="ll~"l~lf
'
tesFF&?"."=

Using Foraging, a character can

to light and maintain a fire suitable

'-

Firebuilding teaches characters how

Skill Type: Forester


,

.1.

Tools: No.

EerAgi

The basic skill teaches characters the


nature of fish, where they live and

A character with this skill has

what they like to eat. Hopefully, this

learned foreign languages over the

knowledge should help catch some.

cou1'se of his life. Test this skill when

Obstacles: Feed yourself, Ob 1. Feed


a Small group, ()1) 2_ Feed tlle 1101156,

3ttemPtinS to Communicate with


another character in a language that

Ob 3. Feed the village, Ob 4. Feed

is T1013 Y0111' 1111131"! K1118116-

tlie congregation, Ob 5.

There are constraints based on which

Skill Type: Peasant

level of speech you aim for. You can

Tools: Yes.
E

,,

conversational language, but there

- 1 1
t1 f
ti 11
ale 10 6 SW3 IS 0 meamng _1a

A fletclier creates suitable arrows and

cant express ideas in metaphor or

S ac es: ummg OW
'
Crossbow or great bow, Ob 2.

other abstract concepts. Good luck


expressing the meaning behind your
.
actions.

Heavy crossbow, Ob 3. Hand


crossbow, Ob 4. Artillery, Ob 5.

r-.. r_ 1-;

Here are some suggested failure

FORKS: Ca Vin Ta
'n
1
gi
Hm g
Skill Type: Craftsman

results: The character is able


to communicate, but screws up

Tools: Yes. Expendable.

the words for numbers, ordinal


directions, etc. Or the character can

Floclowise
E

I.

f; U

understand what is said, but canlt

Folklore encompasses the folk

. .
beliefs 1n a culturea catalog of

make l11S speech understood. Or

-_..- '-h

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you can on Y U56 Sing 6 Wolds

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d
an_

gestures to get across your meaning.

superstitions, tall tales and legends.


Obstacles: Folklore Obstacles are

Obstacles: Close dialect to your native

described in the Magic Burner.

,'?|;.lfi 4*

tongue, Ob 1. Obscure or thick

FORKS: Symbology, Ancient and

dialect of your native tongue, Ob 2.

Obscure History

Simple or related language, Ob 2.

Skill Type: Special

Tools: No.

1-""i,Ia' ?._-

are simply beyond your grasp if you

bolts for bows and crossbows.


Ob t 1
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b
Ob 1

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it

cover basic ground with survival/

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Difficult language, Ob 3. Complex

Eorgery

language, Ob 4. Mystical/esoteric

Forgery is the ability to copy

language, Ob 5.

Rer[Ag'i

documents, signatures and seals

Conditional modifiers: Using gestures,

flawlessly.

pointing, visual references, +1D.

Obstacles: Mimic document style,

Survival language/conversational

Ob 1. Mimic handwriting, Ob 2.

language, No penalty. Pl1ilosopliical/

Forge signature, Ob 3. Forge stamp/

abstract concepts, +2 Ob. Formal/

seal, Ob 4. Perfectly duplicate a

ritualistic concepts: +1 Ob. Dead

document, Ob 5. Perfectly duplicate

language: +1 Ob.

a signature, Ob 6. Perfectly

Skill Type: Social

duplicate handwriting, Ob 7.

TOOIS: No.

Perfectly duplicate stamp/seal, Ob 8.


FORKS: Calligraphy, Scribe,

Forest-wise
E

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Illuminations

EH," ,E

Skill Type: Special


This special skill teaches the secrets

Tools: Yes. Expendable.

of building the sacred fires of

E.

EH.

,M,

Dwai'ven forges, which burn hotter

,1

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\._

Characters with Formation Fighting

Elves and Ores. Such heat allows

training have been taught how

the Artificers to further refine

to fight sl1oulde1'tosliouldei' in a

their incredible metalworks. When

regiment. Characters in formation

building a forge, an Artificer may

may help each other with Steelbased

imbue it with i'unes of everlasting

nianeuvers in Range and Cover. In

heat and unwavering temperature,

Fight, if fighting shoulder to shoulder

which grant advantage dice to the

with an ally (or allies), reduce the


Outnumb cred penalty by one.

user. To do so, the Artificer must

:-: JrQ-,;s"'.'.
.

and cleaner than the forges of Men,

'1" \

increase his own obstacle by +2 Ob.

Skill Type: Military Training

Each +2 Ob builds +1D into the


forge, so long as the final obstacle is

Tools: No.
Training Root is for Aptitude only.

met, of eoui'se.

E ,.[. ,.

Obstacles: Forge Bellows and pumps,

Fortifications is a specialized

Ob 1. Small Kiln, Ob 2. Large Kiln,

,.

military skill centering on the

Ob 3. Small forge (one smith), Ob 4.

construction of defensible positions.

Mid-sized forge (two smiths), Ob 5.

This skill works well with the Range

Large forge (five smiths), Ob 6.

Er

and Cover rules.

Skill Type: Artisan

Obstacle: Fences, barricades (increase

Tools: Workshop.

level of cover by one), Ob 1. Walls

Restrictions: Dwarves only

(+1D position), Ob 2. Palisades (+1D


position and increase cover), Ob 3.
Dugouts and trenches (+2D position
and increase cover by one), Ob 4.

ii

FORKS: Engineer, Mason, Architect

tr .

Skill Type: Military


Tools: Yes.

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Gem Artifice teaches the secrets

iU?i.S

of cutting precious stones so they


This skill represents the cliai'acters .
skill, knowledge and luck with

shine like stars in candlelight and


shimmer like eldritcli fire in the

gambling. To use this skill, first

sun. Any gem cut using this skill

make a wager or set a prize: an item,

may be used as a matrix by an

animal, piece of property or cash

enchaiitei' to create an item of power.

generated f1'om a Resources test.

Secondly, the Resources obstacle

Then make a versus test against

of any gem or stone manufactured

another gambler. The winner walks

using Gem Artifice is increased by

away with the prize.


FORKS: Strategy Games
Skill Type: Special
Tools: Traveling Gear.

Qa
There is a certain cult among the
Dwarves fascinated by, and very
knowledgeable about, games of
chance. The games include dice,
cards, and keg and mug spinning.
To use this skill, first set a Resources
obstacle for the prize. Then make
a versus test against the other
gambler. The winner of the test
walks away with the prize. The loser
must make a Resources test equal
to the prize obstacle. If the loser

one automatically. The value may be


further increased by one by adding
+2 Ob to the test before the dice are
1'olled.
Obstacles: Polishing Gems, Ob 1.
Shaping Opals, Ob 2. lvorking jade,
Ob 3. Cutting and faceting sapplii1'e,
Ob 4. Cutting and faceting rubies
and emeralds, Ob 5. Cutting and
faceting diamond, Ob 6. Arkenstoiie,
Ob 10.
FORKS: \Vhite Metal Artifice
Skill Type: Artisan
Tools: W'orkshop.

Restrictions: Dwarves only

H,

Hm, ,, .,.,

Many Elves delight in the simple and

passes his Resources test, the winner

sti'aiglitforwai'd art of cutting and

notes the same obstacle test toward

polishing gems. Their experience,

advancing his own Resoii1'ces. If the

dedication and patience in the art

loser is taxed, those dice are granted

shows in the quality of their work.

to the winner as cash.

Any gem stone cut by an Elf adds

This skill does not cover games of


skill such as pins or darts.
FORKS: Gambling
Skill Type: Special
Tools: Traveling Gear.
Restrictions: Dwai'ves only in
character burning

gr;-5, it

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+1D of Resources value compared


to what it would normally be. In

lg

addition, this skill shares the same

ll igfni

flexibility with Antiphon Union as

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Smitlic1'aft.

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Obstacles: Jade, Ob 1. Emerald, Ob 2.

n i
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Ruby and sapphire, Ob 3. Opal and


pearls, Ob 4. Diamond, Ob 5.

Gas Pocket-wise

FORKS: lewelcraft, Siiiitlicraft


Skill Type: Ci'aftsinan
Tools: )-Yorksliop.

. .

Restrictions: Elves only

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Genius-wise

Grift-wise

Gossip-wise

Gui1derwise

Dwarves are very proud of their


ability to discern the fine g1'ain from
the chaff; only the finest grains are
selected for famous Dwai'ven iiogs.
Obstacles: Sorting the wheat fi'om

the chaff, Ob 1. Finding l\log-worthy


g1'aiii, Ob 2.

negotiate prices, terms of purchase

and contracts.
Obstacles: Make a versus test between
lower the obstacle by one.

Skill Type: C1'aftsn1an

FORKS: Persuasion, Soothing

Tools: No.

Platitudes

Restrictions: Dwarves only in

Skill Type: Social

character burning

Tools: No.

GrainrSong

r, Perception

Elven Millers grind the finest grain


in any land. This skill is similar to
the Miller skill.
Obstacles: Barley and millet, Ob 1.

Wheat and oats, Ob 2.


FORKS: Round of Harvest, Rhyme of

i
Rules

Skill Type: Peasant

Tools: Workshop (a mill).

Restrictions: Elves only

iii

- will

the buyer and seller. The buyer can

FORKS: Nogger

xiii jg

Hesslins ~

Haggling is the skill required to

Grain-Wise

Graybeard-wise

Hallmasteri _

_ l illll-Ker

This is the skill that built the


sweeping halls of the great delviiigs.
Using this skill, a Dwai'ven Artificer
may reinforce his halls structure.
By adding +2 Ob to his test when
building a structure, he may add +1
Ob to any test to alter or destroy the
structure.
Obstacle: Simple wall, Ob 1. Column
or door, Ob 2. Arch or gate, Ob 3.
Chamber, Ob 4. Hall, Ob 5. Small
hold, Ob 6. Modest hall, Ob 7. Large
hall, Ob 3. Great hall, Ob 9.

Great and Black-wise

FORKS: War Engineer, Stone Artifice

Great Masters-wise

Skill Type: Artisan


Tools: Workshop.

Restrictions: Dwarves only

The particularly dangerous art of


raising and tending to Great Wolves.

-|_

Obstacles: Most Husbandry obstacles

-u

are based on the Will of the animal.


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fr

It counts as Field Dressing for


tending the animals wounds.
FORKS: Animal Husbandry,
Skill Type: Peasant

whlhfg

Ilf #9

reversed beaks or spikes.


FORKS: Mace, Cudgel, Axe

Handwriting-wise

Tools: Yes.

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on the use of heavy, blunt, crushing


weapons typically mounted with

Skill Type: Martial


Tools: A hammer.

\Volf-wise

1 ' H

Hammer is a weapon skill focusing

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Hatchet-wise

Hills-wise

Use this skill in place of Power when

History is the knowledge of the

-II

Sj,1_IHS
hauling improbable loads on your

records of past events pertaining to

back.

one culture or society. The character

Obstacles: 40 lb. pack, Ob 1. 80 lb.

is assumed to have studied the

pack, Ob 2. Bowl O11 head, Oh 3.

popular history of his culture/people

Ridiculously heavy container, Ob 4.

unless the player or lifepath decides

Skill Type: Peasant


Tools: No.

otherwise. Specific histories are

Heraldry ,

often listed in the lifepaths. They

Berceplimi

Heraldry is the skill of recognizing


and deciphering heraldic coats of
arms. Medieval family crests exist
in a bewildering array of iterations

and combinations, and the heralds


knowledge of them is encyclopedic.
Obstacles: Coinnion/pi'oniinent
family, Ob 1. Second tier families,
Ob 2. Lesser known cousins, Ob 3.
Dead lines or remote branches, Ob 4.
Obscure houses, Ob 5.

of these is a separate skill that must


be purchased and opened.
Obstacles: Coninion historical fact,
Oh 1. Classical history, Ob 2. Recent
history, Ob 3. Obscure figure in
history, Ob 4. History of counter
cultural movements, Ob 5. History

Doctrine, other history skills

Tools: No.
I.

Histoxiy, L0eaZHistor')3 Obscure


History and Religions History. Each

FORKS: Research, Philosophy,

Skill Type: Special


1

History, Foreign History, Religious

of the ones who lost the war, Oh 6.

FORKS: Etiquette

are fairly self-explanatory: Ancient


Hr'st0:j*, (Military) Campaign

l.

Herbalism uses herbs and roots


to cure and prevent common and

Skill Type: Academic


Tools: No.

Hold-wise

chronic ailments. Herbalism can be

Hoof-wise

used as a medical skill for treating

Host-wise

"":,.'=;.:.'~9

wounds and stopping bleeding.

r:~.-"*Pfr*

Obstacles: See the Anatomy of Injury


section in the Burning VFheel to treat
wounds. Identifying common herbs,

Ob 1. Diagnosing common ailments,


Ob 2. Identifying uncommon

Hunting is used to capture or kill


prey animals in the wild so that they

might be consumed as food.


Obstacles: Hunting domestic animals,

herbs, Ob 3. Sleeping potion, Ob 4.

Ob 1. Hunting feral animals, Ob 2.

Mixing a poison, Ob 5. Deterniining

Hunting wild animals or goblins,

proper dosage of a poison, Ob 6.

Ob 3. Hunting Trolls, Ob 4. Hunting

FoRKs: Apothecary or Alchemy for


creating potions, Surgery or Field

ers-i=-it

Great Spiders, Ob 5. Hunting Great

-|

&.ai\-ltlyji

Wolves, Ob 6. Hunting monsters, Ob 7.

Dressing for tending wounds.

FORKS: Tracking, Trapper

Skill Type: Medicinal

Skill Type: Forester

Tools: Yes. Expendable.

Tools: Yes: bow or avelin.

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ll}"_DJ. _{lf Scales and Finsi I-erfngi

Elven fishermen sing to the waters

Insect Husbandry is the art of raising

and caring for our six-legged friends.

and the fish seem to leap into their


nets. Functions like the Fishing skill.

Obstacles: Ants, Ob 1. Bees, Ob 2.


Silkworms, Ob 3. Exotic bugs, Ob 4.

FORKS: Slip of Currents, Rhyme of

Tending to wounds and illness, use

Rules

the Apothecary skill obstacles.

Skill Type: Peasant

Tools: Yes.

Skill Type: Forester

Restrictions: Elves only

Tools: Yes.

Hypocritical Bastards-wise

lnstniction

AX/ill

Using the Instruction skill, a


character may teach another
character.

1,,

I.

, 1.,

Obstacles: See Learning from


Another in the Burning Wheel.

Illumination is the patient art of


enibellisliiiig manuscripts with

FORKS: Command, Persuasion

illustrations.

Skill Type: Social


Tools: No.

Obstacles: Doodles, Ob 1. Flourishes,


Ob 2. Illustrations, Ob 3. Color

Interrogation _.

illustrations, Ob 4. Gold foil, Ob 5.

Using a peculiar logic, interrogators

_ \l5Zi1L

FORKS: Painting, Calligraphy

gain information from unwilling

Skill Type: Artist

subjects. A successful interrogation

Tools: Yes. Expendable.

means the victim character has

Imperfections-wise

given up the information the players


are looking for.

....

Quite simply, Inconspicuous is the

it P-"'

Obstacles: Inconspicuous is tested in

-. g

Obstacles: Obstacle for Interrogation

- .|-nl

... ' 1.

ability to go unnoticed in a crowd.

is the (current) \Vill exponent


of the person being interrogated
plus any traits plus situational

versus tests against Observation.

disadvantages-like if the victim

Inconspicuous tests are penalized

has Beliefs that prevent him from

under the following conditions:

revealing what is being sought.

Garisli or inappropriate dress, +1

FORKS: Intimidation, Torture, Ugly

Ob. Character is abovef below his

Truth or Soothing Platitudes

station, +1 Ob. Character is not from

Skill Type: Social

the region, +1 Ob. Character is of a

Tools: No.

different race than those he is ti'ying

to blend in with, +2 Ob.

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liitimidatioii is the communication

FORKS: Acting

of threat.

Skill Type: Social

Obstacles: Intimidation can be used

Tools: No.

in the Duel of Wits. Outside of the

Infection-wise

Duel of Wits the skill can be used


to force a character to hesitate.
Obstacle is equal to the \Vill of the

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victim. If successful, make a Steel

_l_ew_eler

test. Add extra successes to the

This skill provides the character with

hesitation obstacle.

a knowledge of metals and precious

FORKS; Ugly Truth

gems used to create jewelry. With the

Skill Type: Social


Tools: No.

proper tools, characters can build

i i i s

necklaces, form bracelets and create


brooches.

Intrigue-wise

Obstacles: Polishing and cleaning

metal, Ob 1. Weighing and

J-l<
largojr

counting elements, Ob 1. Gewgaws


Perception

Jargon is the specialized speech used


by masons, architects and engineers.
Obstacles: ldeiitifying yourself or
another as a speaker of the secret
language, Ob 1. Otherwise, use the
skill versus the skill of anyone trying
to eavesdrop on the conversation.
Skill Type: Social

and baubles, Ob 2. Chain, Ob 3.


Ring, Ob 3. Necklace, Ob 3. Bracelet,
Ob 3. Locket, Ob 4. Carcanet,
Ob 5. Coronet, Ob 6. Diadem, Ob 6.
Crown, Ob 7.
FORKS: Etching, \Vhitesmith,
Lapidai'y

Skill Type: Ci'aftsman


Tools: Workshop.

Tools: No.
Ianelin

L.

lavelins are short throwing spears.


Obstacles: Use the thrown weapon
rules in Range and Covei' and Fight.
FORKS: Throwing

people in all their crafts, including

their medicinal traditions.


Obstacles: Use the rules found in the
Anatomy of Injury chapter in the
Burning Wtheel.

Skill Type: Martial

in

FORKS: Herbalism, Field Dressing,

Tools: No.

Jewelcraftt _

Dwarves are a clean and thorough

Bloodletting, Apothecary

Willingilily

Iewelerafters manufacture delicate


brooches, subtle rings, fine tiaras
and magnificent crowns. Using
Antiphon Union, many of these
objects can be enchanted: a crown

Skill Type: Medicinal


Tools: Yes.
i IE3?

Restrictions: Dwarves only in

5.

character burning

"(Mg

Kingdomwise

we-*
ta?-it

with the Paeaii of Deeds, a mask


with the Ballad of Rage or a tiara

The Knives skill teaches liand-to-

imbued with the Strain of Far Sight.

hand knife fighting techniques.

Obstacles: Brooch, Ob 1. Ring, Ob 2.

This is not a throwing skill.

Necklace, Ob 3. Tiara, Ob 4. Crown,

Obstacles: Use the obstacles in Range

Ob 5.
FORKS: Sinitlicraft, Gemcraft
Skill Type: Craftsman

II

V.

and Cover and Fight.


FORKS: Bi'awling, Boxing or an
appropriate weapon skill.

Tools: Workshop.

Skill Type: Martial

Restrictions: Elves only

Tools: Something knife~like.

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Knots

Ber/Agi_

Ob 4. Cutting and faceting rubies

Knots is tl1e knowledge of many rope

and emeralds, Ob 5. Cutting and

ties vital to sailors to keep a ship

faceting diamonds, Ob 6.

running.

FoRKs: Jeweler

Obstacles: Securing cargo, Ob 1.


Setting up a sailboat, Ob 2. Setting

Skill Type: Craftsman

up a small ship, Ob 3. Setting up a

Latrine-wise

sl1ip, Ob 4. Securing a person: Knots


vs Escape Artist or Power at double

Tools: Workshop.

Lazy Bastard-wise

obstacle penalty. Making a carrying

Leath
Prnja
ft r
_.__-___
arms.

harness, Ob 1. Making a net, Ob 2.

This skill teaches Elven clothiers

Wil l/A gilityr

FoRKs: Rigging

how to work leather into supple

Skill Type: Seafaring

boots, soft gloves and sturdy belts.

Tools: Traveling Gear. Expendable.

Combining this skill with Antiphon


Union and the Song of Silence can
produce fabled Elven boots (+1D
to Stealthy), or with the Doom of

Lance

Agi]it;cLEo11eL

This skill traiI1s the fighter to use a

-ft. E .-I 1

".9

couched lance from horseback

_?

Obstacles: See the Fight and Riding

I-E|']-it

and Mounted Combat chapters in

-r

the Burning Wheel.

Strength, can create a belt of terrible


fortitude.
Obstacles: Belt, Ob 1. Leather cloak
or boots, Ob 2. Satchel or gloves,
Ob 3. Cambeson, Ob 4. Boiled
(reinforced) leather armor, Ob 5.

Skill Type: Martial

FORKS: Weaving Way

Tools: A really big, pointy stick.

Skill Type: Craftsman

Berception

Lapidary is tl1e careful art of refining


gems to be sold on the market or

Tools: Workshop.
Restrictions= Elves only

Ledger-wise

placed into jewelry.

Obstacles: Polishing gems, Ob 1.

Leverage-Wise

Cutting and faceting zircon, Ob 2.


Shaping opals, Ob 3. Working jade,
Ob 3. Cutting a11d faceting sapphire,

When on the march, Dwarven armies


use a complex system of horn signals
to transmit information between
camps. The system is called links
because it connects the Dwarven

-a
5
_..

-Q

... _

280 =-

I-

I-'-

-.
.

The Lists

1'

"5'
.||."

LT:

regiments like links of sausage. The


Links skill gives the character the

the pins, slides, levers a11d keys that

signals.

comprise locks. A locksmith can

Obstacles: Start and stop signals,

he happens upon in his travels. This

Marching orders, Ob 3. Battle

skill includes the_ knowledge and

FORKS: Stentorious Singing

Cutting keys, Ob 2. Building a

Skill Type: Academic

simple lock, Ob 3. Building a decent

Tools: Yes, a big brass horn.

lock, Ob 4. Building a complex lock,

Restrictions: Dwarves only in

Ob 5.

character burning

1,

ability of Lock Pick, as Well.

Obstacles: Cleaning a lock, Ob 1.

communications, Ob 5.

I.

build locks as well as disarm those

Ob 1. Danger signals, Ob 2.

commands, Ob 4. Other complex

I-IS

Locksmithing is the knowledge of

ability to perform and decode" the

FORKS: Lock Pick

E ._

Dwarven Artificers learn a special

Skill Type: Craftsman


Tools: Workshop.

art of inscribing runes into stone.


These runes can be carved into
walls for decorative or instructional

Logistics is a rare skill. It is the


knowledge of supply lines, resources,

purposes or placed onto blocks,

consumption rates and rates of

dipped in ink and pressed on paper.

travel of armies. The skill is used by

Obstacles: Simple characters, Ob 1.

particularly thoughtful commanders

\Vords, Oh 2. Simple image or moon

to keep their troops in supply while

runes, Ob 3. Complex image, Ob 4.


Lifelike image, Ob 5.

on campaign.

Obstacles: Supplying a dozen

FoRKs: Dwa1'ven Rune Script,

dismounted thugs to waylay

Symbology

peasants on the Kings highway

Skill Type: Artisan

in rich, idyllic farmland for one

Tools: Worksliop.

week, Ob 1. Supplying a small

Restrictions: Dwarves only

homogeneous free company of

_._

Ber1Agi_

The skill of disabling and disarming


mechanical locks.

Obstacles: Simple lock, Ob 1. Decent


lock, Ob 2. Busted simple lock, Ob 3
Rusted decent lock, Ob 3. Complex
lock, Ob 4. Rusted complex lock, Ob 5.
FORKS: Locksmith, Sleight of Hand

Skill Type: Special


Tools: Yes.

two dozen similarly armed and


dismounted routiers, brigands,
a1'cl1e1's, or crossbowmen for one
week, Ob 2. Supplying a mounted
lance (a knight or mounted man
at-arms, a squire or sword bearer, a

it
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ilis?

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page, two archers 01' crossbowmen, a


lightly armed servant or varlet, and
all mounts and pack animals) for
one week, Ob 3. Supplying several

we
W
+.';_\4,

large homogenous companies of 500


to 600 similarly armed, dismounted

El?

men for one week, Ob 4. Supplying


several large heterogeneous
companies of 500 to 600 dismounted

.
I

5-

1'l|J

Iql'.:r

men (i.e. a large mixed force of foot


and archers) for one week, Ob 5.
Supplying 100 lances for one week,
Ob 6. Supplying a battalion of two to

A mace is a short-hafted, metal-

three hundred lances a11d supporting

flanged club. Its main purpose in

large free company for 1 week, Ob 8.

battle is to crush through heavy

Supplying a host (three battalions)

metal armor.

for one week, Ob 10.

Obstacles: Use the 1'ules for Fight in

+1D for testing Logistics with a force


where the majority of troops have

Skill Type: Martial

the Hatred attribute. +1 Ob for any

Tools: Mace.

Burning Wheel.

nonDwarven fo1'ce testing Logistics


in the mountains or underground.

Makers Markwise

+1 Ob in heavily wooded countryside

Man-wise

with a force containing war mounts,

M
This is a catch-all skill for any

i.e. destriers or coursers. +1 Ob


with a force that includes anyone

specialist hand-to -hand fighting

with the Prince of the Blood, Aman,

techniques. We prefer the term

Fea, or Dvergar trait, princes

Boxing, and you can see a slightly

and their hangerson have large

more detailed entry under that

appetites, even on campaign. +2

heading.

Ob in countryside the enemy has

at *
it 1:. yga

devastated with a scorched earth

Mason

policy. +2 Ob in countryside you

A mason knows l1ow to choose

.i.=fi'

suitable stone, carve it a11d use it to

the last Resources maintenance cycle

build structures. Also, masons are

+2 Ob for testing Logistics in the

skilled in mixing mortar and setting

winter with a force containing war

foundations.

mounts, 1'iding mounts, or pack

Obstacles: Cutting blocks of soft stone

animals. Skill Type: Military

or making bricks, Ob 1. Cutting

Tools: Supplies for an army.

gravestones or making mortar,

Lost Treasureswise

Ob 2. Cutting marble, granite or

[I

basalt, Ob 3. Making a slate floor,

a simple wall or an obelisk, Ob 2.


Arch or reinforced wall, Ob 3. Small

back to the dawn of time. This skill

stone house or bridge, Ob 4. Large,

song concerns itself with the nature

reinforced wall, Ob 5. Tower, Ob 6.

and application of Elven law.

Donjon, Ob 7.

Obstacles: Citadel law, Ob 1.

FoRKs: Engineer, Architect

Protectors law, Ob 2. Etharchal law,

Skill Type: Artisan

Ob 3. Wilder law, Ob 4.

Tools: \Vorkshop.

FoRKs: Any appropriate history or


Wise skill or song
Skill Type: Academic

Tools: No.
Restrictions: Elves only

i~*-<.=Et-:~.___.*=?:_==.,_ -==~-;-1:.-in-s"';' v*=s=.=-tea \-

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Eer[Agj_

l1ave already tested Logistics within

Elven law is a tradition stretching

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The Lists

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____
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I-W5
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V1

Ii-i I i!m
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Meditation

Will

First and foremost, Meditation is

Mendmg
'

4
A
L

__ Berlagt

Mending is a useful skill. It

a way for a character to calm and

encompasses the knowledge of the

center himself. 1t is both rest and

form and function of everything

a method for divining solutions to

on the farm. This skill allows

problems via deep thought.

characters to fix, repair 01' darn just

While meditating, a character

about anything.

is vaguely aware of his

Obstacles: Mending fences or socks,

surroundings~cognizant of changes

Ob 1. Making household repairs,

in the environment like noise or the

Ob 2. Mending stuff broken on the

presence of someone near l1im. He

road or at work, Ob 3. Mending

may make Perception/ Observation

something badly broken, Ob 4.

tests to detect Stealthy characters.

Mending Armor: Lightly damaged


(11)), Ob 1. Moderately damaged

A Sorcerer can maintain any spells


he is currently sustaining while

(21)), Ob 2. Badly damaged

meditating. He must retest Tax as

(3D), Ob 4. Shredded (4D), Ob 6.

per The Power Still Flows Through

Ruined (5D), Ob 8.

Him rules in the Burning Yheel.

FoRKs: Any appropriate craftsman

Obstacles: Meditation can be used

skill could suffice.

in place of sleep for rest. Each hour

Skill Type: Peasant

of meditation counts as a11 hour of

Tools: Yes. Expendable.

rest for the purposes of recovering


fron1 wounds and tax. This is an

it. cl
,.+@- iii

Mercenary Company-wise

,.s*

Ob 1 test plus 1 per additional hour

Metal-wise

meditated. For example, meditating

Midwifery

for 4 hours is an Ob 4 test. Failing

Midwives are an important fixture in

the test indicates that the character

Wi ll./Per,

ii" J
ti-3.:-P?

any village. They help women give

falls asleep at some point.


Using Meditation, a cl1aracter may

birth to children and survive.


Obstacles: Keeping the mother and

center before taking a test for

child healthy, Ob 2. Uncomplicated

another skill. This is a linked skill

birth, Ob 3. Caesarean, Ob 4. Breach

test. When centering for a versus test

birth, Ob 5. Determining the child s

or detailed conflict, make a versus

iisiliii -4

sex before birth, Ob 6.

test between the Meditation skill and

FORKS: Herbalism

the opponents skill. If Meditation

Skill Type: Medicinal

wins, the cl1a1'acte1' earns a +1D

Tools: No.

advantage.
Skill Type: School of Thought

Mill-wise

Tools: No.
4.

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Miller

7 __

Becception Mounted
C I II . .

1,5,,

Milling is the knowledge of building,


maintaining and operating the

Mounted Combat Training gives

machinery used to grind grain for

the character the ability to fight

consumption.

effectively from horseback. If

Obstacles: Windmilling, Ob 1. Water


milling, Ob 2. Manual milling, Ob 3.
Building a manual mill with the llelp
of your carpenter friends, Ob 4. A
water mill, Ob 5. A windmill, Ob 6.

Mounted Combat: Bowman instead


of the traditional lance1' archetype.
See the Riding and Mounted Combat
chapter.

FORKS: Brewer

Skill Type: Martial Training


Tools: No.

Skill Type: Peasant


Tools: Workshop (a mill).

Mimicry

appropriate to the character and the


game setting, players may choose

Bercepticm

Using this skill, a character may


imitate animal sounds and voices.
Obstacles: Squirrels, Ob 1. Bird calls,
Ob 2. Cats, dogs, monkeys, Ob 3.
Human voices, Ob 4.

Training Root is for Aptitude only.

Mouth of Hell-wise
Mule-wise
Munitions

EerZAgi

This skill allows a character to


manufacture firearms, powder,

Skill Type: Forester

shot and bombs. Absolute failure

Tools: No.

(no successes) while manufacturing


powder or explosives indicates a
Mining is the technique of excavating
earth in order to remove valuable

.,_

o1'e or minerals like salt. Mining

he was building.

includes prospecting ore, sinking

Obstacles: Cleaning, loading or

the shafts and setting up a system to

repairing a firearm, Ob 1. Making

remove the ore.

a small bomb (B4 Mark), Ob 2.

Obstacles: Clay pit, Ob 1. Open pit

Making an arquebus, making shot

mine (iron, salt), Ob 2. Shallow

or making a medium-sized bomb

mine shaft (salt, lead, copper,

(B6 Mark), Ob 3. Making a pistol or

quartz), Ob 3. Mi11e shaft (silver,

powder, Ob 4. Making a large bomb,

iron), Ob 5. Clearing a rockfall

(B8 Mark), Ob 5. Making a very

or cave-in, Ob 5. Deep mine shaft

large bomb (B12 Mark), Ob 7.

(gold, gemstones), Ob 9.
FoRKs: Engineer, Architect

Skill Type: Craftsman


Tools: Yes.

cookoff or misfire. The character


takes the Mark result for the device

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Skill Type: Artisan


Tools: Workshop.
Restrictions: Men only

Monk-wise

-U

FoRKs: Alchemy

kits

if.-"* -r*. =..~?3 Isl)?

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are th. I

Milsic Q lgmpggitiqn

Qi||[Pg|;

A character with this skill can write


musical notation and compose
various types of songs, both for voice

cl1aracter cannot be 11an1ed and

5ii i'S'

ea1'ns a11 infamous reputation.


Obstacle: Targets Will. Its best to be
named when youre young, stupid or

Obstacles: Simple, single instrument,

badly l1u1't.

Ob 1. Simple choral arrangement,

FORKS: Orcwise

Ob 2. Ensemble piece, Ob 3.

Skill Type: Special

Complex ensemble piece, Ob 5.

Tools: No.
Restrictions: Orcs only in character
bu1'ni11g

Skill Type: Musical


Tools: Yes. Expendable.

H . H I

I ,,m., .1,

Musical performance is a powerful

Navigation

Using charts of the stars, winds and


currents, a navigator safely guides

tool. lt can impress a11 emotion upo11

his ship from port to port. True

the listenerseducing, enraging,

navigation allows ships to journey

pleasing, etc. Choose a11 instrument:

away from the coastline into the open

Drum, Flute a11d Lyre are but a few

sea without becoming hopelessly lost.

of the many options.

Obstacles: Navigating i11 clear

Obstacles: Will of the listener. If the

weather through well charted

music is suitable to the mood, add

coastal or river, Ob 1. A short

advantage. The obstacle can be used

coastal or river journey, Ob 2. A

for li11ked tests or to convey an idea.

moderate coastal or river journey,

FORKS: Sing, Composition, and


additional instruments

or a short seagoing journey (like


crossing the Channel), Ob 3. A long

Skill Type: Musical

coastal journey or a moderate sea

Tools: Yes, an instrument.

journey, Ob 4. A dangerous coastal


journey or a long sea journey, Ob 5.

Mystery Meat-wise

A dangerous sea journey, Ob 6. An

R .l

'1'*_1t-\="'G\5.-'-="-".B:',--\ I-'5.,i.2'

oceanic crossing, Ob 10.

N
N

- ' .-"'
-_-_-:.._
._s-

and a name. Failure indicates the

and instrument.

Complex single instrument, Ob 4.

'4'.

FORKS: Astrology, Orienteering, Pilot


EU." ,E

The vast majority of Orcs bear no

Skill Type: Seafaring


Tools: Yes.

name-they a1'e too insignificant

Llogge

i11 their miserable lives to warrant

Dwarven brew is renowned

anything mo1'e than a grunt or at

QTIII II -5.-!_.

)1\ZillBeL

throughout the known la11ds. Some

most an epithet commensurate with

say a single mouthful of the finest

their role i11 the clan. The granting

Dwarven nog is worth the price

of proper names is an ancient rite

of the greatest kingdom of Men.

and ritual. Name Ritual teaches

For Dwarves, nog has a restorative

the requirements a11d strictures

effect. Downing a full cool draught

governing the bestowal of such

of the stout brew grants +1D to

names. A successful Name Ritual

the next Health test. lt also adds

test bestows a +1D reputation

+1 Ob to all social skill tests for

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is st-:
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ii

the scene. No matter how n1ucl1 he

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285

___-_

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drinks, only one bonus/'penalty


is bestowed. However, if a Dwarf

Oratory is the ability to rouse the

downs a number of steins equal to or

masses with a stirring speech. lt

greater than his Forte exponent, he

teaches how to project the voice and

becomes drunk+1 Ob to all tests

speaking techniques used to get a

for hours equal to 10 minus Health.

point across.

If any other creature so much as sips

Obstacles: The obstacle of Oratory is

a mouthful of the powerful beverage,

the most common Will exponent in

it becomes drunk (+1 Ob to all tests)

the crowd. This skill is also used in

and receives no benefit.

Duel of Wits.
FORKS: Command, Persuasion,

Obstacle: Revered, sacred and most


secret ritual of preparing the g1'ain,

Rhetoric

Ob 2. Sanctifying the vats in

Skill Type: Social

preparation for the most holy, Ob 3.

Tools: No.

Brewing the nectar of the gods,

Orc-wise

Ob 5.
FORKS: Grain Appraisal

Orewise

Skill Type: Craftsman

Orienteering ._

Tools: \Vorkshop.

Retception

Orienteering is the ability to navigate

Restrictions: Dwa1'ves only

across land botl1 with and without


maps. Maps do, however, provide an

advantage die to Orienteering tests.


A successful Orienteering test

Oath-wise

indicates the cl1aracter l1as found

Obligation-wise

his way without delay. A failed test


indicates the character a11d his

Obscure Text-wise

companions have gotten lost. This


result either causes the characters
to miss any appointments they were

Observation is the skill used to


spot the hiddencl1aracters,

trying to keep (but still arrive at

traps, ghosts, etc. Test this skill in

their destination) or causes them to


arrive i11 an unintended location.

versus tests against lnconspicuous,


Stealthy, Sleight of Hand or Trapper.

' 3;-f
.{-_-. {___-__-_.:__\F1__+.,:__

Note: Do not use Observation for

directions during the day i11 familiar

standard Perception teststo spot a

land, Ob 1. At night in familiar land,

weakness in armor, to notice details

Ob 2. ln unfamiliar land, Ob 3. ln

of a flag or to look for an escape

unfamiliar land at night, Ob 4. In

tunnel. Some spells and traits allow

familiar land during a storm, Ob 5.

Perception to act as Observation.

During a storm at night, Ob 6.

Obstacles: Observation is almost

FORK5; Navigation

always a versus test.

Skill Type: Forester

Skill Type: Forester

T0015; NO_

Tools: No.

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230

Obstacles: Determining your compass

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suggestion for the victim to agree


with. \Vith luck, hell think it was

Paean nf D.eeds

_..

Will

Striding forth, full of confidence, the

il -915'

his idea in the first place.


Obstacles: Will exponent of the

Elven Lieutenant announces himself

intended victim.

in rhythm, setting the tenor to which

FORKS: Falsehood, Haggling,

he shall best his foel This skill song

Soothing Platitudes, Ugly Truth

acts like Conspicuous.

Skill Type: Social

Tools: No.

FORKS: Silent Fury

Skill Type: Social

Ehilosophy

T0015: N0.

__

\liZil1ZEeL

Philosophy is the pursuit and

Restrictions: Elves only

E. I.

m,,H,, ,|.

discussion of wisdom, discussing the


nature of truth, logic, reason, good,
evil and the divine. Often it is at

Painters use dyes, pigments and


brushes to craft images on a variety

odds with Law and Doctrine.


Obstacles: Asce1'tai11ing the

of surfaces.

metaphysical substance of the object

Obstacles: Simple monochromes,


Ob 1. Caricatures, Ob 2. Complex

to be venerated du1'ing a religious

monochrome, simple polychrome,

ritual, Ob 2. Divining the original

Ob 3. Likenesses, Ob 4. Complex

meaning of symbols originating


from a particular school of thought,

polychromes, Ob 5. +1 Ob for
painting O11 wet plaster.

Ob 3. Brooding over the futility of

FORKS: 1l111I1llI1&lllOI1S

material gain in a truly just society,

Skill Type: Artist

Ob 4. Recalling the allegorical and

Tools: Yes. Expendable.

instructive purpose of the demon


or angel you are about to summon,

Pattern-wise

Ob 5. Estimating the mystery that

Personal Effects-wise

is the divine, Ob 6. Figuring out the

1' 1~_,.:

number of angels that fit on the head

Persnasion

(ill

Persuasion is the art of convincing


someone to act on your behalf
because it is in his best interest. This
skill often involves an exchange
of agreementssometl1ing very
different from Falsehood or Oratory.

of a pin m a manner that 15 easily

_
.,_ ,i .-

explained to a child, i.e. a rustic

"

cleric without letters, Ob 10.


FORKS: Doctrine, Rule of Law,

,,.,_'_":I:., yr;

History

Tit lll I

Skill Type: School of Thought

Tools: No.

{ int

Those two skills tell someone what


to do or believe, whereas using

Pilgrimage-wise

Persuasion, one carefully crafts a

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Biioimmreicspiionrronet
Poet1'y allows the expression of ideas

The pilot is the all-imp ortant

crewman who guides the ship

and emotions through metered verse.

through storm and calm. A good

Obstacles: Doggerel or crass verse,

pilot can stay the course through the

Ob 1. Atmospheric verse, Ob 2.

most terrible gale.

Expressing sadness or tragedy, Ob

Obstacles: Piloting i11to a large port,

3. Expressing love, Ob 4. Expressing

Ob 1. Piloting into a busy port,

a truth or mystery about life, Ob 5.

Ob 2. Piloting into a small, busy

Mimicking anothers style, +1 Ob.

FORKS: Sing
Skill Type: Musical
Tools: No.

port, Ob 3. Piloting through narrow


or shallow channels, Ob 4. Piloting
through rough or dangerous waters,
Ob 5.

Poison-wise

FORKS: Navigation

EB

Skill Type: Seafaring


Tools: No.

Flattery is a rare gift among the

A playwright composes dramatic

uses knives and poisoned barbs.

dialogue into scripts to be read and

This skill combines Persuasion and

performed by actors on stage. This


skill allows a cl1aracter to convey

Soothing Platitudes into one unholy


mess. Like all Hatredbased skills,

his own ideas into a written form so

Poisonous Platitude tests are openended.

that others may transmit them via


performance. W1'iting is required in

Obstacles: Will of the victim.

order for this skill to be taken.

iii .}1

a"

Poisonous Platitudes is also used in

Obstacles: Religious or farce, Ob 1.

es
_..g.- .
?l:jf.1-hi

the Duel of Wits.

Historical or dramatic, Ob 2.

FORKS: Falsehood, Persuasion


Skill Type: Social
Tools: No.

Tragedy, Ob 3. Comedy, Ob 4.
FORKS: Composition
Skill Type: Academic

Restrictions: Ores only

Tools: Yes. Expendable.

Boisonsn

it

The fine art of plumbing. Using this


skill a character may design systems
to convey water from one location
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Ob 2. Debilitating poison (+2 Ob),

and stone.

Ob 3. Deadly poison (B10 wound),

Obstacle: A well, Ob 1. Troughs


or ducts, Ob 2. A pump, Ob 3.
Plumbing, Ob 4. Hot and cold

Ob 4. These poisons must be


imbibed or ingested. For a blade

Skill Type: Artisan


Tools: Yes.

_.,._, . _, ..
1

skill that allows the character to

concoct harmful substances f1'om


Obstacles: Sickening poison (+1 Ob),

middle ages was made of lead, wood

_..

Eerception

Poisons is a specialized apothecary

herbs, minerals and animalia.

to another. Typical plumbing in the

1'unning water, Ob 5.
'1.

ess

Orcs. Whisperers use compliments


and ingratiation like an assassin

is

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The Lists
-'____"'

poison, add +1 Ob. For an inhaled

Purjne Son_g

vapor, add +2 Ob. For a contact

Elven vintners are possessed with a

Eeiragr

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_-.

51-'5'

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poison, add +3 Ob.

'

unique perspectivethey are able

FORKS: Herbalism, Apothecary,

to literally watch their wines age. A

Alchemical

hund1'ed-year vintage is a matter of

Skill Type: Special

course for them. This skill is similar

Tools: Yes. Expendable.

E1

to the Vintner skill except that wine

t, .1,

A polearm is a versatile weapon.


When using this weapon in combat,
the player must decide whether his

character is using the blade to cut,


or the beak (or blade tip) to thrust.
Cutting and thrusting l1ave different

damages and weapon lengths.


Sl('ll T

:M

made using the Purple Song may

be treated with the Antiphon Union


and imbued with either the Lyric of
Healing or the Doom of Strength.
It is by this method that Elven
Mirrorwine is created.
Obstacles: Cheap Wing Ob 1'
Passable wine, Ob 2. Good wine,
Ob 3. Excellent wine, Ob 4 Special

ti l

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ype
al a
Tools: A 11albe1'd, a glaive or a voulge.

E9-lief
:~
Tis a most ancient and honorable
craft. A cl1aracter with the Potter

wine, Ob 5. Legendary wine, Ob 6.


FORKS: Grain Song, Rhyme of Rules
Skill Type: Peasant
Tools: \Yorkshop.

Restrictions: Elves only

skill knows how to make vessels of


fired clay.

Obstacles: Simple bowls and cups,


Ob 1. Amphorae or small statuettes,

\yj1L

Ob 2. Tea service or lamp, Ob 3.

Rats have a particular etiquette they

Cookware or tiling, Ob 4. Large

prefer in all their dealings. If one is

g1ain jars, Ob 5.

willing and nimble, this social art

Skill Type: Craftsman


Tools: Yes. Expendable.

Prospecting

Jierception

The Prospecting skill allows the

can be learned and even mastered.


Use this skill in place of Etiquette
whenever dealing with rats or their

.-":g.,':1'_|;__-- l

cousins. Roden consider Ratiquette a

character to locate seams and veins

mortal insult.

of minerals and metals so that they

Obstacles: Proper etiquette for a

may be mined.

house rat, Ob 1, for a ship rat, Ob 2.

Obstacles: Salt, Ob 1. Copper and

For a granary rat, Ob 3. For the rat

lead, Ob 2. I1'on, Ob 3. Silver, Ob 4.

king, Ob 4. For the rat queen, Ob 5.

Cold, Ob 5. Gemstones, Ob 6.

For the 1'at queen mother, Ob 6.

FORKS: Appropriate wises, Mining,

. ' '3'
i.=~ 1 f

est?"

JR.

Jl_.:'.~ |,-.(?r- *4

_,.;-r st.

FORKS: Etiquette

Mason

Skill Type: Social

Skill Type: Artisan

Tools: No.

its

s;,, .
in
it 1

Tools: No.

g..1
.

the

Protector-wise

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Read

- S

Eerception

wn

This is a specialized form of Oratory

I11 the middle ages, reading and


writing were two separate and

for angry religious types.

distinct skills. Its difficult for the

Obstacles: \Vill of interlocutor. This

modern mind to comprehend this,

skill is also used in the Duel of Wits.

but it is a fact. Therefore, a cl1aracter

Skill Type: Social

may be able to read but not know

Tools: No.

how to transcribe his thoughts onto

Reputation-wise

paper.
Obstacles: A note or sign Ob 1. Letter,

RSa

Ob 2. Essay or article, Ob 3. Book,

Research is the art of navigating

Ob 4. Contract, Ob 5. Reading

lib1'aries, gathering data and

silently, +1 Ob.

collating coherent reports.

FORKS: Research

Obstacles: Common knowledge, Ob 1.

Skill Type: Academic

Interesting facts, Ob 2. Collating


relevant information from a native

Tools: No.

E-Q1 I St

HE."

language text, Ob 3. Deciphering


a handwritten monograph in your

This curious skill allows the Master

own language, Ob 4. Deciphering

Engraver to extract knowledge from

handwritten monograph about a11

a stone. Merely by seeing, touching,

obscu1'e subject, Ob 5. Deciphering

tasting and smelling the stone~and

a monograph about heretofore

considering it for a long wl1iletl1e

unknown subject, Ob 6.

Dwarf can discern a number of

FORKS: History, Ancient and Obscure

facts: How old it is, how long it l1as

History

been in this place and what events

Skill Type: Academic

have transpired around it.

Tools: No.

Obstacles: Type/name of stone,


Ob 1. Age of stone, Ob 2. Length

Rhetoric is a form of discourse

of time the stone l1as been in its

vi-

current location, Ob 3. Recent

centered on the conveyance of

events surrounding the stone that

thoughts, ideas and concepts in the

left physical evidence, Ob 4. Recent

interest of winning an argument.

events that left no physical mark,

Obstacles: Perception of the victim.

Ob 5. Past events that left their mark

This skill is used in the Duel of Wits.

on the stone, Ob 6. Past events that

FORKS: Oratory, Soothing Platitudes,


Ugly Truth

left no mark, Ob 7.
Skill Type: Sorcerous
Tools: No.

.3.1!!
-..
4:i
___'_ .I -i_

Skill Type: Academic


Tools: No.

Restrictions: Dwarves only


-I

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Spearheads are left to the ancient


Elven foragers are wise and k11ow

rites of the Spearbearers. Combining

WIS
5'
P-__|,

the name and shape of many plants,

the Riddle of Steel with Antiphon

flowers, herbs and roots. This skill

Union and various songs can create


some very interesting results.

song acts as Foraging.


FORKS: Rou11d of Harvest, Rhyme of

Obstacles: Run of the mill knives or

Rules

bodkin arrow, _Ob 1. Run of the mill

Skill Type: Peasant


Tools: No.

Elven knife or leaf head arrow, Ob 3.

Restrictions: Elves o11ly

Elven (superior quality) sword or

sword or axe or hunting arrow, Ob 2.

axe, Ob 4. Elven polearm, Ob 5.

Rhyme
of the .Ma:i,ne:

,_ Agility/Speed

WThen away aloft, the Seafarers sing


playful songs to the wind and cloth.
These chanting tunes are n1eant to

FoRKs: Smithcraft
Skill Type: Craftsman
Tools: Workshop.
Restrictions: Elves only

please the wind and soothe the rope

Ridiculous Request-wise

as the sailors harness their powers to

Riding

drive their vessel. This skill acts like

Rigging.

E. \1Zi]l

This skill teaches the cl1aracter to


effectively maneuver a mount.

FORKS: Rope Chant

Obstacles: See the Riding and

Skill Type: Seafarer

Mounted Combat chapter for

Tools: No.

obstacles.

Restrictions: Elves only

Rhyme

<:nmmm
The Rl1yn1e of the Pathfinder is the
skill song that mimics Tracking.
FORKS: Song of Paths and Ways,
Rhyme of Rules

Skill Type: Physical


Tools: A horse or so111e such thing.

Rigging _. __

_Agi1it}'.{S|J1:etL

<l' . -st

Rigging is the knowledge of setting

ift_:;.-1: I

the sails of seagoing vessels. This


includes how they work, and the
ability to climb the rigging like a

Skill Type: Forester

it, 1?-=55
_..!

monkey climbs a tree.

Tools: No.

Obstacle: A sailboat or longboat,

Restrictions: Elves only

Ob l. Single mast (sampan, cog,

"t l"i': 1

Rhythm of the City-Wise

halinger, longship), Ob 2. ]unk,

Riddle Qf steels

Ob 3. Felucca, Oh 4. , Carrack, Ob 5.

Will/Agility

The fi1'st Elven Bladesmiths lea1'ned


the Riddle of Steel ages ago from
their Dwarven allies. The Riddle
teaches Elves how to shape metal
so it will quickly and efficiently

Caravel, Ob 6. A la1'ge seagoing


vessel with many masts, Ob 10.
FORKS: Knots
SkillType: Seafaring

$33-.:::,

Tools: No.

kill a foe. With this skill song, the


Bladesmith n1ay create swords a11d
knives of all types, axes if he wishes
and arrowheads for the Bowye1's.

4-

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Rituals-wise
Road-wise
This curious song teaches the art
of weaving ropes and tying knots.
It also grants the Elf a chance at
unravelling any knot or tangle, no
matter how complex. The skill acts

Ritual

S!ZillLEeL

Priests and monks perform religious


Obstacle: Baptism, Oh 1. Coming of
age, Ob 2. \Vedding, Ob 3. Funerary
rites, Ob 4. Consecrating ground,

combining this song with Antiphon


Union, Rhyme of Rules and the Song
of Merriment.
Obstacles: Repairing 1'ope, Ob l.

Ob 5.

Weaving regular oi rope, Ob 2.

Skill Type: Academic

Weaving Elven rope, Ob 5.

T0015: No.

,__

Will

The Rituals of Blood imitate the


Lord of Darkness and Bloods
abilities to gather allies, twist minds
and transform himself. Using the
obstacles described in the Orc
chapter, the Servant can cast a
variety of spells with this skill.
Obstacles: See the Rituals of Night
and Blood section of the Orc chapter.

""1.

described by the obstacles below.


Fabled Elven rope may be created by

rituals for the community

as Knots, with additional abilities as

Untangling a twist, Ob l. Undoing a


snarl, Ob 2. Unbinding a deliberate
and forceful knot, Ob 3. Deciphering
a mind-bending tangle, Ob 4.
Gordian Knot, Ob 5.
FORKS: Threading Chant, Rhyme of
Rules, Rhyme of the Mariner
Skill Type: Seafarer
Tools: Traveling Gear or Elven Rope.

Restrictions: Elves only

FORKS: Doctrine of Nights Blood

RQu

Skill Type: Sorcerous

Elves are attuned to the earth

Tools: Yes, ritual knives.


Restrictions: Ores only

and the seasons in ways that Men


and Dwarves are not. This so11g
describes their methods of planting

The ancient Rituals of Night grant


the Knower of Secrets power beyond
the ken of his brethren. Through this

,2..,_ ,.M_-_;,_. ,_,

skill, the Ore may cast spells listed


under Rituals of Night.

*"

Obstacles: See the Rituals of Night


. spell list. Spells must be purchased
or lea1'ned separately.

FoRKs: None
Skill Type: Sorcerous
Tools: No.
H Restrictions:

292

1soly

5
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E11"
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and harvesting. Round of Harvest


obeys the same rules as Farming.
FORKS: Grain Song, Weathersong,
Rhyme of Rules

Skill Type: Peasant


Tools: Yes.
Restrictions: Elves only

Royal Secret-wise

I'_
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The Lists

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A successful test of this natural


magic skill allows the Rune Caster

This skill is similar to carpentry,


except that Orcs never bother to

player to pronounce the target

finish, smooth, polish or plane their

character's fate. The Rune Caster

5Ii?i'S

work. Their products are always

player may look at the targets

rough, warped and quickly done.

Beliefs. The fate that he pronounces

Obstacles: WOOd6l1 spikes, Ob l.

must tie in to one of the Beliefsand

Frame pack for goblin, Ob 2.

it must be suitably dire: a rise to

Ba1'ricades or cart, Ob 3. Mining

power, a tragic death or a pyrrhic

supports, Ob 4. Shelter, Ob 5.

victory, for example.


In order for the pronouncement

FORKS: Mending

to even l1ave a chance of coming

Skill Type: Craftsman

true, the Rune Caster player must

T0015: Yes.

change one of his characters Beliefs

Restrictions: Orcs only in cl1aracter

to match the fate. (Playing on or

burning

against that Belief ear11s artha as per

the standard rules.) If he does not or

The Rule of Law is the body of rules

if the Belief changes, then the fate is

and guides set up to maintain Order


within the state. Characters familiar
with law may act as advocates, lawyers

rendered invalid.
It is ultimately up to the ta1'get
whether or not he will embrace

and magistrates within the system.

his fate or veer from it. if a scene

Obstacles: Jurisdiction (king, duke,

is played out in which the fate is

cl1urcl1, ete.), Ob l. Common law,

fulfilled, that player earns a deeds

Ob 2. Royal law, Ob 3. Commercial

poi11t. If the fated character is killed

law, Ob 4. Technicality, Ob 5.

in fulfillment of his pronounced fate,

FORKS: For researching a case:


Doctrine, Philosophy, History,
Research. For presenting a case:
Oratory, Rhetoric and Ugly Truth.
Only an idiotor a very powerful
manintimidates or commands a

1 .1}:

the player"s next character in this


campaign starts with a deeds point.
FORKS: Rune Casting can also be used
as a FORK just like Astrology.
Ob l. Carving the runes onto the

ii?

small stones necessary to Rune

Skill Type: School of Thought

Casting is Ob 2. The obstacle

Tools: No.

for pronouncing a fate is equal

Rumor-wise
R

I.

as

to 10 minus the target"s highest

Ian," ,E

Circles+reputation+ affiliation dice


of the characters most expensive

consider Rune Casting an innocent

noncomn1on trait. Use whichever

use of the arcane forces at play in the

obstacle is lowe1'.

world, but most Dwarves consider

Skill Type: Sorcerous


Tools: Yes, rune stones.

see, the Rune Caster uses a set of


specially designed runes to discern

'5

total or 10 minus the point value

Learned Elves, Ores and Men would

its use a mad and profane act. You

its i
y}";.>e.v

Obstacle: \Vriting moon runes,

court

Restrictions: Dwarves only

the future. When cast to the ground,


their pattern and order reveal to him
anothers fate.

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Saddlery

Sculptors carve forms and images

.l:leI[Agi_

from obdurate stone.


Obstacles: Simple forms in clay,

Saddlery is the fine art of creating


horse furniture from suitable hides.

Ob 1. Simple forms in soft stone,

Saddlers work closely with local

Ob 2. Simple forms i11 hard stone,

tanners to c1'eate saddles, bits,

Ob 3. Complex forms in clay, Ob 4.

hridles and stirrups.

Complex forms in soft stone, Ob 5.


Complex fo1'ms i11 hard stone, Ob 6.

Obstacles: Saddle repairs, Ob 1.


Riding saddle, Ob 2. War saddle,

FORKS: Mason, Engraving

Ob 3. Ornate saddle, Ob 4. Royal

Skill Type: Artist

saddle, Ob 5. Howdah, Ob 7.

Tools: Yes.

FORKS: Tanner

Scutwork-wise

Skill Type: Craftsman

Tools: \Vorkshop.

I .

|.

Seamanship covers all of the basic

Saint-wise

knowledge and skills, short of


actual sailing, necessary to survive
on board a boat or ship: stowing,

A player using his characters


Scavenger skill may state what he

cleaning, mending shipboard

is looking forit can be any type of

paraphernalia and water discipline.

item, but it cannot be a specific or

Obstacles: Rowboat or skiff, Ob 1.

unique thing.

Longboat, Ob 2. Junk, Ob 3.
Caravel, Ob 4. Carrack, Ob 5.

Obstacles: Detritus or junk (rags,

riff
. __

as
as
r

scraps), Ob 1. Common household

Felucca, Ob 6. Treasure ship, Ob 7.

goods (clothing, food, cookware),

Skill Type: Seafaring


Tools: NO.

Ob 2. Hard to find items (medicine 1r


weapons, tools), Ob 3. Valuable

Seduction

items (money, antiques), Ob 4.


Rare objects (documents, books,

manipulation of sexual desire and


intention. This does 11ot necessarily

FORKS: Foraging and appropriate

entail sexual intercourse.

wises

Obstacles: Basic obstacle is always

Skill Type: Peasant

vietims Will. This skill ca11 also be

Tools: No.

used for actions in the Duel of Wits.


FORKS: Persuasion, Soothing
Platitudes, Poetry

Skill Type: Social


Tools: No.

--

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action from a subject through the

out of place items (oddities, head in

-.

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of information or the persuasion of

specialized tools), Ob 5. Obscure or


a jar, a crown), Oh 7.

'7: it

Seduction involves the extraction

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Use this skill for to manager supplies

The prime mystery of the Servants


is the nature of their ow11 cult. They

and cargo for sea voyages. Success

are pa1't of an internecine hierarchy

indicates theres no problem. A

governed by laws and customs apart

failed test and the ship runs short


of suppliesfood, water, medicine,

from the clan.


FORKS: Great and Black-wise

lumber, ammunition, etc-and

Skill Type: Wise

serious complications arise. Sailors

Tools: NO.

start dying from one thing or


another, because whatevers missing

Restrictions: Ores only in cl1aracter

is what is sorely needed, of course!

bu1'ning

A bad steward is bad for morale.

Obstacles: Rowboat or skiff, Ob 1.

Sewing is used to make garments,

Longboat, Ob 2. Junk, Ob 3.

blankets and pillows from swatches

Caravel, Ob 4. Ca1'rack, Ob 5.

of cloth.

Felucca, Ob 6. Treasure ship, Ob 7.

Obstacles: Linens, sashes, scarves,

Moderate journey, +1 Ob. Long

Ob l. Mending clothing, Ob 2.

journey, +2 Ob. Ocean crossing,

Fashioning clothing, Ob 3. Fancy

+3 Ob.

clothing, Ob 4.

Skill Type: Seafaring

FORKS: Weaver, Embroidery

Tools: No.

Skill Type: Peasant

Ship-wise

Tools: Yes. Expendable.

$1.111 . .

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, .|. , S],-,|,., 5,1,,

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Shield Training allows a cl1a1'acter to

ShiPb11ildi11g 15 the 5-11't Of designing

incorporate a shield into his defense.

nd Constructing seagoing vessels. A


master shipwright usually directs a

Characters without Shield Training


must actively block with 3 Shield

(:3

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4" 1+3-

fl--.4$3}
s

team of carpenters, blaeksmiths and


laborers in the construction process.

in orde1' to gain its benefits. See


Armor and Shields in the Burning

Obstacles: Rowboat or skiff, Ob 1.

Wheel for 1'ules. When performing a

Barge, Ob 2. Longboat, Ob 3. A cog

Strike with a shield use Brawling, an

or junk, Ob 4. A felucca, longship or

appropriate Boxing skill or Agility.

galley, Ob 5. Carrack, Ob 6. Caravel,

Obstacles: See Armor and Shields.

Ob 3. Treasure ship, Ob 9. Barque,

Skill Type: Martial Training

Ob 10.

-.5.-*--:.}'.fi}"!;f

euiiih

FORKS: Engineer, Carpenter,

Tools: No.

Boatwright

Training Root is for Aptitude only.

Skill Type: Craftsman

l ' 4 r-.

Tools: \l/orkshop.
.-_
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Shtenld 6 pptais alt!

Bet

1 I

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Using this skill and a specially


designed lante1'n or set of flags, a

The Dwarven eye for detail,

sailor can relay predetermined codes

especially in regard to

or signals over great distances.

craftsmanship, jewel work or

Obstacles: Simple commands, Ob 1.

gemcraft, is legendary. Shrewd

Questions, Ob 2. Complicated

Appraisal is the art of noting every

o1'ders, Ob 3.

single flaw in an item-tl1e1'eby

FORKS: Cryptography

reducing its price.

Skill Type: Seafaring

Obstacle: Common goods, Ob 2.


Expensive goods, Ob 3. Rare goods,

Tools: Yes.

Ob 4. Unique goods, Ob 5.
FORKS: Appropriate wises, Haggling

Will

\li/ith but a glare, the Captain can

Skill Type: Social

send shivers down the spine of those

Tools: No.

who cross him. This skill follows the


same rules as Intimidation.

Restrictions: Dwarves only

Siege Engineer

Eergeptign

Obstacle: Victims Will.


FORKS: Paean of Deeds

Ores love to construct massive and

Skill Type: Social

roaring engines of war that spit

Tools: NO.

fire and shatter stone. Use the skill


to build war machines; the war

Restrictions: Elves only

machines then count as tools for


destroying structures.

Elven silver trumpets are renowned

Silver Trumpet

Obstacles (building): Simple 1'an1 or

Will

and fabled throughout the known

scaling ladder, Ob 1. Metal capped

world. Heralds are taught how to

twp

1'am, Ob 2. Covered ram or siege

produce wondrous and clear strains

.r;'.;,; ,'i,_,.

tower, Ob 3. Massive t1'action

f1'om the instrument so that the

t1'ebuchet, Ob 4. Massive metal-

arrival of the Loremasters, Althings

.- \:

Ti;

sir
at :4

i*i.:

capped covered ram, Ob 5.

and Etha1'chs may be properly

FORKS: Blacksmith, Munitions, Rude

heralded.

Carpentry

Obstacles: Morning calls, Ob 1.

Skill Type: Artisan


Tools: Yes.

Danger 01' warnings, Ob 2. Funerary

Restrictions: Ores only in cl1aracter

Song of the Aman, Ob 5.

calls, Ob 3. Arrival of Fe , Ob 4.

burning

Skill Type: Musical


Tools: Yes, an Elven silver trumpet.
Restrictions: Elves only in character

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burning

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Sing

will

communicating through voice, ve1'se

Parlor tricks, Ob 2. To pick a

1-IS

pocket or perform a similar trick

i-P:

and tune. Singing can be used to

of legerdemain on a victim, make

soothe, invigorate and inform.

a versus test: Sleight of Hand vs


Observation.

Obstacles: Will of the listener. If the

Skill Type: Special

song is suitable to the mood, add


advantage. The test can be used for

T0015 N0-

linked tests or to convey an idea.

Sh-p of Cnrrentss

FORKS: Poetry
Skill Type: Musical

With the Slip of Currents on his

Bartel-ID,

tongue, it is very rare an Elf is

Tools: No.

lost at sea. This skill acts like the

Skirmish Tactics

W1']](Be[*

Navigation skill.
FORKS: Rhyme of Rules, Rhyme of

Soldiers trained in skirmish tactics


know how to act as a unit when

the Ma1'iner

fighting in dispersed formations.

Skill Type: Seafarer

Skirmish Tactics allow a fighter

Tools: NO.

with the training to help another

Restrictions: Elves only

fighter with the t1'aining on his

team. You can help with maneuver

many types of metals. This skill

Tools: No.
Training Root is for Aptitude Only.

counts as Blacksmith, \Vhitesmith


or Copp ersmith. With Smitl1c1'aft,

Slave Deck-wise

metal 1tempots, pins, cl1a1ns, tools,

Sleight of Hand allows the character

cups and l1o1'sesl1oes. Combined


.
.
.
.
with Anti hon UHIOH Smithcraft
,P
1
becomes immeasurably potent. Add

to pei-f01111 m1no1
'--k
t11c s w itl1
small objects in the hands. The
skill also allows the character to
remove objects from another person.

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if

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the Lay of the Horse to a whistle,

J,-J'E;.;_.:;_.:*' __J_.:_.:_.

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.-"-"Tr_.-if "i - -j51:
r.-.-7'..'".1-'1"-='il-"F
- _..- _,.w_r _.--_,= fi: -

the Gift of Speed to horseshoes, add

surreptitiously place objects on and

(Tfr

a forge and the proper tools, the Elf


may fabricate nearly any type of

_ _

\iS
.67 Pr?/F-"-

m,,",, 1.,

lea1'ns the techniques for working

Skill Type: Military Training

['5

centuries that an Elven smith

skirmishers may help one another.

EH

.l]

Such is the experience of a life of

rolls in Range and Cover. Up to five

P?

si

Obstacles: Simple card tricks, Ob 1.

Singing is the art of celebrating and

SI , I

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av: ;~ N

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add the Air of Gates to a headband

Union and the Lyric of Healing 01'

or the Voice of Ages toa clasp. The

the Doom of Strength allows the Elf


to create Elven Bread.

list goes on and O11.

FORKS: Rhyme of Rules

Obstacles: Use Blacksmith,


Coppersmith and \Vhitesmitli.
FORKS: Gemcraft, lewelcraft, Riddle
of Steel

Tools: Yes. Expendable.


Restrictions: Elves only

Skill Type: Craftsman

Song of

Tools: Workshop.
Restrictions: Elves only
rr .

This skill follows the same rules as

\X[illLRel_

This skill covers all the incredibly


boring minutiae of being a soldier
ma1'ching, digging lat1'ines, setting
up tents, army procedures and
dealing with the payn1aste1's.
Obstacles: Ma1'cl1i11g, Ob 1. Latrines
and foxholes, Ob 2. Forage and
shelter, Ob 3. Procedure, Ob 4.
Payment, Ob 5.

Animal Husbandry.
FORKS: Rhyme of Rules
Skill Type: Peasant

Tools: No.
Restrictions: Elves only

_ltZi1L

Using the Song of Form, the Elf may


sculpt stone i11to shapes and curves
pleasing to the eye. Combining the
Song of Form with Antiphon Union

Skill Type: Military

and Alarm will create a warding

Tools: Yes.

statue. Combining it with Antiphon

Song of the Eldar

it yi

Skill Type: Peasant

Ee[eeptiQ1]

Union, Disce1'ner a11d Voice of Ages

The cycles of the of sta1's are of great

creates a statue that will speak of

interest to the wise Elves. This skill

the lies and deceit before it. Combine


the Song of Form, Antiphon Union,

acts like Astrology.


FORKS: Rhyme of Rules, Slip of

Voice of Ages and the Strain of


Farsight and a statue is created that

Currents
Skill Type: Academic

can see far off lands and speak of

Tools: No.

them.
Obstacles: A simple shape,

Restrictions: Elves only

Ob 1. Crude mimicry, Ob 2.
Anatomical approximation, Ob 3.
Elves are tremendous cooks and
enjoy presenting bounteous feasts to
their guests and relatives. This song
mimics the arts of Cooking. Using

-.-.-____,;-,.p.-fl

this skill song along with Antiphon

' "~ta.':-J@~: '.~:l.


-

.
.\_

1'

"5.:--

sss as

I
T.

_
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Expressionistic depiction, Ob 5.
FORKS: Stonec1'aft, Gen1c1'aft
Skill Type: Artist

Tools: Yes.
Restrictions: Elves only

:-.

The Lists

_,T1;.':7*'

1-'_.'.

5'.
I

-:-*-' =
-_-._=,
I. |,|

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EH,

The rights of rulership of the lord.

1'48

Soothing Platitudes is a skill for

1--Q
\_|

This is a specialized Etiquette skill

placating angered or irksome fellows

for use among characters with the

with words that say nothing but

Etharchal, FEa and Aman traits.

compliment everything.

Skill Type: Social

Obstacles: Basie obstacle for Soothing

Tools: No.

Platitudes is the vietims Will.


Looking good today, sire. Good

Restrictions: Elves only

Song of
P 9-

show, sir! A masterpiece of

!_erceplion

This skill so11g is the Elven version of


Orienteering.
FORKS: \Veathersong, Rhyme of Rules
Skill Type: Forester

ingenuity, lord. The pope isnt so


benevolent as you, sire. Looking
fit and fine today, sir. Gods own
judgment would falter where yours
st ands true, lord. Your ingenious
calculations are beyond con1pa1'e,

Tools: No.

Prime Minister.

Restrictions: Elves only

i-'1

FORKS: Persuasion, Falsehood

Using this special song, the Elf

Skill Type: Social


Tools: No.

can attempt to soothe the pain

Sorceryi

of another injured cl1aracter. For

Sorcery is the skill that allows the

__

Perception

treating injuries, this skill acts like

character to understand written or

Herbalism. The Song of Soothing

spoken magical formulae. Should

ca11 also cure the effects of poison.

the cl1aracter have the Gifted trait,

See the obstacles below.

he can then translate those formulae

Obstacles: if the poison causes injury

into spells and thereby cast magic.

(like Deadly Venom), the obstacle is

He may also use this skill to create

the same as for Herbalism treating

new spells. The mechanics of Sorcery

that wound. If successful, the effects

are described in detail in the Sorcery

of the poison (the die penalties)

section of the Burning lvheel.

are reduced by half, rounded up.

Obstacles: See the Sorcery chapter i11

lf the poison causes an obstacle

the Burning \Yheel.

penalty, the obstacle to cure is equal


to the penalty. Successes over the
obstacle reduce the penalty. For
poison that subtracts dice directly,

it-:'.iE.i=i

we
pl" f_

4-._ ti. ;'>

Skill Type: Sorcerous

Tools: No.

as

Restrictions: Men or Roden only in

iQ5}?-ml.

cl1aracte1' bur11i11g

the obstacle is equal to double the


dice subtracted. Successes over the

</. .1

i " " "1

Sorcery-wise

obstacle restore o11e die each.


Skill Type: Medicinal
Tools: Yes.

ts}?

Restrictions: Elves only

Soot-Wise

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as elf?
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Spear

I:

Aglity

regular spiders, Ob l. Training a


Great Orb Weaver, Ob 2. Training

Spears, la11ces 01' pikes are versatile


and intuitive weapons. They can be

a Great Master of the Hunt, Ob 3.

used as a quick slashing weapon,

Training a Sea Lord, Ob 4. Training

as a thrusting or even a smashing

a Great Undernest spider, Ob 5. For

weapon. This is not a throwing skill.

Field Dressing obstacles, see the


Anatomy of Injury chapter.

Obstacles: See the Fight chapter of

FoRKs: Animal Husbandry

the Burning Wheel.

Skill Type: Peasant

FORKS: Martial A1'ts, Boxing or any

Tools: Yes. Expendable.

appropriate melee weapon skill.

Restrictions: Orcs only i11 character

Skill Type: Martial

bnrlling

Tools: No.

\X/ill./Agility Spiel-wise

Spearbearers, like Bowyers,

Staff_

learn more than just the art of

A staff is a thin pole, usually shod

killing. They lear11 to cherish a11d

with iron at the ends, useful for

understand their weaponthey

leaning on when Walking and as a

know it from its birth to the first

Weapon.

time it sheds blood. For many, their

FORKS: Brawling, Boxing or any

spear is the last piece of this world

melee weapon skill

they hold i11 their hands before their

Skill Type: Martial

own life is cut short. Use Spearcraft

T0015: A staff.

With Antiphon Union to create magic

SI

spears.

mill spear, Ob 2. Making javelins

of crystalline orbs. About the size

or reshafting a11 Elven spear, Ob 3.

of a fist, these stars are typically

Making superior quality javelins,

designed to be vessels for various

Ob 1-1. Making a11 Elven spear, Ob 5.

e11cl1antn1e11ts. O11e of the most


famous, a11d perhaps the first, Was

FORKS: Riddle of Steel, Smithcraft,

a sta1' that had Mornsong sung over

Woodcraft

it. To the amazement of its creator,

Skill Type: Craftsman

the vessel then took on the light of

Tools: Yes.

the suneternally projecting those

Restrictions: Elves o11ly

.-

very first rays which warmed the

Spider Husbandr

earth. All crystals produced with

The Master of Eight lear11s how to

Starcraft make suitable vessels for

raise a11d t1'ain Great Spiders. This

the Enchanting skill.

rare skill is reserved for the n1ost

Obstacles: Marble, Ob 1. Prism, Ob 2.

calmly insane among the Servants.

Ball, Ob 3. Lens, Ob 1-l. Silmaril, Ob 5.

It acts as Instruction and Field

FoRKs: Gemcraft, Jewelcraft

Dressing for Spiders

Skill Type: Artisan

Obstacles: Use these as your base

Tools: Workshop.

obstacles for Instruction: Raising

qp
-__

3UU

,g,{.]],, .,.,

fascination with the manufacture

spear, Ob l. Making a 1'n11 of the

-u

[,

Certain Elves have a particular

Obstacle: Reshafting a 1'u11 of the mill

._-f

4-

it--1:3
L1

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1,

-1

is-5%?

ti-rt?-=;*
_

_._

:-I"

Restrictions: Elves only

@@:
st. =:=-="
1--u.

.--E

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it

Jill",r

The Lists
Stealthy

,-

Speed
Stone Artifice teaches the proud craft

Stealthy is the ability to use


camouflage, natural surroundings,

of shaping stone into sturdy material

shadow, light a11d a quiet step to

suitable for building. Dwarves are

move undetected.

so skilled at cutting a11d dressing

Obstacles: Stealthy vs Observation.

511515

stone that the material becomes

Give advantage to Stealthy for light,

1no1'e durable and harder to destroy.

Weather and ground conditions.

The artificer may add +2 Ob to any

Skill Type: Forester

test to build a structure. This adds a

Tools: No.

+1 Ob penalty to any test to alter or


destroy this structure.

ebate

Eiill

This skill is a combination of


Haggling, Oratory and Persuasion. It
is loud, boisterous and heated.
may also be used in the Duel of \Vits.
FoRKs: Oratory

gravestones or making mortar,


basalt, Ob 3. Making a slate floor,
a simple wall or an obelisk, Ob 2.
Arch or reinforced Wall, Ob 3. Small

Skill Type: Social


Tools: A big Dwarvy mouth.
Restrictions: Dwarves only
,

or making bricks, Ob 1. Cutting


Ob 2. Cutting marble, granite or

Obstacle: W'ill of the victim. This skill

S,

Obstacles: Cutting blocks of soft stone

stone house or bridge, Ob 4. Large,


reinforced wall, Ob 5. Tower, Ob 6.
Donjon, Ob 7.
HE,

This skill is simply loud, boisterous


a11d loud. Dwarves love to sing,
much to the chagrin of their guests
a11d neighbors.
Obstacles: \Vill of the listener. If the

FoRKs: Hallmaster, EarthWise

Skill Type: Artisan


Tools: Workshop.
Restrictions: Dwarves only

S,

H,

,,,,.,,,, .,.,

an age ago from the first Dwarves

advantage. The obstacle ca11 be used

to emerge f1'om their subter1'anea11

for linked tests or to convey a11 idea.

holds. Over the centuries, Elves

Add +1 Ob disadvantage for singing

have developed their own styles a11d

to Men and Roden, +2 Ob for Ores

methods. This skill is similar to the

and Trolls, and +3 Ob to Elves a11d

Mason skillit is used to quarry,

\Volves. Spiders donit care about

cut, move and place stone.

your crappy singing. They just Want


to eat you. Dragons, too.
FoRKs: Stentorious Debate,
Chronology of Kings, Dru11ki11g

Skill Type: Musical


Tools: No.
Restrictions: Dwarves only

is

Elven Shap ers learned their trade

song is suitable to the mood, add

it -I

Obstacles: Cutting blocks of soft stone

Casi i ,

or making bricks, Ob 1. Cutting


gravestones or making mortar,
Ob 2. Cutting marble, granite 01'
basalt, Ob 3. Making a slate floor,
a simple Wall or a11 obelisk, Ob 2.
Arch or reinforced wall, Ob 3. Small

iv

I,

J,

iii

S,

stone house or bridge, Ob 4. Large,

Donjon, Ob 7. Citadel, Ob 10.

streets. This skill helps characters


navigate urban centers safely,
allowing them to find places only a
native would know.

Tools: Wrorkshop.

Obstacles: Finding a well-known

Restrictions: Elves only

Strategy

_ .

\iiii1lLRer_

Strategy is used to guide armies

establishment in a city you have


never been to, Ob 1. Finding an outof-the-way place i11 a familiar city,

through war. You can use the

Ob 2. Staying out of neighborhoods

Strategy skill to choose the field

where you dont belong, Ob 3. Acting

of battle, move your army unseen


through an area, find your enemys
supply, choose the proper troops for
a task, etc. This is a rare and highly
specialized skill reserved for only the

like you belong there, Ob 4.


FoRKs: lnconspicuous, Orienteering
Skill Type: Special
Tools: No.

Structural Weakness-wise

greatest of generals.
Obstacles: Use Strategy in versus tests
between commanders or use the

__

Bet

knows all about it. Where its from,

ally or opponent, Ob 1. Creating

who made it, what it's made out of.

a credible threat of force, Ob 2.

Everything except what it actually

Assessing a salient point, Ob 3. Plan


of attack (order of battle), Ob 4.

does.
Obstacles: Your stuff, Ob 1. Your

Plan of campaign, Ob 5. Proper

friendis stuff, Ob 2. Stuff about

provenance for your forces, Ob 6.

stuff, Ob 3. Shit versus stuff, Ob 4.

FoRKs: Logistics, Strategy Games,

What stuff to pack, Ob 5.

Tactics

FORKS: Dwarfwise, Scavenging

Skill Type: Military

Skill Type: \Vise

Tools: No.
Strategy

This Dwarf knows his stuffi He

following: Recognizing a strategic

' t':.-" "~?~


W1

,.

FORKS: Archcraft
Skill Type: Craftsman

ts
\1
9'54

Streetwise is the etiquette of the city

reinforced wall, Ob 5. Tower, Ob 6.

Tools: No.
ames

\liZ'|l|[Ee1

A cl1aracter witl1 this skill is well

Restrictions: Dwarves only in


cl1aracter burning

versed in games of strategy popular

was

to his region. Game play was rather


common in the middle ages, but this

.9Q-1.,
3;.

character has developed a particular


knack a11d skill for it.

at _

skill of opponent.
Tools: Yes, a game.

.
4?:

I
I

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'1-F'-

"i12'i-si-if,
302

.
T

It is used to enlighten the benighted.


This skill allows a Priest to convince
others to act on his behalf (because

Obstacles: Versus Strategy Games


Skill Type: Special

kn 1

Suasion is the verbal art of the priest.

-*

.-11.-it
.E_;;:__.-_ LI,

it is in the best interest of their

S_l.l1ll3L6.l

immortal souls). It is a Persuasion

Survival teaches a character how to

__

tantra

skill for the clergy.

build shelters, find water and stay

?1',S

5:1
I

Obstacles: Obstacle: Will of the

warm/cool in adverse conditions.

victim. This skill may also be used

Obstacles: Basic shelter, Ob 1.

in the Duel of \Vits.

Basic water, Ob 2. Survival food,

FoRKs: Soothing Platitudes,

Ob 3. \Vater or shelter in extreme

Falsehood

conditions, Ob 4. Shrug off +1 Ob

Skill Type: Social


Tools: No.

penalty, Ob 5.
FoRKs: Foraging, Hunting
Skill Type: Forester

Suicidal Bravery-wise

Tools: Traveling Gear.

Stimmoning

_
_

The Summoning skill teaches the


Gifted one how to call forth, bind

This skill covers the use of any


long-bladed, one- or two-handed

and command spirits.

weapons. Bastard swords, broad

Obstacles: See the Summoning

swords, short swords, katana,

chapter of the Magic Burner.

falchions, machetes, rapiers, gladii

Skill Type: Sorcerous

or yataghans.

Tools: No.

Obstacles: Sec tl1e Fight chapter in

Restrictions: Men only in character

the Burning Wheel.

burning

FoRKs: Boxing, Brawling or any

Supplier-wise

appropriate melee weapon skill


Skill Type: Martial

Supply-wise
Surgery

Tools: A sword.

y g,

_.]2er[Agi

Surgery is a highly specialized art

Symbology is the study of ancient 8:

that involves cutting and sewing

L1

obscure symbols. A symbologist can

damaged body parts back into

it

recognize/interpret these marks +

a position where they ca11 heal

ll

*-_

signs.

properly. Surgery can be used to

,_.1 ,,

we

Obstacles: Common symbols, Ob 1.

repair broken limbs, stop bleeding


and remove bodily aberrations.

Common religious symbols, Ob 2.

Failed Surgery tests increase the

Common arcane symbols, Ob 3.

'

*5 ti!

blood clock for the wound by one

Obscure religious symbols, Ob 4.

stage. Can be used to treat wounds

F o1 . eign
pictograms,
Ob 5. Obscure

'1-"-ii-:7
*TH*1;-_,,,g

arcane symbols, Ob 6. Unknown

big; H

of all types.

religious symbols, Ob '7. Unknown

Obstacles: See Anatomy of Injury for

_ ,1. P

symbology, Ob 9.

FORKS: Anatomy, Field Dressing,

FORKS: Ancient a11d Obscure History,


Doctrine, Sorcery

Skill Type: Medicinal

Tools: Yes. Expendable.

'

arcane symbols, Ob 8. Truly alien

obstacles and mechanics.


Apothecary

115,.-3

ii

Skill Type: Academic

iiik. ,3,E..,

Tools: No.

ll

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Wfr,
'~.[

_._

__
_

J-

ll

nu

51
' silk

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J

P<= ,-T =s,'* f*>\

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W

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Theatrics

T,U.
Iaciics

Will/Per_

Theatrics is the familiarity with the

mechanics of stage performance.

Will ieig

This skill encompasses sets, make-

Tactics is knowledge of how to use


small groups of soldiers to maximum

up and costumes.

effect on the battlefield.

Obstacles: Stage makeup, Ob 1.

Obstacles: This skill can be used

Making simple masks, Ob 2.

to set an ambush: test Tactics vs

Disguising an androgynous woman

Observation. It can also be used for


field maneuvers in Range and Cover.

FoRKs: Acting, Disguise

as a man, Ob 3.

FoRKs: Strategy

Skill Type: Special

Skill Type: Military


Tools: No.

I]

Tall Grass-wise

This skill acts like the Sewing skill.

Tanner

Tools: Yes.

1.

C]

,,

FoRKs: Weaving \Vay

AgiLEoJ'_

Skill Type: Craftsman

A tanner treats and cures hides so

Tools: Yes. Expendable.

that they can be used as enduring

Restrictions: Elves only

clothing, furniture and coverings.


Obstacles: Belt, Ob 1. Leather cloak
or boots, Ob 2. Satchel or gloves,

Throwing allows characters to

Ob 3. Gambeson, Ob 4. Boiled

accurately throw knives, pins, rocks

(reinforced) leatl1e1' armor, Ob 5.

and balls at targets.

Skill Type: Craftsman

Obstacles: See the Fight and Range

Tools: \Vorkshop (a tannery).

and Cover chapters in the Burning


Wrheel.

Taskmaster-wise

FoRKs: Javelin

Tavern Taleswise

'1'
tr

IF

Skill Type: Martial

Taxidermy

Tools: Something to throw.

Perception

Taxidermy is the process of

Iortnren

preparing and preserving the dead

This is the unsavory skill of inducing

2..-'. 1, "t-'1?-=t-'_.\'i-_,*

.M

Will/Par

for exhibition in a lifelike state.

pain in a victim in order to have

Obstacles: Rabbits and small

the victim acquiesce to demands or

game, Ob 1. Insects and fish, Ob

reveal information. To use the skill,

2. Fowl and large game, Ob 3.

the torturer must state-exactly

Your aunt, Ob 4. Exotic creatures,

what he wishes the victim to submit

Ob 4. Monsters, Ob 5. Mythical or

to or reveal. I-Ie does not ask a

heroic beasts, Ob 6. Supernatural


pg
--:-Ilgai
--.$,5-,
fI.,.";,'1T1.-{~_::*

question of his victim.

creatures, Ob 7.

Obstacles: Obstacle is equal to the

Skill Type: Medicinal

victims Will or Forte, whichever

Tools: Yes.

is higher. lf successful, the victim


submits or reveals exactly what the

Terroir-wise

torturer stated in his intent. The


victim also acquires a debilitating
trait equal in value to the obstacle of

s-itsj. _.. . s

304

T ' "'"-'i\T-WT...-5"? -is iii"?4

5:
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-. '*'i -- T:
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The Lists

_ .-___

the Torture testMaimed, Missing


Eye, etc. Yes, the more willful you
are, the Worse the trait. If the test is

Tree Cutting
Percepti
Tree Cutting is the technique of
be used as lumber and firewood.

injury or death, or grant him a

Obstacles: Deadwood, Ob 1. Small

beneficial trait to resist privation,

tree, Ob 2. Mediumsized tree, Ob 3.

torture or interrogation.

Large tree, Ob 4. Stand of trees,

FORKS: Anatomy, Surgery,

Ob 5. Copse, Ob 6. Forest, Ob 10.

Interrogation
Skill Type: Special
Tools: Yes.

Skill Type: Peasant

Tracking
Trackin 5 is the abilit Y to follow

Orcs dont merely cut trees down,


they uproot them entirely. Using

Tools: Yes.

_Ha|;red

prints, impressions and traces

labor and ropes, O1'c Woodcutte1's

through W de1'ne55- T1'aCke1'S refer to


their art as following sign.

clear the forests until only tortured

Obstacles: Fresh tracks on soft earth,

I
I->15

rapidly and safely felling live trees to

failed, the GM can cause the victim

'E1.i-iii
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ground remainsall the wood is


taken to the furnace.

Ob 1. Identifying common animals

Obstacles: Bush, Ob 1. Sapling, Ob 2.

by tracks, Ob 2. Determining

Young t1'ee, Ob 3. Mature tree, Ob 5.

number of creatures from t1'acks

Ripe old redwood, Ob 8. Ancient

on soft earth, Ob 2. Following

magic tree, Ob 10.

fresh tracks on hard earth, Ob 3.


Determining weight of creature,

Skill Type: Peasant


Tools: Yes, exp end able rope and goblins.

Ob 4. Following t1'acks on soft earth

Restrictions: O1'cs only

after rain, Ob 5. Identifying a man

I ,1 EI.

,,,,.,, T

by his shoes, Ob 6. Following tracks


on hard earth after rain, Ob 7.
FoRKs: Hunting
Skill Type: Forester
T0015, N0_

Tragic End-wise
Trails-wise

Troll Lords lea1'n the axe-blade


etiquette for dealing with Troll
Bellowers and Warlo1'ds.
Obstacles: Making the warlord angry,
Ob 1. Determining dining order,
FoRKs: Trollwise, Intimidation

Te-Pile
A
we Tools:No.
Trapping is the art of setting traps
Obstacles: Rabbits, Ob 1. Dogs and
cats, Ob 2. Foxes and raccoons,
Ob 3. Pit traps, Ob 3. Man snares,
Ob 4.
Skill Type: Forester
Tools: Yes. Expendable.

Treasure-wise

_ L"

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Skill Type: Social

and snares to catch small game.

it

Ob 2. Complimenting trophies, Ob 3

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Troll Lords live among the clans


Trolls. They learn their ways and
habits.

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FoRKs: Troll Etiquette

Skill Type: Wise


Tools: No.

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Tunnel-ease

Ber.

Ob 4. Ugly truth about a nuanced or


delicate situation, Ob 5. Ugly Truth

Life underground gives Dwarves

can also be used in the Duel of Wits.

a good sense of tunnels. Is it safe?


How old is it? Who built it? All of

FoRKs: Falsehood, Intimidation

these questions can be answered by

Skill Type: Social


Tools: No.

Tunnel-wise.
FoRKs: Excavation, Mining
Skill Type: Special
Tools: No.

Vein-wise

Two-Fisted
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This martial training skill allows a

Secrets how to extract and preserve

secondary the weapon must be

creatures. Using his knowledge, he

smaller or of equal weight to his

can create:

other weapon. Both weapons must

A stinging and nettling contact


poison, Ob 2. A dose on the skin
causes the victim to break out i11
boils. +2 Ob to all physical, martial

there is no penalty for striking with

and social tests for one scene.

a weapon in the off hand. If a player

A debilitating ingested poison,

wants to Strike with both weapons

Ob 4. Victim n1ust test Forte

simultaneously, divide his dice

vs Ob 4. Margin of failure is

between his two weapons. They must

permanently subtracted f1'om

be of equal length to perform this.

Health (and Health maximum).

The character may perform Block

A deadly poison, Ob 5. The poison


must be slathered on a blade or

Training. Skill dice are divided

arrowhead and injected into the

between attack and defense as the

victim with a Mark result hit. If

combatant sees fit.

so injected, the poison delivers one

Skill Type: Martial Training


Tools: No.

additional B9 wound in a number


of exchanges equal to six plus the

Training Root is for Aptitude only.

victimis Forte.

Perception

FoRKs: Herbalism
Skill Type: Medicinal

Ugly Truth is the singular ability to


strip a situation or argument to its

Tools: Yes. Expendable.

bare, naked core.

Restrictions: Ores only

Obstacles: Stating the obvious worst

Village Secret-wise

possible outcome, Ob 1. Ugly truth

Vine-wise

about family, Ob 2. Ugly truth


about your friends, Ob 3. Ugly truth
about a complex political situation,

* t.-xi-

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500

poisons from venomous and stinging

& Strike actions as if he had Shield

1: _ r-=3,-._=\

,,

a weapon in his off hand. This

When fighting with two weapons,

"=".=.-"~'-.:f-r;<.-: "-"'.

This skill teaches the Knower of

weapon length.

1,;

character to fight effectively with

be one-handed and be at most long

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Vintage-wise

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Mask Bearers spend much time in the

A Vintner is an artist who grows


grapes, 1nasl1es them a11d ferments

terrible heat of the forges beating out

tl1en1 into wine.

wicked blades a11d unyielding armor.

Obstacles: Swill, Ob 1. Drinkable,

Using this skill, the Artificer may

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create weapons or armor.

Ob 2. Good wine, Ob 3. Excellent

Obstacles: Knives, Oh 1. Hammer,

wine, Ob 4. Legendary wine, Ob 5.


FoRKs: Farming, Brewer

axe a11d sword, Ob 2. Spear and

Skill Type: Peasant

polearm, Ob 3. A1'balest, Ob 4. Bolts

Tools: Workshop.

fo1' crosshows and arbalests are


Ob 2. You may do the following once

Visage-wise

per weapon: +1 VAOb=current

lloice of Th1..1nder

. rtillrrnne

VA plus 1. Add balance die, +2 Ob.

The Etha1'chs voice booms across the

+1 powerOb=current weapon pow.

battlefield as he issues commands to

Pot helmet, Ob 1. Light mail armor,

his Sword Singers and vassals. This

Ob 2. Heavy mail armor, Ob 3.

skill acts like Command. Also, all

Plated mail, Ob 4. To make armor or

soldiers who have a trait, Instinct

shields Dwarvenmade (reroll one

or Belief about the commander

1 once), add +1 Ob. To make armor

ca11 hear his voice when he issues

superior quality (reroll all ls all the

con1n1a11dsno matter how far away

time), add +3 Ob.

they are 011 the battlefield.

To create gray shade devices, the

Skill Type: Social

Artificer must have a gray skill-

Tools: No.

eitl1e1' via a temporary Epiphany or


due to his actual shade.

Restrictions: Elves only

FoRKs: BlackMetal Artifice

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Tools: Workshop.

Wagon-wise
ixtaiting Iables

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Skill Type: Craftsman


Restrictions: Dwarves only
,

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This master art contains many

Despite what they may say, it takes


skill, patience a11d cunning to

secrets of the Dwa1'ven Hosts:

serve customers. A great skill for

l1ow to construct and field terrible

replenishing taxed Resources.

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Obstacles: Battering ram, Ob 1.

the wall ba1', Ob 2. Busy restaurant,


Ob 3. Kings table, Ob 4. Queenis

Building a small war tower, Ob 2.

table, Ob 5.

Covered ram, Ob 3. Small stone

Skill Type: Special

thrower, Ob 4. Siege arbalest, Ob 5.

Tools: No.

Large trebuchet, Ob 6. See the

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in _
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ii

destroy buildings.

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Skill Type: Artisan


Tools: Workshop.
Restrictions: Dwa1'ves only
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Materials chapter for obstacles to

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fortifications from below.

Obstacles: Sleepy cafe, Ob 1. Hole in

gs;
tsifsee.gyese-sari
.-ts

war engines, a11d how to destroy

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Xllleaponsmith

k_ Re-.rAgi 3XhiteMsta1Artiie@.._ wail./Ag;


Dwarves truly love working with

Weaponsniith is the specialized craft

gold, silver, platinum and true silver,

of manufacturing weapons of war.

all of which they refer to as white

Obstacles: Knife, Ob 1. Spear,


short sword, mace or ligl1t axe,

metal. This adoration, augmented

Ob 2. Arming or lo11g sword, Ob 3.

by their superior skills, allows them

Polearm, Ob 4. To manufacture

to create works of intricate detail

superior quality weapons, add +2

and wondrous beauty. Any ite111

Ob. To make poor quality weapons,

made using this skill may be used


as a vessel by an enchanter. Second,

fail tl1e test!

the Resources obstacle of any item

FORKS: Blacksmith
Skill Type: Craftsman

manufactured using White-Metal

Tools: Workshop.

Artifice is increased by one. You may

Elemdng

further increase the value: +2 Ob

J2e.t[Agi

increases the Resources obstacle by

Weaving is tl1e skill used for taking

one.

raw fibe1' like flax, cotton, wool or

Obstacles: Hairpins, Ob l. Spoons

silk a11d turning it into usable cloth.

a11d cups, Ob 2. Jewelry, Ob 3.

Obstacles: Linen from flax, Ob 1.

Emb ellishing arn1or or a weap on,

Cloth from wool, Ob 2. Cloth from

Ob 3. Tea service, Ob /-1. Scepters

cotton, Ob 3. Cloth from silk, Ob L

and rods, Ob 5. Crowns, Ob 6. If

FoRKs: Sewing

working with mithril, add +1 Ob to

Skill Type: Peasant


Tools: Yes. Expendable.
my

mg

all tests and increase the Resources


value by two.
IR." ,,

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FORKS: Gem Artifice


Skill Type: Craftsman

Elves know a trick or two 011 the

Tools: \Vo1'ksl1op .

loom. Long have they been playing


at Fates game with their threads and

Restrictions: Dwarves only

weaves, and their many years se1've

W],

tl1e111 well. Combine Weaving Why,

blacksmith, a whitesmith forges

of the Chameleon to create Elven

wares from the softer metals: silver

Cloaks.

and gold.

FORKS: Threading Chant

Obstacles: Hairpins, Ob 1. Spoons and

Skill Type: Peasant

cups, Ob 2. Silver bullets, Ob 3. Tea

Tools: Yes. Expendable.


-.

service, Ob 4. Silver swords, Ob 4.

Restrictions: Elves only

FORKS: Blacksmith, Jeweler, Etching

Web-wise

Skill Type: Craftsman

Tools: Workshop.

L.
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Well-wise
--

Windage-Wise

Whip-Wise
Whispered Secrets-wise

llilllgii ts. '1=i;;,\"r- at-> --1:"-an. "='

ans

B ,, .

Using similar techniques as the

Antiphon Union and the Threne

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Tasting wine and discerning its


flavors a11d properties is a highly
refined skill. Use the skill to
determine the origins of the wine.
Obstacles: Grape, Ob 1. Terroir, Ob 2.
Vintage, Ob 3. Estate, Ob 4. These
obstacles are modified by the quality

and age of the wine: Drinkable,


+1 Ob. Swill, +2 Ob. Old, +1 Ob.
Ancient, +2 Ob.

Wood-wise

_ 3EQil1,Ag:'li|;;.:

il -W5

Elven carpentry is a marvel to


behold. The Shapers use no saw,
nails or glue. Simply by warping,
bending, shaping and sculpting
living wood they are able to produce
stunning forms and functional
designs.
Obstacles: Simple box or shelf, Ob 1.
Cup, bowl, stool, ladder: Ob 2. \Vall,

Skill Type: Special

table, chair, cabinets: Ob 3. A level

Tools: No.

floor, Ob 4. A staircase, Ob 5.

Skill Type: Craftsman


Tools: N0.
Restrictions: Elves only

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