Burning Wheel Codex
Burning Wheel Codex
Credit Due
Concept and Design
Luke Crane
Rules for Rich
Richard Soto
Development Foreword
Radek Drozdalski, Chris Adam Koebel
Allingham, Peter Tierney,
Mayuran Tiruchelvam, Copy Editor
Alexander Newman, Dwight Elisa Mader, Patrick Riegert
Frohaug, Anthony Hersey,
Thor Olavsrud, Jared Sorensen, Cover
Rich Soto, Anthony Hersey, Judd Kurt Komoda
Karlman and Topi Makkonen
Art and Illustrations
Taxidermist Jordan Worley, Kurt Komoda,
Topi Makkonen Richard Luschek, Storn A Cook,
Jennifer Rodgers, Kev Sather,
The Black Duke Rebekah Bennington, Peter
Nathan Black Bergting, Daniel Schenstrom,
Russ Nicholson, Christopher
Roden Concept and Design Moeller and Dejan Mandic
Peter Tierney
Folios
Speaker of the Jordan Worley, Ian Miller and
Secret Language Russ Nicholson (respectively)
Radek Drozdalski
Playtesting
Don Corcoran, Hart Crane,
Roles of Magic Essay
Chris Allingham, Andy Markam,
Thor Olavsrud
Eric Cardon, Jason Ellis, Keren
Lifepaths and Traits Form, Rich Soto, Alexander
Luke Crane and Anthony Hersey Cherry, Tony Hamilton, Wilhelm
Fitzpatrick, Aaron Brown,
Wizard Danaher Dempsey, Jason Costa
Merrill Sterritt and Bob Doherty. Rowan
www.burningwheel.com
Crawford, Mel Stephenson, Thank You
Charles Nairn, Chris Ferrand, Jake Norwood, Ron Edwards,
Jeremiah Frye, Josh Ryan, Clinton R. Nixon, Ralph Mazza,
Brian Todd, Jahmal Brown, Erin Strumpf, Bob Doherty, Carly
James Rowland, Adam Layzell, Bogen, Megan McFerren, Nicole
Chris Hannam, Sean Johnston, Fitting, Rachel Brown, Phil Kobel,
Abel Vargas, Alan Steiner, Kevin Corruption, Chris Bennet,
Chris Johnson, Janet Gilbert, Robert Earley-Clark, Karen
Jon Leonard, Jonathan White, Twelves, Chris Peterson, Łukasz
Pedro Amador-Gates, Daniel Lenard, Sanjeev Shah, Jonathan
Heacox, Doug Newman, John Slack, Daniel Slack, Wesley
Stavropoulos, Miguel Zapico, Edmunds, Wil Alambre, Kyle
Mark Watson, Aaron Friesen, Foxworthy, Nicholas DiPetrillo,
Christopher Connell, Greg Falk, Rachel Walton, Phil Walton, Don
Geoff Hadlington, Brandon Corcoran, Joanna Walmsley, Dan
Franklin, Justin Smith, Erik Fessinden, Alicia Fessinden, Erin
Hoofnagle, Andrew Merlina, Lowery, Brian Lowery, Jule Ann
Kaitlyn Corcoran, Shelby Adams, Wakeman, Jeremy Wakeman, Jon
Michael Adams, Tyler Bensend, Markus, Rich DiTullio, Jonathan
Jason Heilman, Brandon Wise, White, Mike VanHelder, Paul
Brodie Bensend, Pau Martinell, Beakley, Merrill Sterritt and
Mateu Pastoret, Quim Ball-llosera, Adam Koebel
Eudald Bonmatí and Albert
Puignau
In Memoriam
Bob Doherty
Extra Rotam Nulla Salus
Burning Wheel, the Codex, the Adventure Burner, the Character Burner, the Magic Burner and the Monster
Burner are trademarks (™) of Luke Crane. The five-spoked wheel logo is a registered trademark (®)
of Luke Crane. The Burning Wheel Codex is © 2023 Luke Crane.
ISBN: 978-0-9758889-0-2
Printed in China by AdMagic.
First Edition | Fontocalypse Printing | Fourth Printing with Corrections
Contents
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
the Codex
Codex Ignis . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Adventure Burner
Looking from on High . . . . . . . . . . . . . . . . . . . 12
Burning Philosophy . . . . . . . . . . . . . . . . . . . . . 15
Adventure Burner . . . . . . . . . . . . . . . . . . . . . . 23
More Bloody Rules . . . . . . . . . . . . . . . . . . . . . 39
Commentary
Commenting on Commentary . . . . . . . . . . . . . . . 43
Table Behavior . . . . . . . . . . . . . . . . . . . . . . . . 44
Running a Game . . . . . . . . . . . . . . . . . . . . . . . 48
Situation Commentary . . . . . . . . . . . . . . . . . . . 59
Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Antagonists . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Building Beliefs . . . . . . . . . . . . . . . . . . . . . . . 80
Instincts . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Artha Cycle . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Trait Vote . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Intent and Task . . . . . . . . . . . . . . . . . . . . . . . 109
Advancement . . . . . . . . . . . . . . . . . . . . . . . . 125
Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Versus Tests . . . . . . . . . . . . . . . . . . . . . . . . . 139
Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Linked Tests . . . . . . . . . . . . . . . . . . . . . . . . . 148
Let It Ride . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Shades . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Resources . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Circles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Duel of Wits . . . . . . . . . . . . . . . . . . . . . . . . . 173
Range and Cover . . . . . . . . . . . . . . . . . . . . . . 181
Fight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Wises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . 216
Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
The Roles of Magic . . . . . . . . . . . . . . . . . . . . . 223
Artifacts
Magical Artifacts . . . . . . . . . . . . . . . . . . . . . . 375
Lifepaths
Using the Lifepaths . . . . . . . . . . . . . . . . . . . . . 398
Wizard Burner . . . . . . . . . . . . . . . . . . . . . . . 402
The Path of Spite . . . . . . . . . . . . . . . . . . . . . . 418
Roden Lifepaths . . . . . . . . . . . . . . . . . . . . . . . 437
Nests of Roden . . . . . . . . . . . . . . . . . . . . . . . 445
Troll Lifepaths . . . . . . . . . . . . . . . . . . . . . . . . 462
Mountains of Trolls . . . . . . . . . . . . . . . . . . . . 466
Great Wolf Lifepaths . . . . . . . . . . . . . . . . . . . . 480
Way of the Great Wolf . . . . . . . . . . . . . . . . . . . 485
Monstrous Trait List . . . . . . . . . . . . . . . . . . . . 511
Monstrous Skill List . . . . . . . . . . . . . . . . . . . . 535
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 543
Index of Traits . . . . . . . . . . . . . . . . . . . . . . . . 555
Reference . . . . . . . . . . . . . . . . . . . . . . . . . . 559
Colophon . . . . . . . . . . . . . . . . . . . . . . . . . . 560
Foreword
The origins of its name shrouded by the mists of time, the Burning Wheel
is a perfect analogy for the experience of playing the game. It won’t allow
you to sit idly by, taking turns only as the cold stare of the GM falls
upon you. There is no engaging the wheel partway. The game doesn’t
give quarter; it doesn’t grant mercy. It burns. Though you may often be
given cause for reflection, it is not a game of stillness, but one of action.
A wheel is crafted to move, to turn. This is a game about momentum.
In the eleven years since I first set eyes on the Burning Wheel, I’ve played
countless other roleplaying games. I’ve seen trends emerge from the game-
design zeitgeist only to fall back into the churning sea of “What if we
made a game about…” Through all that, Burning Wheel has remained a
fixture of not just my gaming shelf, but my gaming mind. It is a book I’ve
taken down, time and again, to turn over in my hands, wondering what
tales it would wring from me next. I think this is what Luke and company
intended, particularly when they published the Gold edition—a physical
object weighty enough to match the heavy brand the wheel burns onto
its disciples, those who feel its constant turning in their minds.
I’ve heard Burning Wheel dubbed the Swiss watch of roleplaying games—
not just for the intricate impossibility of reassembling it if viewed as
merely individual pieces, but because of the intimate and slightly
mad way each piece fits together into the larger whole. A thing whose
surface is precise and beautiful but whose insides—whose elements—
require devotion and time to fully understand. Luke describes the main
mechanisms as a hub—the core around which the rules are crafted—with
the systems that expand on that hub and give the wheel motion as its
spokes. We’re given discrete systems such as Resources, Circles and the
Duel of Wits. We’re challenged to master Fight and take on the back-and-
forth engagements of Range and Cover. As we play, our Steel is tested
with each new spoke crafted to expand on the hub and support the wheel.
What you’re holding now is potent fuel for your campaign’s inner fire.
More ways and means to turn the wheel. New spokes to build onto
the hub. Every time I start a new roleplaying game (Burning Wheel
or otherwise), I pull the Adventure Burner from my shelves and drink
from the fountain of wisdom that its essays contain. I’ve lost count of
the many times a page from the Magic Burner lifepaths of the creatures
of the Monster Burner, looking both for adversaries and allies. Now and
here, in the Codex, we are granted access to that strange library anew,
revised and reformed. These are gears whose teeth have been carefully
filed to fit the intricate clockwork of Gold.
Adam Koebel
Spring 2016
Adam Koebel is codesigner of the award-winning Dungeon World roleplaying game. He’s
a pioneering member of the Twitch.tv live actual-play community and spends most of his
time in Vancouver, British Columbia, either ranting about fictional positioning to Starcraft
players or half-designing games.
the
Codex
Codex Ignis
The Codex should be dead. Its pages should be lifeless bones of old
ideas, packed between two covers and dumped into your lap. It
contains no new material. Everything within has been published
before in one form or another.
So what good is it? Why not write a new supplement? Why use
this old dross?
This Codex is stamped with the mark of more than ten years of our
blood and sweat. We are proud to put it in your hands, and hope it
brings light into your life.
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Adventure
Burner
Looking
from on High
Introductions out of the way, the Codex begins with the Burning
Philosophy section, in which we look at the principles behind the
Burning Wheel system. This introduction presents a perspective
for both players and game masters.
Two Things
Rules Mastery
Burning Wheel is very much a game. It’s meant to be played
skillfully and mastered over time. To gain maximum enjoyment
from a session of Burning Wheel, it is important to have some
facility with the rules. The rules are deep enough that one is
rewarded for exploring them and invoking them. The more you
play, the more you learn about the game and how the various pieces
fit together. The better you play, the richer the results.
Buy-In
Burning Wheel is not your standard fantasy RPG. It is more
character-focused and player-driven than your traditional fantasy
fare, although it uses more intense rules than other nontraditional
alternatives.
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The Adventure Burner
How do you create this basic level of buy-in? That’s a tough question.
Afterward, if it didn’t work, you can say you gave it your best shot. But
if you had a reasonably good experience, you can talk about starting a
more involved game.
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The Burning Wheel Codex
We talk about the differences between each type of game in the Running
the Game chapter in the Commentary section. For now, it’s enough
for you to know that Burning Wheel plays slightly differently—using
different mechanics—depending on how long you play it.
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Burning Philosophy
This chapter attempts to spell out some of the philosophy behind
Burning Wheel. If you don’t want to read my poetical musings, just
skip this section. If you want to see my thoughts about what goes
on behind the rules, read on.
You fight with steel, words and magic. All of the other rules are
incidental to those fights. They help you prepare for, survive and
recover from those conflicts.
We often hear questions like “Why are there so many fiddly bits?
Why so many skills? So many traits?” The short answer is: Because
the game needs it. The long answer is: Setting in Burning Wheel is
primarily presented to the players in the form of skills and traits.
It’s not enough for us to say that a culture has a particular feel.
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The Burning Wheel Codex
But there’s more to it than that. The range of options in the game creates
the spaces in which we play. Skills can be used creatively. Advancement
requires dedication and focus. Fight, Range and Cover, and Duel of
Wits allow the player to make important decisions on multiple levels.
These decisions bring the player deeper into the game and open up new
perspectives that can be further explored through the mechanics.
You’re a player in the game; you state a Belief for your character. The
GM presents an obstacle or challenge to that Belief. You state an intent
for overcoming that obstacle. You and the GM determine the appropriate
task for the intent to overcome that obstacle and select the appropriate
stat, skill or attribute to test. After gathering help, spending artha and
using other advantages, you roll against the obstacle. In most cases,
the test earns you (and those who helped) advancement, regardless
of success. If successful, you achieve your intent in the manner you
described. If you fail the test, the GM controls the outcome and can have
the task fail outright or twist your intent into unforeseen consequences.
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The Adventure Burner
Burning Philosophy
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The Burning Wheel Codex
This process also produces a result in the shared fiction of the game:
Something happens in the story. This result—a vivid description, a
thrilling performance—provides context for new Beliefs.
Advancements increase the size of the dice pool. This means you can take
greater and greater risks while attempting to act on your Belief. Trait
votes reflect how the other players view your portrayal of your character.
Artha invested in your stats and skills can cause a heroic shift in power
for your character. But it all comes back to testing to try to fulfill a Belief.
Burning Wheel is a game of strong opinion, vision and zeal. To excel, you
must advocate your position. However, it is also a thoughtful and civil
game. You are expected to play at your absolute best within the scope
of the written rules and the unwritten spirit of the game. But to be good
players you must be courteous to one another. You must ensure that
the other players understand the rules as well as you do. If they don’t,
explain what is unclear so they can make the best decision possible at
the time. Do not cheat, grief or spam. Help each other and the game will
prosper—even when you’re fighting for your beliefs.
Why take risks? Why not sit back and be safe? Risk-taking is dramatic
and exciting. You push your limits and lay everything on the line for
your Beliefs. Furthermore, playing it safe in Burning Wheel won’t get
you the resources you need to succeed.
This is a novel way to play roleplaying games for some. You set out your
own priorities. The GM challenges them. You plunge into the challenge
wholeheartedly, no matter the danger. You don’t hide or evade.
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The Adventure Burner
Burning Philosophy
When another player wants to do something dangerous or risky, don’t
smother him with suggestions about “the right way to do it.” Play
dumb and pretend you don’t understand the risks. Or play along and
encourage the bad behavior. Of course, you still need to be considerate
and thoughtful in your actions.
Too often I see players use so much caution and care that they stifle good,
energetic ideas. Don’t do that. Make bad decisions and enjoy the fallout
and encourage good risk-taking in fellow players.
Are these failures purely mechanical? Are we suggesting that you gimp
yourself for a test to deliberately fail? Not at all. Numbers-wise, it’s always
possible to place your character at risk. After all, you know how many
dice you roll, you know the obstacle. The math isn’t that hard. But I am
suggesting a different kind of failure.
You can set your character up to fall with clever use of Beliefs, Instincts
and traits. You can make him believe in something that’s wrong. You
know it’s wrong, but he doesn’t. He pursues this goal with all of the vigor
we expect of the righteous, but ultimately, we know he’s not doing the
right thing. Or he’s doing the right things for the wrong reasons.
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The Burning Wheel Codex
Or he is at war with his heart. One Belief tells him to go in one direction,
another pushes him down the opposite path. Which will he choose? The
decision is engaging for you as a player, but it is also engrossing for the
audience—the other players—to see the internal conflict played out
before their eyes. Certainly, you might want your character to do the
right thing, to go where you would, but that’s the easy answer. Choose
the wrong direction. Do the misguided, selfish, unrighteous thing. Let
your experiences at the table, not your own personal beliefs, shape your
transformation.
We are never rude. We never react out of anger. Our role is to present
unexpected challenges to the players that make perfect sense in the
context of the setting and the action.
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The Adventure Burner
Secrecy Impulse
Burning Philosophy
Try not to hide or protect your ideas. Try your best to place them in
harm’s way—in the path of the players. When the players want to know
something, test them. When the players want to confront and change
something, test them. When they want to fight something, test them.
When you feel that tightening in your gut, “No, I can’t let them…,”
that’s a sign that you need to set an obstacle and call for a test. Give the
players a shot at your villains, your organizations, your tricks and traps.
Let them try to succeed. Let them risk failure. This staccato rhythm of
challenges—some overcome and others failed—is what creates the story
in Burning Wheel.
Emergent Properties
Burning Wheel has many moving parts. It is unlikely that one can
interpret the entire range of possible results by looking at the individual
pieces. In the course of operation, it is very likely that this system of
interlocking gears produces unexpected results. Properties of the game
emerge only through exploration. No amount of study or presumption
will illuminate all of the possibilities.
Let’s look at some emergent play involving one Belief. Let’s say you have
a Belief that states, “I will liberate Dro from his burdens.” You’re going
to steal Dro’s stuff, because you think he’s a bastard and you need to eat
and pay rent. So, you use Circles and wises to get close to him. Later,
you meet him and realize that he’s got troubles, too. You sympathize.
You use Persuasion and Falsehood to tease his problems out of him. But
as you’re getting to know him, you discover that he’s a terrible person.
One of his burdens is, in fact, that he was the one who had your family
killed. He feels deeply guilty about it, but it doesn’t change the fact that
your mom, dad and little sister are gone—dispatched on the execution
block for being seditionists. You’ve still got that Belief about him: “I will
liberate Dro from his burdens.” Yet…something has shifted. Now you
use your wises and Circles to learn about his shadowy past. You begin to
marshal allies against him. Then you decide to use your Persuasion and
Falsehood to lure him out alone.
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The Burning Wheel Codex
changed now for you. You began simply wanting to survive, even if it
meant stealing from another. But you’re not who you once were. When
you pick up the dice, survival is the furthest thing from your mind. Only
revenge weighs heavy in your heart and your hand as you roll the dice
to finish what you started.
You used the system to accomplish a very different aim than that with
which you started.
Now imagine this in three layers. You have three Beliefs. All of them create
a context like this. Each Belief colors how and why you engage the system.
In a virtuous cycle, each engagement casts new light on your Beliefs.
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Adventure Burner
This section takes you through a detailed approach for creating a
Burning Wheel game. I don’t recommend you use this text word-
for-word every time you want to start a game. I recommend you
adopt the spirit of the process and forget the rest. Use the ideas here
to get you excited about starting games, then go off and use these
mystical techniques to create your own scenarios, adventures and
campaigns.
The chapter also briefly discusses how to kick off your game or
session with action. This discussion is followed by a breakdown
of how to challenge Beliefs. You want to write strong Beliefs, but
how do you know what to write them about? If you write a strong
situation, how do you induce players to care about it?
Lastly, the chapter rounds out with some rules variations that we
like to consider when fleshing out our settings.
Definition of Terms
Here are some terms that we’re going to lean on throughout the
Adventure Burner chapter:
Characters
In this chapter, we talk about characters that the players have
burned up, relationship characters that the players have named
during character burning and straight-up GM-controlled NPCs.
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The Burning Wheel Codex
Setting
The setting is the overarching container of play—the place, the age, the
atmosphere. But setting in Burning Wheel is represented primarily by
stocks, traits, skills and gear. It’s more than just geography; it’s culture
and people. The geographical aspect—the places—are just sketched out.
Situation
Situation is a problem in the setting to which the characters are
inextricably bound. In Burning Wheel, characters must fight their way
through these problems. There’s no other option.
Action
Action is the thing that’s happening right now. It’s the immediate, in-your-
face problem that is merely a part of a bigger problem as represented
by the situation.
Chicken or Egg
To play this game effectively, you must create a situation. To have a
situation, you must have setting and characters. But setting doesn’t
matter unless you have a compelling situation. And characters must be
firmly entwined with both setting and situation. So which comes first?
Chicken? Egg? Setting? Situation?
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The Adventure Burner
Smylie’s Artesia comics and love the flavor of his world—the intrigue,
Adventure Burner
the politics, the culture—you should propose using similar ideas in your
game.
Find a land, a place or a time that interests everyone in the group. Work
with it a bit—adding or adopting ideas. Get everyone involved.
As the game master, your job is to approach the game with the fire of
inspiration in your gut. You have an idea that excites you. You want to
share it. I call that idea the Big Picture.
When you present that Big Picture to the players, you weave their
feedback into it. You want them to interact with this idea. You want
them to have a stake in the fate of this nascent thing. So we bend and
stretch it as best we can to accommodate the players’ needs. Some ideas
don’t fit and are discarded from the start. Some will wash out during play.
While the process is not an equitable collaboration, there is give and take.
The Big Picture is your world, but the term “world” is too big. The word
world makes you think you need to design an ecology and economy right
off the bat—the whole fantasy milieu. You don’t. You need only sketch
rough lines. Create a loose structure with indistinct borders that you can
detail in play. As you fill in each area, you learn how it works. When you
return to a place you established, it feels comforting, fostering a sense
of space and time.
Tone
Set a tone for your game. Tone is often tied directly to the setting. Some
examples include: straight historical (Barbara Tuchman’s A Distant
Mirror), mythological or mystical (The Tale of the Heike, which is sort
of historical but with magic and heroes), fairy tale (William Goldman’s
The Princess Bride), grim dark fantasy (Stephen R. Donaldson’s
The Mirror of Her Dreams or Glen Cook’s The Black Company) and
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The Burning Wheel Codex
A word to the wise: Consider the lifepaths. Try to mold your concepts to
the existing lifepaths. Creating new lifepaths is possible, but it should
be your option of last resort, not your first.
One-Sentence Setting
At this point, you should have at least one sentence to describe the type
of setting in which you want to play. You should not have more than
three bullet points.
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The Adventure Burner
A tapestry of Dwarven princes vying for fame and glory from their
Adventure Burner
palatial halls scattered along the mountains.
A land walked by gods who do not have the best interests of humans
and beasts at heart.
Burning Situation
Burning Wheel doesn’t care about the topography, population, climate,
cosmology or creation myths of your world unless—unless—it matters.
What matters in Burning Wheel? Stuff that challenges the players’
Beliefs.
You need to create a situation in which the player can make a choice
about how he will engage that Belief.
In this case, the owner of that pacifist Belief is a doctor. What will he
do when one of his patients is attacked while convalescing? Will he
intervene? Will he stand idly by? Run for help?
A situation is something that contains choices. What are these choices?
They are potential actions a player can take with his character. It’s not
enough to have the option to refuse or to walk away. In the context of
the game, you must have the option to cut your own path.
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The Burning Wheel Codex
• It gives players room for input and interpretation through their
Beliefs, Instincts, reputations, affiliations and relationships.
•T
hink. Come to the table with an idea that excites you about Burning
Wheel or fantasy gaming or literature. It could be a character or
even a situation borrowed from another story.
•B
rainstorm. Everyone has an idea they’re excited about. Get it all
out on the table. I like to have everyone pop off an idea, and I write
them down in a list as they come.
•B
e inspired. Get excited about other people’s ideas. Repeat each idea
aloud as it’s announced. Roll it around on your tongue.
•B
e merciless. The other side of this friendly collaboration is to be
merciless and honest. Cut out ideas that don’t interest you.
•C
ompromise. After you’ve all brainstormed about ideas that excite
you and hacked off the ones that don’t, compromise. Merge what
you have. How can it all fit together? The GM is the main player
in this role. It’s primarily his job to take the ideas and build them
into a coherent whole. Be imaginative. Create a warped internal
logic. Each connection between two elements creates a reason or
paradigm. Explain this logic to the group.
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The Adventure Burner
Use the following questions to get you started and talking. Again, the
Adventure Burner
GM should take a strong role in this, but needs to honor reasonable
requests, especially for including character types. Try not to break the
setting, but rather flesh it out.
• What’s the conflict? What are the characters involved in? What are
the sides? What problem do they face?
—W
ho opposes the goals of the characters? Who are the
antagonists? What is the relationship between the antago-
nists and the characters?
—W
hat are the antagonists’ goals? Why are the characters in
their way?
•A
lternately, imagine the characters standing at the scene of some
great disaster or calamity clearly caused by one of the antagonists.
What’s the disaster? How did it happen? What are the characters
going to do about it right now?
• And lastly, what’s the raison d’etre: Why are the characters together
as an inseparable group? What is the glue that binds them? Are they
family, neighbors, friends or fellow employees?
The situation for one of our campaigns was as follows: An ice age arrived
because Death gained control of the God of Fire’s lantern, which heats
the world. The lantern now guttered in Death’s care. Mysteriously, the
group was dispatched on a journey by Death herself to find the lantern
and decide whether or not to rekindle it.
The conflict was two-fold. First, the players had to successfully complete
their journey. Second, they would have to convince Death in regard to
the fate of the Lantern.
Their opposition was frightening. When I considered the setting of
walking gods, it struck me that their enemies would be the two gods
who wished to see light and fire extinguished eternally: Night and Cold.
Those are powerful enemies.
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The Burning Wheel Codex
From the outset, I planned to have the God of Cold pursuing them, turning
all in their path to ice. The God of Night would then offer to aid them in
their quest…if they would only perform a small service for him.
Those were my big setting villains. More immediately, I planned to oppose
them with tribes of humans who believed themselves to be the Chosen
(not the players), goblins who sought to cause mischief and lesser gods
who simply wanted to get their way despite the end times!
This was a rather esoteric but high-stakes game.
The last element of the situation was the most important by far: Why
were the characters together? What bound them? We decided that they
ardently believed they were Chosen of Death. Each had their own reason,
but essentially they were zealots for the god. I’ll talk more about the
characters in the Burning Characters section.
Burning Setting
When creating a setting for Burning Wheel, it’s important to
acknowledge the game’s limits. Versatile though the game may be, you
cannot “do whatever you want.”
Look over the lifepaths and traits. Try to fit these ideas into your setting.
If you can make it work, your game will go smoothly. If you can’t make
your ideas fit with our intrinsic setting, you need to rethink your game.
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The Adventure Burner
Adventure Burner
ruling class and an elite class of magicians and priests. The age of
the professional soldier—mercenaries—has just dawned. Slavery and
bondage are not uncommon, and society casts out those who don’t fit
or obey tradition: criminals, vagabonds, insurrectionists and sorcerers.
All of these elements exist in the default Burning Wheel setting. You
can and should pare down the default settings to what’s absolutely
necessary to get your setting off the ground.
• What’s the Big Picture? What’s going on in this setting that makes it
ripe for adventure? What’s changing, evolving or declining?
• What’s the culture? What are the cultural analogs? Analogs can be
taken from history, current events or fantasy works.
• What is the environment or atmosphere like? Is it a sunlit realm of
contrasts or a dour, grim country?
•W
hat’s the name of the most important place in this setting? Not the
capital per se, but the place where all the action goes down.
•W
hat’s the name of a faraway place? A place that folks talk about,
dream about or mutter about under their breath.
•W
hat types of magic exists in this setting? How is it viewed by the
various cultures?
•W
hich character stocks are in play in this setting? Which are
restricted and why?
•W
ho are the monsters of this setting? Are they outcasts, or are they
a part of everyday life?
•H
ow does the economy work? What’s the currency? Who collects the
taxes? What do people do for work? What’s the major trade?
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The Burning Wheel Codex
I’m going to run down the answers for some of these questions for an
example campaign:
Big Picture: We played in this world in a previous game. We wanted to
explore more of it, but we didn’t want to rehash what we’d done. On the
other hand, the results of our last campaign were rather catastrophic:
Fox God tricked Forest God, Mountain God and Fire God into war with
one another. This resulted in Fire God’s lantern being doused and stolen.
We decided that in the aftermath of that divine cataclysm, Death had
come into possession of the lantern and an ice age had set in. The question
overhanging this world now was: Will Death extinguish the lantern for
good and plunge the world into eternal darkness or would she rekindle
it and bring an age of rebirth?
Culture: We decided that some time had passed since Death had gained
the lantern. In that time, glaciers crept down from the north. Human
civilization crumbled into itinerant tribes, slowly fleeing before the
inexorable cold. But in addition to these tribes, great furry trolls now walked
the earth, protected from the sun by the pall of gloom that preceded the ice.
Environment: The ice age wasn’t complete. I decided that the campaign
would start on the ice and move south and west, into verdant, still-living
lands. But if the group delayed, the weather would turn cold and the
clouds would blot out the sun.
The Most Important Place: This campaign didn’t necessarily have a
central location. It was a journey, a quest that traversed the world.
In fact, I made certain that the location of each session was markedly
different than the last: a great cave, a rushing river, a hidden glade, a
goblin grotto, a mountain town, a rotting valley and windswept plains.
Faraway Place: There were two faraway places in this world: the Land
of Death and home. One was at the end of their journey and the other
was the beginning.
Magic: Thor decided he wanted to play a summoner, so the world had
Summoning. Danny decided that his brother was a spirit binder, thus
there was also Spirit Binding. And, despite the fact that gods trod the
earth in many forms, there was no Faith magic present in the world.
If you wished to entreat a god, either you bound it with Summoning or
encountered it through your Circles or relationships.
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The Adventure Burner
Burning Characters
Adventure Burner
Character Concepts
When you’re burning up your characters, weave in the details you’ve
created for your game. Review questions. Tie characters into setting
and situation.
Hacking Lifepaths
If you’re stuck on finding the right lifepath to represent your setting,
you may use the following options. However, the modifications must be
approved by the other players first and then the GM gets final say. He
can make suggestions to modify or tailor your changes to the setting.
This is his job: to ensure the setting creates adequate adversity for your
little guy.
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The Burning Wheel Codex
something fit. If that’s not enough, add a wise or skill to the path.
Don’t change anything else. If that’s still not enough, change one skill
to something more appropriate to your setting. For example, if playing
in a Renaissance setting, you might need to change Bow or Crossbow
to Firearms or something similar.
Sometimes the culture of your setting just doesn’t fit the lifepaths.
To accommodate the culture, consider changing one of the lifepath’s
requirements—a trait or skill.
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The Adventure Burner
Traits are a major part of the Burning Wheel ethos, but it’s tempting to
Adventure Burner
cut them out in favor of your new awesome setting. I urge you not to.
Believe it or not, behind each lifepath trait is a careful decision about
game balance. So, it’s cool to change the names of traits to suit the
flavor of your game, but try not to change their substance.
New Lifepaths
Sometimes your setting will encourage inventive twists that aren’t
included in our lifepaths. Create a new lifepath that suits your
requirements. Try to look in the various settings in the Codex for an
analogous lifepath and base your new path on that.
Material World
Take a look at your material world. Can you make your setting more
interesting by imposing limits or restrictions? What weapons and
armor are available? Are some weapons and armor restricted to certain
cultures or character stocks? What property is available? Are resources
and gear otherwise restricted?
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The Burning Wheel Codex
Burning Action
You’ve got a setting, a situation and characters,
so you’re good to go, right? Almost, but not
quite. You need an immediate problem in the
setting to kick you off. You need action. To
create action, the GM makes a strong statement
about how the antagonists, their minions and
the general forces of the setting are out to make
the lives of the characters difficult.
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The Adventure Burner
Adventure Burner
Now that you have setting, situation, characters and action on the table,
the players finalize any relationships their characters have and write
Beliefs.
• Write a Belief about the action. This Belief must be goal oriented.
Chris wrote the following Beliefs for his furry troll who loved Death:
• I must find a guide to aid me on this journey (or I will get lost).
• I must rescue the lantern and keep it burning.
• I love Death. I will prove to her my prowess and serve at her side.
The situation in of our first session was a direct challenge to his last Belief:
to prove his love for Death and win his place on this quest at all costs.
• What optional or new rules from this book are you using? Make sure
all of the players are aware that these rules are in play.
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Resources Hacks
Are there special conditions on your world that necessitate characters
beginning with certain resources, gear or relationships? If necessary,
distribute 5, 10 or 15 resource points to each character, so they may
begin the game in line with the vision of your world. Don’t take this one
lightly. It can break the game. Err on the conservative side.
Wrapping Up
The questions and bullet points in this chapter should have you primed
to develop a functional situation and setting for a Burning Wheel game.
This chapter is little more than a sketch. For a more in-depth look at the
individual mechanics and how to use them in your games, check out the
rather extensive Commentary section. Beliefs, setting and situation all
have individual Commentary chapters; building a long-running game is
discussed in the Running the Game chapter; and collaborating and being
a good, supportive player is discussed in the Table Behavior chapter.
38
More Bloody Rules
Here are some rules that might help clean up some bad habits and
soft spots in the rules that emerge in long-term play.
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The Burning Wheel Codex
Damaging Locks
After you incapacitate your opponent with a Lock action, you may
continue to apply the Lock action even though your opponent cannot
resist any further. Each subsequent unopposed Lock action counts as a
bare-fisted Strike. You may not uses any weapons for this Strike except
claws or teeth. The grappled victim may not defend in any way. Armor
does not protect against this attack.
If you wish to incapacitate someone and knife them, you use a regular
Strike action and all the normal rules for that action apply.
Stature
Stature gets short shrift in Burning Wheel. Let’s see if we can make up
for that. There are five statures: tiny, diminutive, middling, massive
and gigantic.
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The Adventure Burner
Free Shots
Take all the free shots owed to you on a maneuver in Range and Cover
(instead of being limited to one as described in the standard rules). Don’t
say I never gave you anything.
Instinct Timing
How much time does an Instinct provide? The core rules are intentionally
silent on the matter. I want players and GMs to decide what feels right.
Instincts are a way to edit the story so it fits better with our conception
of what is heroic.
But if I had to put a number on it, I’d say 2-3 actions before a conflict are
reasonable for an Instinct. But don’t get too picayune with this definition.
If you have an “Always practice…” Instinct, then you practiced the last
time there was a good moment for it. But this doesn’t mean you can
squeeze in one last practice session right now before your big fight.
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Commentary
Commenting on
Commentary
In this section, we try to pass on all of our observations and
insights about Burning Wheel. We break the game down chapter
by chapter, rule by rule. We also try to talk about what happens at
the table—stuff beyond the rule books. This section is for expert
users who want to get more out of their games.
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Table Behavior
Rules give us the procedure for the operation of the system. They
tell us how to run the game, but there’s more to how we play than
rules. What do players do at the table when playing Burning
Wheel? In this chapter, we highlight some important habits at our
table: referencing the rules, logging tests and artha, supporting
the other players in pursuit of their goals, passing the spotlight
and taking notes.
44
Commentary
If you’re playing a Dark Elf, make sure you know your Spite.
Table Behavior
It’s considered very bad form at our table to not know the specialized
rules for a character you’re playing. You might not have mastered them,
but make a reasonable attempt to absorb them. It’s the polite thing to do.
One way to learn these specialized rules is to help refer to them during
play. We don’t expect you to memorize everything beforehand. We learn
much better by doing and referring in play.
Do not be rude and interrupt the GM and other players by asking for
the difficulty. If I could go back and make this a rule, I would: “If you
interrupt another player or the GM with a question about advancement,
you lose the test for advancement that you are trying to log.” The
interruptions drive me crazy, especially since they’re unnecessary.
On the other hand, when first starting out with Burning Wheel, for the
first few sessions you should stop play momentarily after a test or scene
and walk everyone through logging tests.
When you spend artha, the situation is different. You must announce
the expenditure to the group and mark it off your sheet (and mark the
progress toward epiphany) as you spend it.
Support goes beyond passing a helping die, but it can start there. If a
player is in pursuit of a Belief, don’t jump on the test simply because
you have a better chance of succeeding. Offer to help the other player
accomplish this goal. Roleplay the mentorship and support.
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The Burning Wheel Codex
On the other hand, if you’re gunning for a goal, but you don’t need this
test for advancement, take a moment to roleplay your character asking
for help. Make an impassioned plea. Let another player step up and share
in your moment. Help them help you accomplish your goal.
Note Taking
At BWHQ we like extended campaigns. We like story lines that span
sessions, campaigns, characters and even groups! We foster this type
of play by keeping notes on our play. Usually a couple of players will
note down the names of characters met, places visited and items found.
The GM logs Duel of Wits compromises and winning statements. And
sometimes a player will keep an obsessive log of all of his character’s
accomplishments.
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Commentary
After playing this way for many years, we have a sprawling archive of
Table Behavior
material from multiple campaigns. Honestly, it’s a bit daunting. Since
it’s all scribbled in notebooks, it can be hard to find a particular piece of
information. However, it’s incredibly inspiring. I can grab a notebook, flip
through it and not only remember some good times, but find inspiration
for other stories for those characters—stat blocks, scrawled notes, careful
plans and lists of names.
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Running a Game
The Burning Wheel provides procedures for creating a character,
enumerating player goals, resolving conflicts and changing
characters over time. Yet the text does not provide instructions
on how to combine those elements and run a session, adventure or
campaign. This chapter contains loose commentary on how to run
a game of Burning Wheel. We’ll get into specifics in the individual
commentary chapters.
One-Off
A complete game of Burning Wheel can be played in one sitting. In
this case, the situation must be a one-act story with one goal to push
toward. Complications in attaining the goal and the resolution of
the goal make up the action for the session. Burning Wheel sessions
of this type run from two to six hours.
Here are some of the one-offs I’ve run: A tribe of Orcs attempts to
overthrow its leader; a delegation of Elves comes to congratulate
a Dwarven prince upon his coronation, but they forget to bring a
gift; four adventurers find a magical sword and debate who keeps
the treasure; four Elves journey to a lost island to end their kin
who have become Dark Elves; a family gathers to cremate their
deceased grandfather and divide his patrimony; and a ragtag group
of adventurers must aid a town plagued by a violent demon.
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Commentary
obligated to reveal any secrets or spell it out, but he must tell the players
Running a Game
what’s going on. Doing so allows the players to make more directly
applicable choices for their characters—Beliefs, skills, wises, gear—and
thus get right to the action.
Single-Session Goals
If you were to tackle a dungeon in a single session of play, the GM might
give a goal like, “retrieve the orb.” He then notes about four obstacles that
lead to one fight. How the players handle the obstacles determines the
state of the fight. They can walk into it fresh and smart, or they can wash
up bedraggled and in trouble. The results of the action in the dungeon
might lead to a Duel of Wits about the fate of the aforementioned orb.
If everything goes well, we might play out a return trip through some
of the obstacles.
Short Campaign
To run a short campaign of Burning Wheel, you’ll need a setting and
a situation with two goals. One goal should be obvious and explicit,
similar to a one-off session goal. The second goal should be occluded and
emergent. It presents itself after the first goal has been accomplished or
failed to be accomplished.
How long is short? We recommend 4-15 sessions. In four sessions, you can
accomplish quite a bit, but don’t have room to advance many abilities. In
15 sessions, you can usually see one full cycle from a starting character
through a trait vote or two, with plenty of advancements.
You have more time to stretch your legs in a short campaign. You can
afford to more broadly address individual Beliefs. However, you still
need to stay tightly focused on the resolution of the situation at hand.
Plan on confronting the first goal at the end of the second session or the
beginning of the third. However, don’t start slow. Start off the first session
of the short campaign with action—a confrontation, a fight, a dispute, an
argument, a ceremony or a mystery revealed. Use this action to engage
the players; challenge a Belief or two right out of the gate.
Once you’ve accomplished that first goal, the players will have new ideas
about their Beliefs. Encourage the players to change them. Prepare to
be taken by surprise. Prepare to have to scramble to challenge them.
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The Burning Wheel Codex
Also, at the end of a short campaign, take time to perform a trait vote.
It is an excellent way to reflect on the game and cement the characters
in the group’s imagination. It is also a nice reward for all of your hard
work. Or, you can accelerate the pace even further and allow a trait vote
after the first short campaign goal is accomplished. That way, you get to
play the changed characters—which is its own reward.
Long Campaign
Burning Wheel is designed to be run as a long campaign. The system
creates growth and change in the character—Beliefs and Instincts change,
abilities advance, injuries reduce your abilities, new traits are earned
and old ones lost. In a long campaign, these events happen inevitably
and repeatedly. Thus the character changes not once, but gradually,
constantly, as the story progresses. I find this style of play immensely
satisfying.
How long is long? To us, a long campaign is just getting rolling around
session 12. At this point, all of the original Beliefs are resolved and now
we’re really digging into the setting.
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Commentary
For a long game, it’s important to have a big, loose setting. The GM and
Running a Game
the players need to have an idea of the culture, the customs, the mores
and even the prejudices of the people they are playing.
When you reach a lull in the game, don’t be afraid to set it aside for a
while. Talk about the setting, the characters and the events. Find out
what parts of the setting interest the group. Pick up the game again
and address those interests. Or play from a different perspective—same
setting, but different characters. We’ve used one of our settings to play
out a dozen campaigns from a variety of perspectives. From adventure
to adventure, some characters recur, some are new. This practice truly
gives the setting a feeling of life and depth.
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The Burning Wheel Codex
One-on-One Games
Some of my favorite campaigns have been one-on-one: one player and
myself as the GM. These games are intense. You have to be very focused.
There’s no way to turn aside to another player and get a break while your
brain chews on a thorny problem.
Mechanically, the game works fine in this mode except for three aspects:
help, artha and trait votes. Help is a problem since there is only one
player—and help is a vital aspect of the system that ties deeply to
advancement and learning new skills. To remedy this, play strong NPCs
and use them as surrogate PCs. Build close relationships. Let the NPCs
help and be helped during play.
The artha awards for MVP, Workhorse and Embodiment are tricky. They
are derived from a group vote. It’s too easy for the GM and player to lazily
agree that all awards are deserved. Or too easy for the player to sit back
and let the GM hand out the awards at will. Neither of these scenarios is
acceptable. Both player and GM must be open, honest and critical of the
session. They both need to look at the session with dispassion. Be harsh
critics. Your play will benefit greatly from it.
A group game is like a little party, but a one-on-one game is more like a
date. The intimacy, for lack of a better word, can be intimidating. There’s
nowhere to hide! Still, the experience is very rewarding. Try it out.
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Commentary
Practical Action
Running a Game
Burning Wheel is a game about action. Characters take action in service
of their Beliefs to accomplish their ends.
If there’s no question, consider Saying Yes to this action and moving on.
Practical Situation
Simple Motivations
When devising problems to be solved in fantasy roleplaying games, it’s
easy to run away with complicated, outsized ideas. The classic example:
We must save the world! Why? Because the forces of ancient chaos have
arrived to annihilate it! Great. Who cares?
Such situations are tempting, because they are full of awe and imply
heroic deeds. However, Burning Wheel operates best with simple,
human motivations: greed, jealousy, grief, hatred, zealotry, love, despair,
fraternity, etc. Drill down to these base motivations and you can give the
impending doom of the world more gravity.
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The Burning Wheel Codex
Place these themes at the core of your situation and build out from there.
Give your characters motivations based on these simple emotions and
Burning Wheel will sing.
The key to creating an epic game in Burning Wheel isn’t in the shade
of the villain’s abilities, but the motivations. These motivations must be
made comprehensible, even sympathetic. Make the core of the story small
and set it against a large backdrop. Your game will take on an epic scope.
Practical Situation in
Continuing Games
It’s one thing to set up a neat world and have an interesting starting point,
but how do you continue that game?
Last Time…
You can pick up right where you left off. Briefly recap the last session.
Drop the players right back into the action. This is a basic technique
that works well for resolving cliff-hangers and other unfinished action.
It’s easy for the GM because he doesn’t have to do a lot of new work for
the next scene.
The GM can and should use the break between sessions to add a new
twist or dimension to the situation. Bring in a relationship to help or
an enemy to hinder, or use a previous failure result to add a new twist.
Be sure to add this new obstacle to the end of the recap of last session.
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Commentary
Running a Game
situation. Give them a few minutes
to discuss. Then hit them with a
new twist: A relationship comes to
see them with more information;
an antagonist makes a move
against an ally; or an antagonist
makes a move directly against the
group.
Meanwhile…
If your group is split up, you must switch the spotlight between the two
segments. I find it effective to start the session with a “Meanwhile…,”
focusing on the group that was inactive at the end of the last session.
Describe the situation of both groups. Let the players write or modify
Beliefs. Focus the action on one part of the group. Allow them to overcome
or resolve one obstacle. Cut back to the other group and do the same.
Try to keep each cut to five to 10 minutes. Don’t make the other group
sit so long that they get bored. Try to make the cuts back and forth with
die rolls. Sometimes you can even intertwine tests between two separated
groups. Set up a test and have one group throw the dice. Cut to the other
group before narrating the results. Have the second group roll for their
test, but then cut back to the first group and determine their results. And
then finally jump back to the second group for their results. It can be a
nice tension-building technique.
Once the action is resolved, narrate the groups rejoining. “After your
harrowing experiences, you meet again on the far side of the marsh.” Or,
“Later, back at your apartments in the city, you discuss what happened.”
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The Burning Wheel Codex
Of course, if one group is in great danger, the other players may have to
come to the rescue. If this is the case, don’t make the captured or dangling
group wait too long. Frame an obstacle to the rescue and resolve it. Dig
right into the real action of the situation—players helping one another
in a heroic fashion.
Born from your setting and situation, such simple statements can
galvanize a group and spur them to creative action—especially if they
challenge Beliefs.
Later…
The GM controls the pacing of the game. If he feels the game is stalled
or dragging, he must reframe the action. He briefly narrates a jump
in time and then describes the current, more pressing situation to the
players. It’s the perfect opportunity to grab one of the player’s Beliefs
and confront him about it.
Don’t say, “You finish that and wait.” Put the players right into the
throat of a problem they can’t ignore. Tell them, “Your hearing goes
poorly. You’re conducted back to your cell to await the verdict. After an
interminable, undefinable amount of time, the cardinal—your nemesis—
is admitted to your cell to give you absolution.” What will you say to the
cardinal? Will you try to escape judgment?
This technique is very powerful, but take care in using it. Players will
often want to interject some action or detail, “Oh, before that I wanted
to go shopping.” Say no. Tell them there was no time. This is a GM
superpower. You control pacing. You get to set the scenes. Of course, if
you honestly forgot a pending request, you should honor it. Don’t be a
dick, but don’t let players dither.
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Commentary
When Do You Back Off and Let the Players Take the Reins?
Running a Game
It’s important to keep the action moving, to keep the players interested
and engaged. After a good, strong run, players will be exhausted and out
of ideas. Their characters will be beat up, in need of rest and recuperation.
You do not want to rest up the characters before every dramatic situation.
The whole point of being wounded or suffering similar penalties is
that these modifications make the next action more dangerous, more
challenging. If the players are allowed to gather their strength before
every encounter, then the penalties lose their value, which causes success
and failure themselves to lose their value.
Thus, you must strike a balance. You must push the players and threaten
their characters. You must harry them, work them. But once they have
accomplished that great goal in their Beliefs, you must back off. Once
the situation has been resolved or substantially changed, you must give
the reins to the players. You must frame the action so they can rest and
consider their options.
Even so, unless you’re ending a campaign, you must constrain their
choices. Give them a set amount of time or resources to use. Give them
a month to rest and practice, for example. During that time, they can
make Resources tests. At the end of the rest period, something happens:
An event transpires that challenges their Beliefs in an unexpected way.
Certain savvy players will build rest, recuperation and refitting into their
Beliefs. They’ll create personal goals that seem to dodge the situation and
create room for them to lessen the impact of injury, tax or loss. Don’t get
flustered by this tactic. It’s a beautiful thing and perfectly valid within the
scope of Burning Wheel play. Don’t forget: Your job, as GM, is to challenge
their Beliefs, whatever they may be. So if the players write Beliefs about
replenishing lost gear or recovering from wounds, run with it. Challenge
them: Pester them as they recover; tax them as they save; summon them
for duty when they practice. The story will spin in unexpected directions
with this action. The players will gain a new perspective, you’ll generate
hooks for future developments and resting won’t be quite so easy.
Of course, if they resolve these Beliefs, they should be given time to rest
and refit as per their goals. As they recover, hit them with a Meanwhile
situation. Or when they’re done, frame the action with a Later situation.
Keep things moving!
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The Burning Wheel Codex
58
Situation
Commentary
I believe stories are best told through the actions of their
protagonists and antagonists. However, this statement is simplistic.
It’s not enough to have protagonists and antagonists. To create
drama, we need the seed of a problem that will drive the characters
into conflict.
We need to wind your character up and launch him or her into the
situation. You know the forces at play. You know your role. Write
Beliefs that thrust you into action. They tell us that you’re going
to enter this space and do something. We don’t know the outcome,
but something is going to change. In the course of this action, other
unanticipated elements will be revealed and create new situations.
New Beliefs will be written to address new situations. Action will
spin off into unforeseen directions. Play will be interesting and
exciting.
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That example outlines an epic campaign. However, your game does not
need to be nearly so involved, especially at the outset.
It’s best to pick one of the archetypes and work from there. Flesh out
the situation at hand, and perhaps leave hooks for the other tropes to
tie in later, if appropriate. In general, a campaign will be mostly of one
situation type, with flourishes from the other two types.
Quest
A quest is a journey to a foreign, lost or exotic place to recover or destroy
a person, artifact or piece of knowledge. Quests can be epic in scale—to
Mount Doom—or local—to the attic above or to the sewers beneath
your home.
If we’re aiming for a quest story, then one of your Beliefs might be about:
Struggle
In a struggle, our protagonists face overwhelming odds against which
they must fight. While at first it may seem the protagonists fight for
survival or self-interest, ultimately they fight to change the established
order. Revolutions, wars of succession and wars of resistance are all
classic struggles.
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Situation
Struggles often include stories of self-sacrifice, coming of age, justice
and other loaded values.
Intrigue
Intrigue is perhaps the most subtle and least glamorous of the three
archetypes. An intrigue unfolds within a social or cultural structure.
Protagonists must operate within that structure—playing by its rules,
both overt and covert—to achieve their ends. Courts, guilds and clans
all make perfect backdrops for intrigues.
Intrigues often involve power, revenge, benign tyranny, despotism and the
lofty battle to uphold the rights of protagonists. Protagonists of intrigues
are reformers, whistle-blowers, ambitious social climbers and the power
hungry. Antagonists include the established order or forces that would
turn the order to evil.
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If we’re aiming for an intrigue story, then one of your Beliefs might require:
• Getting information from someone
• Setting someone up for failure or success
• Covering up a secret
• Establishing an alliance or friendship
• Ruining an enemy
If you’re not inspired, ask your fellow players for help. Ask them to pitch
you ideas. Keep an open mind. If you absolutely can’t be moved to play
in this situation, then perhaps you and your friends need to talk about
why you’re playing this game.
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Situation
Do not move on from situation generation until you’ve heard everyone
say, “Yes, I want to play that.” Tie their characters into this idea using
Beliefs, Instincts, traits, relationships and property!
Build Tension
Build up tension. Don’t destroy the world in a day. Threaten it. Build
toward its eventual demise. In doing so, you provide solid anchors on
which players can hook their Beliefs. As the game progresses, those Beliefs
will guide you in how to continue to challenge the players.
Relationships, Affiliations,
Property and Situation
Once the players have burned up their characters, it is the GM’s job to
take the relationships, affiliations, property and anything else within
reach and bind it to the situation. Put relationships in power. Put them
in jeopardy. Threaten them. Undermine or attack affiliations. Covet
property. Work to change the laws of the Big Picture so you can own it.
Reincorporate
Reincorporation is a technique for building a situation from parts
of a previous scenario. You take characters and places and use them
again in a new way. A personality the players met in the past has now
changed—she’s been promoted or perhaps lost everything. She has a
new perspective.
Places are powerful tools for reincorporation. It’s a simple trick to have
action in the game transpire in a set of locations. This trick lends the
game a sense of time and space. Players can come to know the places
in their world.
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Setting
We need a place for our fantasies to inhabit. We need bounds and
limits, for these embellish and highlight our characters and their
actions. But we don’t want to overburden ourselves. We want to use
the barest description and minimal details to evoke the greatest
range of possibilities.
The cities, the lands, the seas and the people are for you to decide.
Those names, qualities and details fall to you to design—pulled
from your knowledge of the fantasy genre. These places and
cultures contain inherent inequities that one must struggle against
or quest to overcome.
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Why? World building can be great fun, an exciting exercise for the
Setting
imagination, but in Burning Wheel, it often creates an impediment to
thoroughly and accurately challenging Beliefs.
This isn’t to say that you shouldn’t have a deep or compelling setting.
Your setting should be amazing and exciting. But it’s third in the list of
things important to a Burning Wheel game: player priorities, situation
and setting, in that order.
So as you test for Circles, note the NPCs found. Build a list of contacts
over time. As you explore each new place, give it a culture and a climate.
Make it memorable and inspiring. Present fresh ideas. Each new culture
encountered should receive traits appropriate to the situation. Don’t just
make the culture exotic, make it challenging.
Culture
Creating a fantasy culture is a delicate, prolonged process. It cannot be
done in a single night. Certainly, fascinating facets can emerge and be
explored in a session of play, but a culture is too vast and complex to be
exhausted by one such look.
Added to the core of the cultural analog, these two accents are usually
enough to create a convincing model. Of course, when you’re deciding
on the content of the society’s customs, you should seek to intersect with
and contravene as many Beliefs and Instincts as possible.
Cultural Traits
Page 198 of the Burning Wheel briefly describes cultural traits. On the
surface, it may seem that cultural traits create a one-dimensional or
possibly even bigoted view of culture.
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Cultural traits do carry this risk. But they are designed to blend into all
of a character’s other traits. You carry a piece of your culture with you
among all of the other traits you’ve acquired from your family, your life
and your work. We hope this creates a nuanced view of character, rather
than a stereotype.
Names
Names are magical. And they are potent tools in your hands. When you
name an element in a roleplaying game, whether a character, a house or
inn, a city or a sword, you make it just a little more real, more substantial,
to everyone else. A sword found in a tomb? Big deal. The Sword of Seven
Shadows found in the tomb of Aras-Ekbar? That’s special.
When you introduce something new to your group, name it! It will create
a connection between the others at the table and the fictional element.
You can do some pretty neat tricks if you get creative with your naming.
For instance, you can assign different earthly languages to cultures in
a fantasy game. For one of our games, we kept a Mongolian-to-English
dictionary at the table. Any time we needed a name for a character, a ship
or an island, we dove into the dictionary and pulled one out.
Monsters
When choosing monsters for your setting, use folktales and mythology
to inspire you. A little research can pay huge dividends. Rather than
having a kitchen-sink setting, you can pare down your choices to a few
important entities and really focus on how they’re a part of the setting.
Gear
Restrict or add gear as appropriate for the setting, having different stuff
available in different places. Even better, price Resources differently
depending on where the players are.
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Setting
Playing Burning Wheel in
an Established Setting
On occasion, it can be fun playing someone else’s world. Whether it’s
Hârn, Earthsea or the Old World, it’s possible to take a different look at
these settings through the lens of Burning Wheel.
I’m not going to relate a step-by-step conversion here, but I will say that
you want to look for settings with a particular tech level and societal
structure. Even more than that, you want to make sure that this is a
world in which characters struggle against great odds to make changes
in themselves and the society.
Once you have a world you think fits the mold of Burning Wheel, you
need to completely redesign the game to match it, right? No. Don’t rewrite
the game. Resist the urge with all strength available to you. Instead, look
for one or two characteristics in the world that really matter and write up
the rules for them. It could be a small set of lifepaths for all the players
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The characters and places of these worlds draw us to them. But once
you’re playing in an established world, treat canon lightly. Consider all
of those familiar places and fascinating backstories as toys for you to
play with. They’re a source to draw from, but also exist to be changed.
And finally, steer clear of “the plot.” Where the plot and main characters
are, start somewhere else. Start in a different time or on a different
continent. This will help you make the world your own, and avoid any
feeling of “Oh, Ged would never say that.”
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Antagonists
Burning Wheel revolves around character-driven drama. Characters
are the most important element of the game. The problems that
confront your characters come in many forms, but the most engaging
and memorable ones are the antagonists.
Relationships
By spending a few resource points, players can create an antagonist
for themselves at the beginning of the game. The level of power paid
for—minor, important or powerful—determines where this character
falls in the GM’s scheme. Minor characters will pester the character
at a local or tactical level. Important characters form part of the
situation. Powerful characters are enmeshed in the Big Picture.
Enmity Clause
Antagonists can be generated extemporaneously from the Enmity
Clause rule (Burning Wheel page 382). As a result of the failed
roll, the GM can introduce a character who opposes the players’
goals. These characters are often minor, but due to the scale of the
Circles rules, they can be as powerful as they come. If you try to use
Circles to contact the king and you fail the test, then you’ve made
a powerful enemy.
Keep that in mind. The higher the obstacle for the Circles test, the
more the character should be plugged into the situation, the setting
and, ultimately, the Big Picture.
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The Situation
Situations demand antagonists. To adequately challenge the players’
Beliefs, they must be opposed by the actions of other characters.
Important relationships and enemies from failed Circles tests can both
emerge as antagonists in the situation: the captain of the guard with
whom you must fight; the courtier who is jealous of your love; or your
brother who has turned to evil.
Where do antagonists like that come from? They are born by intuiting
the best way to challenge the players and by personifying that challenge
in the form of an engaging character. They aren’t created by the players.
They are purely the province of the GM in the role of chief adversary.
Situation-based antagonists can also emerge from allies who are turned
against the characters by their actions during play—from a Duel of Wits,
a failed test or just fallout from play.
The Setting
I try to create the seeming of a living, breathing world in my games.
Therefore, in addition to all of the characters who are tied into and
opposed to the characters, I always create characters and groups who
exist outside of the immediate action, but who are nevertheless opposed
to the players.
A dragon decimated your people in ancient times. He’s not part of the
situation; he doesn’t care about you or your petty aims. Though someday
you might find him and confront him. Or the king: He’s not interested in
your trials and travails, but he certainly doesn’t want you going around
killing his men and upsetting the status quo. He doesn’t oppose you
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because he cares about you. He stands in your way because it’s his job to
Antagonists
keep punks like you in their places.
Where do these characters come from? Extrapolate them from all of the
bits and pieces on the characters’ sheets—particularly their lifepaths,
reputations, affiliations and relationships.
If a player has created a knight, that means there are other knights in the
setting. There are probably cadres of them. Who do they work for? How do
they get paid? Who’s their boss’s boss? Who’s his boss? What’s his name?
What’s his rank and title? That’s a setting-based NPC right there.
If a player buys an affiliation with a group of mages, he’s implying a whole
ecosystem. First, the group itself: Who leads them? How are the members
ranked? Are there rivals in the group? Who are they? What are their
names? What do they want? Does the group itself have any rivals? Are
the rivals publicly known or do they plot in secret? Who leads the rival
group? What’s his name? Where is he from? Just a few questions like
those can produce a proper antagonist that you can keep in your back
pocket until the time is right.
I am not advocating that you build out every NPC in your setting.
The key here is to pluck these personalities from the character sheet
and then drop them into the background. When the characters start
moving in larger, grander circles, you’ll be ready with some thoughtful,
powerful antagonists.
There are two keys to making these events meaningful. First, they should
be scary. If the players were involved, they would certainly be put to the
test. In this way, these rumblings are a way for the GM to indicate that
Beliefs are being challenged whether you’re there or not. Second, these
events need faces: heroes, gods and wizards whom the players later meet,
only to find out, “Oh, you’re the one who leveled that city…” These
faces are all potential antagonists or allies. They go about their business,
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but they are not allied or in sync with the players’ goals. They are not
necessarily directly opposed—at least not to start—but if pressed they
will fight for their own goals.
If you’re at odds with the local guard captain, well, that’s a slightly
different matter. She’s going to ride you when she sees you, but she’s
also going to instruct her soldiers to keep an eye on you. Thus, her reach
is extended beyond her immediate presence. She has agents to do her
dirty work.
At the level above that—the evil wizard who controls the wasteland—you
never see him until the final confrontation. You are vexed and plagued
by his minions, but he is out of reach until the very last.
Finally, there are antagonists whom you might never directly confront—at
least in the way that you want. Gods, kings and other powers beyond our
ken remain aloof. You defeat their minions and their agents, you ruin
their works, but you never strike at them directly. Those antagonists
can be frustrating to deal with since the game is so character driven, but
when used sparingly, they can add to the tension and create the feeling
of a natural order in your world.
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Commentary
the summoner is the right kind of challenge for the players. If you
Antagonists
planned on using a five-lifepath character with a horde of goblins, but
your players are ripping through their opponents, then you want to give
him a few more lifepaths and some better minions.
So keep your villains empty until the time comes when you need hard
numbers. Once you have those numbers, though, stick to them.
Motivating Antagonists
There are villains who directly oppose you because it is their nature to
want what you do not. An Orc summoner exists to destroy all that you
stand for. Why? Because he is o’erbrimming with hatred. He needs no
other motivation to send him into conflict with the group. But such
motivation is poor and thin. Even the most wrathful villains must have
a deeper motivation.
There are villains who believe what you do. They stand for what you
stand for, but they achieve their goals in a vile, destructive manner.
For example, a despotic king sits on the throne. You want to depose him,
as does a rather dark, unsettling wizard. You wish to restore justice to the
kingdom. The wizard wishes to punish it—its rulers, its ministers and
even its people—for allowing itself to be so corrupted.
How do you oppose this wizard? When do you oppose her? Do you work
with her to topple the despot and then confront her? Or do you stand
up for what you believe in from the outset and make a true enemy of
the wizard? She is the best type of villain because your relationship is
complex. There is no one way to deal with her. You must, in fact, confront
yourself before you can confront her.
As you place your antagonists onto your palette, be sure to create some
who are simply opposed, and others who share the same goals, but for
different reasons.
Antagonist Beliefs
Small-fry antagonists don’t need Beliefs. The thugs and angry shopkeepers
don’t require that much attention. But all the rest of them do.
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An antagonist doesn’t need to have all Belief slots filled. You should fill
them as appropriate. Focus on the best way to challenge the players. And
you should change them as you need until he finally appears on stage and
meets the players. Until then, he remains an empty vessel. His contents
are determined by necessity.
Additional Beliefs can focus on tying his goals and philosophy together.
Or you can write a Belief about another character in the game. Writing
Beliefs about characters is tough because you don’t necessarily want to
focus your main antagonist on just one character. You want him to tie
together as many of the players’ characters as possible.
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Typically, a game of Burning Wheel has only one or two real antagonists
Antagonists
at a time. You play against them and ultimately confront them. In the
confrontation, they are changed: They are defeated; changed from
antagonist to ally; or they are magnified and elevated. Thus, there’s not
too much to keep track of, only a handful of Beliefs.
There’s also a giant magical storm engulfing the capital city. The storm
delivers vicious lightning strikes that either immolate the target or
imbue it with magic. Mutants roam the wastes. It’s a fantasy apocalypse
caused by my friend Chris’ young wizard years ago in a previous
campaign.
I explicitly told the players this last bit when I pitched the game to
them. It was the Big Picture and the situation coming together for the
game. I also told them that their characters had heard rumors of the
Storm King in the Tower. Previously, Danny, Chris and I had played
an abortive short campaign in which they gained knowledge of the
situation we were now in. When we were setting up this new game,
they helped me fill in the details about the situation—the storm, the
monsters, the wasteland.
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The group wrote strong beliefs about destroying the vile Storm King
and all of his works.
My initial concept for this game was to have a puissant, despotic villain
ruling like Sauron over an army of magically corrupted mutants. I
imagined the players would swarm his tower and there would be a giant
fight. I envisaged my Storm King in ornate, heirloom armor, wielding
a deadly halberd, shouting spells behind red lips and ivory teeth. I kept
that image in my head for the first few sessions, but I didn’t detail it
any further.
Once the players began their approach to the storm, I had to know
more about this putative Storm King and his mutant army. I thought
about him for a bit. Who was he really? He was a product of the cabal.
Therefore, he knew “red wizardry” as we call it: fire spells and mind-
affecting spells. He also knew a handful of battle spells such as Turn
Aside the Blade and the Fear. I dug through my old (old) notes. I couldn’t
remember which of the red wizards he really was. Was he Kwok? Mosu?
Fou? No, they were all slain. Well, if that was the case, then his name
was Xu, he was a northerner from a remote port and was a…researcher.
Suddenly, my fearsome concept lost a bit of his stature. Well, I could
just change him to make him what I wanted, right? No one really knew
what was contained in my voluminous notebooks. I decided against it.
It would defile the purity of our ongoing game. He was who he was. I
was prepared to work with the concept.
I pondered his spell list, his skill list, his resources. It became clear that
three years wasn’t enough time for him to become a martial master
and do all of the magical research he needed to do at the tower to create
player-killing enchantments. Hrm. I could have just fudged it, but my
gut told me not to. My gut told me to leave him be. My conscience, on
the other hand, was screaming at me: “He’s going to die like a sucker!”
Well, we would see.
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I did give him three (rough) Beliefs to give energy and direction to his
Antagonists
nefarious plans:
• All of the secrets of this land [meaning the ruined capital] must be mine.
I did not reveal these Beliefs (until the very last moment of the last
session).
As the campaign progressed, the group discovered the Storm King was
kidnapping children from their parents and taking them to the tower.
How ghoulish!
Later, the group was attempting to find a safe place to hide in the Storm
King’s half-ruined citadel. They made a Slaver-wise test to find an old,
disused slaver safehouse. They failed and instead found one of the
Storm King’s schools, run by ex-slavers. Six children were being trained
there, guarded by former slavers and mercenaries. It was obvious then,
especially to Chris’ disguised wizard, that the Storm King was culling
Gifted children from the surrounding wasteland and instructing them
on how to use their power. The children were attentive, intelligent and
curious. They were not abused, enslaved or manipulated.
This revelation challenged many Beliefs about toppling the Storm King.
Here was evidence of his good works. Would they still crush him? Was
he still a tyrant?
When the time came to confront the wizard, the players were deeply
divided. One group wanted vengeance, the other reconciliation. I
pounced on the divisive atmosphere in the group. I had the Storm King
raise a flag of truce so they could discuss the situation. Were they at war
or was something else afoot?
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I also decided that he would cop to all of the evil acts he’d committed.
In doing so, I knew that I could destroy some illusions—he didn’t create
the Storm; and he never summoned demons. The players themselves did
those things. He merely profited from these events.
In the final moments of the campaign, this villain manifested before me.
He was not the swaggering automaton of destruction I had originally
envisaged. He was a small, tired man, radiating power. His old battle
robes long lost, he dressed in finery. His fingers, ears and neck were
laden with enchanted jewelry. He carried no weapon, nor wore any
armor.
They demanded that Xu come and stand trial for his crimes. He
scoffed. They wanted a Duel of Wits, but I declined the stakes. I would
accept a Duel, but not under those terms. I made it clear in the ensuing
conversation that he was not trying to end the Storm. He even said,
“Why would I do that? It protects me.” This was a shocking revelation
for the players.
However, I also made it clear that I would accept from them a statement
of purpose about the storm rather than about his own fate. In doing so,
I was careful to challenge Beliefs across every character on the table.
Some wanted justice, so I mocked justice. Some wanted the storm to
end, so I embraced the storm. And, due to a previous Duel of Wits
among the players, they couldn’t just murder the wizard where he stood.
They had agreed that he would either be taken to justice or would work
to end the storm.
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Antagonists
of Wits: Their statement of purpose was “You will work to end the
Storm with Yang [Chris’s character].” Mine was, “There is no empire,
no justice. The citadel was abandoned and I claim it as mine own.”
During the Duel of Wits, I was careful to choose actions that reflected his
jaded caution. And when I (narrowly) lost, I made sure to compromise
rather than escalate to violence. Xu would do as they asked, provided
that he could have his order and be protected—thus fulfilling two of
his Beliefs.
As a result, even though I lost the Duel, quite a few of the players were
sympathetic to the old villain. They could see it his way.
And that is the greatest possible victory I could ever have hoped to win.
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Building Beliefs
In this section, we attempt to distill more than ten years of advice
about writing Beliefs. Pray for our immortal souls.
Once you have your situation, the players must bind their characters
into it. How are you going to change this situation? What must
you do right away? If a player has trouble answering those two
questions concretely—including a character, a setting element and
a problem—then the situation is lacking. The GM must review the
situation, tighten it up and make it more threatening, impossible
to ignore (but not so pressing that the game is going to end in the
first session).
The cost for ignoring the situation isn’t the end of the road; rather
it causes the antagonist’s plans to evolve. While the players dawdle,
the villain gains. The situation becomes more grim. The idea is that
if the players fail to stop the initial problem, the antagonist changes
the setting to his benefit. He takes over. He ruins lives. He murders
loved ones. He steals ancient artifacts. He rewrites law. He enslaves
nations. His work is never finished in the first session. If the situation
is ignored (or if challenges are failed), the Big Picture is threatened.
Your first Belief always refers to this situation. It describes your view
of it and how you’re going to tackle it. Are you opposed? Why? What
action will you take to stop it?
Intraparty Beliefs
The other players at the table present other opportunities for Beliefs.
During play, you interact with them more than anything else in the
game. Each of you have your own opinions and methods. Each
player has a unique perspective on the history, behavior or actions
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Commentary
of the other players’ characters. And each player is taking action in the
Building Beliefs
situation. You may find those actions compelling and want to help. Or
you may find their actions offensive and wish to thwart them.
Write your second Belief about another player character. What intrigues
you? What offends you? How will you help? How will you hinder them?
One-on-One Games
In one-on-one games, the GM is the “other player” mentioned above.
The GM must present a compelling, recurring allied NPC about whom
the player cares.
Some of this might sound contradictory, but you can in fact change the
Belief tied to the trait. To clarify: You lose the trait if you use the Belief
slot for anything aside from a Belief relating to the trait.
If you’re Loyal but your master is killed, you can take on a new master
and write a new Loyal Belief about it.
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Often players write two-part Beliefs into these slots: “I believe strongly
in this thing; therefore I must…” You can keep the declarative statement
and change the action to reflect your current situation.
The game proceeds based on your decisions and the results of the tests—
pass or fail. Based on your actions, a new circumstance will arise. The
situation will change. You will have a new opinion about this situation.
Some Beliefs will be fulfilled by the developments of the ongoing game.
Write new ones based on the new circumstance.
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Some Beliefs will be engaged but left incomplete. Tweak them so they
Building Beliefs
reflect the current situation. Others will lay inactive. Talk to the GM
and the other players about these. Is the story headed in that direction?
If it is, keep the Belief. If you are clinging to an idea that the game has
moved past, change it.
Belief-Building Tips
Beliefs are a principled to-do list. The two most common problems we
see with Beliefs are that they either have an ideology but no action, or an
action without a driving ideology. Each Belief needs an objective so it’s
clear when the character is pursuing his Belief and he can earn artha,
and each Belief needs an ideology to back it up so the action has context.
Red Flags
If the players don’t know what they’re supposed to be doing, their Beliefs
are broken. The situation and buy-in are probably deficient in this case,
too.
If the players aren’t earning at least one fate point per session for
pursuing their Beliefs, their Beliefs are lacking.
Inner Conflict
By design, Beliefs provide an opportunity for you to evoke the inner
turmoil of your character. You have three Beliefs rather than one so you
can counterpose them. You are supposed to have differing or conflicting
opinions about various elements of the game. Your actions in the situation
may contravene your philosophy. In play, as the action rises, you get to
decide which is more important to you. Play out the turmoil in a dramatic
fashion, and you’ll earn artha for Moldbreaker as well as for playing your
other Belief or accomplishing a goal.
Direction
You can use Beliefs to set your character on an arc—transformation from
neophyte to master, from worm to hero, from child to adult and even
from hero to something more.
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Ethical statements are one tool for setting such directions. You play them
now, but you plan on growing past them in future play. In fact, you can
make ethical statements now and set yourself to move into direct conflict
with that stance later. I can say, “I will never raise my hand in violence.”
I can play a pacifist in the moment. However, my plan can be for this
peaceful man to transform in the course of play into a cold-blooded killer.
Goal-Oriented Beliefs
It is a good habit to shape one Belief so that you can accomplish it in the
current session. It might not happen, but you should try for it. Shooting
for the Personal Goals award keeps you active and engaged.
Sometimes we even cross out the “Belief” title for one of our Beliefs and
write “Goal” over it.
Remember, our motto is “Fight for what you believe.” If a player isn’t
fighting, then the game isn’t delivering on its promise. Therefore, as a
GM, you must place a challenge in the path of each Belief: an opponent
to overcome, a confidante to convince, an artifact to rescue, a mystery
to solve or even a dangerous cliff to scale.
These elements are born from the Big Picture. They are facets of the
setting that you pull from the background and place into the foreground.
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Building Beliefs
Two-part Beliefs are very useful because they allow you to maintain your
philosophical stance but to change up what you’re going to do about it.
When the action portion is invalidated or the goal accomplished, you can
keep the ideological statement and change the action or goal. “I am loyal
to the king, therefore I will…” has huge potential for play. What will
you do for the king? Keep your statement of loyalty and as the situation
changes, insert new actions into the Belief. Now you get a fresh persona
point from it in play!
The “fourth Beliefs” from Loyal, Zealot and similar traits are often two-
part Beliefs and thus fall into this category.
Practical Beliefs
This section breaks down some issues with Beliefs in Burning Wheel:
trouble writing Beliefs, writing Beliefs for a campaign, changing Beliefs
during a campaign, what to do when you earn Moldbreaker, what to do
when you’ve finished with a Belief, how to play a Belief that can’t be
accomplished and some practical advice on challenging Beliefs in general.
At the end of the session, be sure players are given the proper rewards for
playing Beliefs. Break down the reward process. Let each player know
why he’s earning these strange little points. This will close part of the cycle
for him—he should understand now that if he acts on his Beliefs, he’ll get
rewarded in a way that will allow him to act more effectively next time.
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It’s best to break that long-term goal into bits that you can accomplish in
the short term: “I will rob the duke’s treasury of every penny;” or, “I will
kidnap the duke’s brother, Baron Evil Crown the Bad, and hold him for
ransom;” or, “I will embarrass the duke at court when the prince comes.”
Assume, for the sake of argument, that these instances are not long-term,
campaign-spanning goals, but scenarios that you can accomplish in a
session or two of play.
Writing strong, goal-oriented Beliefs allows you to stay on track for your
larger aims, earn lots of artha (to be saved for that final confrontation, of
course) and have many exciting sessions en route to your goal.
Sometimes, a Belief needs to sit in reserve for a session or two before you
can really dig into it. That’s perfectly acceptable. It’s rare that a single
session challenges all of a player’s Beliefs. Yet, if a couple of sessions pass
without the Belief being touched, then you need to change it.
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Building Beliefs
you’ll probably also have far-reaching goals that aren’t appropriate for
a Belief. Or you’ll agree to accept a side mission to help a friend—to help
accomplish another player’s goal. You need to write a Belief about this
goal, so what do you do with the Belief that you’re replacing? We keep
notes on the backs of our character sheets about long-term goals (and
any artha we’ve invested in them). So if we need to clear a Belief slot for
a short-term goal, we can do so without fear of forgetting our big plans.
Moldbreaker
The Moldbreaker reward is a powerful tool in long-term play. You can
earn this reward in a very self-conscious way. You are in control of when
you play into or when you break a Belief. Breaking a Belief isn’t the
same as disregarding it for convenience’s sake. You must dive into the
drama, and play against yourself. For your troubles, you earn a nice
persona point.
What do you do with the Belief after you’ve broken it? Do you discard
it? No. You keep it. Breaking it convincingly shows how much you truly
care about that ideal. You return to the Belief and play it earnestly, like
one shamed by one’s own actions who resolves stalwartly to do good from
now on. Your transgression reaffirms your Belief.
We talk about Moldbreaker a bit more in the Artha chapter, but to briefly
summarize what’s said there: If you find yourself breaking a Belief three
times in a row, then it’s time to change it.
Finishing a Belief
When we accomplish a goal related to a Belief in a game, we have a short
conversation. The GM asks, “Are you done with that? Do you want to
push that further?” Remember, the GM’s job is to challenge Beliefs. Even
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if a situation is resolved, it’s possible that the Belief isn’t resolved with
it. A Belief may take on new meaning in the resolution of the action. It’s
up the player to decide.
On the other hand, as the GM, you have to be honest. If you have
inspiration for more action behind a Belief, then you should say so. And
if you don’t, you should tell the player, “I feel like you’re done with that.
I don’t have anything else. Do you agree?”
If the player and GM don’t agree, discuss the problem and work out an
appropriate direction. You can modify the situation or create a new one
to accommodate the Belief.
As the GM, I find that not only do I have to present nuanced situations,
but I often have to remind players of their own ideologies! “Really, you’re
going to do that? I thought that was against your religion.” So take care
with these Beliefs. It’s okay for each player to have one, but no more.
When getting started with the game, try to focus on goal-oriented Beliefs.
You can develop these deeper, more nuanced Beliefs in play.
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A player has the Belief “I must kill that bastard Mordock.” Here are
Building Beliefs
a number of ways you can challenge that one Belief using different
perspectives on the character Mordock.
•V
alidation. Make Mordock super villainous, mean to children, etc. to
validate the worthiness of the Belief.
•U
ndermining. Make Mordock a super nice guy, someone nobody
in their right mind would want to kill. The player has a chance to
define his character by the unreasonable pursuit of his goal.
•F
lip. Switch from validating to undermining, or vice versa. Have the
villain repent and beg for mercy; now the long-validated player has
to risk looking murderous to complete his goal.
•O
pposition. Make Mordock hard to kill in logistical terms. He has
henchmen, powerful allies, etc. so that once he’s dead, it feels like a
big accomplishment.
•C
atch-22. Make gunning for Mordock costly in terms of the player’s
other Beliefs. For example, if the player has a Belief about curing his
sister’s terminal illness, Mordock is the only guy who can cure her.
•D
ivide and Conquer. Like Catch-22, but you cause interplayer
friction by getting the other players to oppose the player with the
belief to bring down Mordock. For example, Mordock is the only
person who can teach the players the secrets of Enchanting.
•M
erge. Create harmony in the group by making Mordock’s death a
means of accomplishing other goals. Perhaps Mordock also has the
Black Chalice, an item that another player needs.
Try to imagine your players’ Beliefs in this scheme. What’s the common
goal they share? What are their secondary goals? How can you tie the
secondary goals back into the common goal? Can you use the secondary
goals as obstacles to accomplishing the common goal?
What’s the mood at the table? Do the players universally hate one of the
antagonists? Can you turn him into a sympathetic villain and thereby
challenge all of their Beliefs by causing them to question their goals?
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Instincts
Instincts are a tricky part of the game. A good Instinct is harder
to write than a good Belief. And often, a bad Instinct is harder to
apply than a bad Belief. To write a good Belief, you need a situation,
a character and a sense of drama. To write a good Instinct, you
need a character, a sense of drama and a bit of system mastery.
Instincts game the system, so to use them best you need to know
how the system works.
Characterization Instincts
A characterization Instinct is a reminder to you about how to play
your character through a situation. It offers little or no mechanical
benefit, but it tells you “what your character would do.” It’s helpful
when overwhelmed by choices to be able to refer to your Instinct list
and be nudged in a direction.
Mechanical Instincts
A mechanical Instinct is one that gains you some mechanical
advantage in the game. Typically, you are allowed to make a free
roll to cover your ass when trouble arises or to trigger a condition
that bypasses a penalty.
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As it says in the Burning Wheel (page 56), Instincts let you make a
Instincts
test when triggered by a situation or obstacle. Essentially, play stops
advancing for a moment and you step back in time to allow the player
with the appropriate Instinct to make a test. If you have an Instinct such
as, “Always remember to bring a gift when visiting,” and you arrive at
court in play but you forgot a gift, you get to make a Resources test on
the side for an appropriate gift. No questions asked.
Instincts can also provide the pretext to turn a situation into a versus
test—rather than a standard test or an outright declaration by the
GM. You have an Instinct to “Always watch out for an ambush.” You’re
assured of getting to test your Observation against an impending
ambush, no matter how distracted your character is.
You can write Instincts about being prepared for a Fight, or to always
escalate to violence in a Duel of Wits, or to always gather your arrows
after a skirmish in Range and Cover, but you can’t write anything that
interferes with the action sequence. “Always fight in aggressive stance”
will allow you to start a fight in aggressive stance, but once you drop
out of stance, you don’t automatically pop back in. You have to spend
the action required.
“If disarmed, draw my knife.” This Instinct sounds cool, but it breaks
the rules. It costs two actions to draw a knife in Fight. Since there’s no
way you could have had the knife ready before you were disarmed in
the melee, the Instinct can’t pay off.
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Situational
Instincts
Situational Instincts are similar
to characterization Instincts,
but rather than focusing on
the character per se, they relate
an action about a specific
circumstance in the story.
Practical Instincts
Let me try to give some advice about common problems with Instincts.
Always Win
I see badly written, poorly conceived Instincts all the time. They go
something like this: “Always win;” or “Always do the right thing;” or
“Always know [something seemingly prosaic but actually impossible—
exits, the truth, your thoughts].”
Bad Instincts are written to shield the character (and player) from
danger. That’s not what Instincts are for, so don’t tolerate Instincts like
that.
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Instincts
accomplished in a single heartbeat or something that you do habitually
when you’re not under pressure or in danger. Instincts have to make
sense in the context of their use! If you have an Instinct “Always
assess my opponents for weaknesses,” and you get ambushed, there’s
no time for assessin’! Checking out your opponent seems like such
a simple thing, but it’s tricky. Weaknesses need to be studied. That
Instinct needs to say “Always assess my opponents for weaknesses
before a fight.” But if you were at court and you met your enemy in
passing, that’d be a perfect time to assess her for weaknesses—even if
you don’t say you did it. When you fight her, you can call back to that
moment and say, “Weren’t we at court together? I totally assessed her
weaknesses then! I want to make a Perception test to have noted where
she wears the lightest armor.”
Let us start off this discussion by removing the pressure. The Burning
Wheel states, “Characters may have one to three Instincts.” You’re not
required to have all three. If you only have one Instinct, you’re fine. You
can start playing and worry about adding others as play progresses.
We often use this tactic when we’re set with two great Instincts but
blanking on a third: In the course of play something usually happens that
makes us say “My guy would never do that,” or “My guy would always
do that!” That becomes our missing Instinct.
Personal Instinct
Make one Instinct about your character’s personality.
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Skill-Based Instinct
Look over your skills. Imagine how they would make your character
behave. Write an Instinct about that behavior.
Changing Instincts
Instincts can and should be changed as your character grows. Examine
your Instincts every few sessions. Are they causing you trouble? Do they
really reflect your character’s current personality?
If you’re not getting into or out of trouble with an Instinct, how can you
refine it? Perhaps the intent reflects your character’s personality, but in
practice it’s not coming up. Can you modify the Instinct to reflect your
current situation while retaining the heart of it?
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Artha Cycle
Burning Wheel is a game of rewards. It is not enough for you to
claim to want something. It’s not enough for you to fight for what
you think you want. The game only begins to work when you stake
your claim on a Belief and are then rewarded in fate and persona
points. That artha creates incentive for further engagement with
even tighter, more dramatic Beliefs, but it also fuels other parts of
the system.
But that’s not all. You need that artha to advance, too. Perception,
Faith and Resources can’t advance without it. You need to invest
it in challenges that are too difficult to overcome without it. That
investment pays off as your stat, skill and attribute dice pools
increase.
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This works in the other direction, too. If a player isn’t earning artha from
a Belief, it’s obvious. Therefore, when reviewing Beliefs for artha, we can
clearly see what’s misfiring and what’s working.
Earning Fate
Fate is the most common artha currency. It is the easiest to earn and there
are more conditions for its acquisition than persona or deeds combined.
Merely restating the Belief to the group or silently handing over a few
helping dice during the session is not enough to earn this reward. Beliefs
must be actively pursued—there must be some risk—if you wish to be
rewarded.
Working Toward…
For most Beliefs, you earn fate points on your way to earning a
persona point for personal goals. You don’t accomplish the goal this
session, but you actively worked toward it. That earns a fate point.
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I can work toward both of those Beliefs. I can attack the imperial tax
collectors and drive them from my town. I can defame the emperor
in public. I can write manifestos about the downfall of the emperor.
For the fire Belief, I can use fire to light my way. I can build fires to
keep us warm when it rains. I can boil water. I can sterilize my medical
implements. I can speak in mystical terms about the fire within when I
make decisions. All of this counts toward playing a Belief, even though
there is nothing to ultimately accomplish.
These are acceptable Beliefs. In fact, I recommend writing one for your
character. We call them, rather baldly, fate mines. You work them into
play to provide characterization and are rewarded with fate points.
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No one can trigger your Instincts but you. Good Instinct play requires
a proactive player. If you don’t invoke the Instinct, you cannot benefit
from it. If you don’t call for its mechanical aspect to aid you, then the
Instinct remains inert. If you don’t invoke the Instinct in a problematic
circumstance, then you won’t be rewarded. This reward is very much
dependent on your own behavior at the table.
We’ve drifted the conditions for this award slightly. We only give out trait
awards for character traits. On a rare occasion, we’ll grant the award
for another type of trait. Why? We feel that using a die or call-on trait
is reward enough.
At the end of the session, we quickly scan our trait lists and make a case
for any character traits that were brought into play in a meaningful
way. We try to cite the moment of decision or change. If the group
agrees, we take the award. In general, you earn one fate per session for
playing character traits. Otherwise, play becomes trait-bingo rather than
meaningful roleplay.
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The best example I can remember is a group who needed to sneak into
a well-guarded citadel tower. Dro chimed in, “I have Architecture. I
want to use my knowledge to find us a secret entrance.” Dro was the
absolute hero for that session. I think he got MVP and the Right Skill,
Right Time award.
You cannot earn this award more than once per skill, ever. Once we know
you have that skill, there’s no more magic to it. Once we start to rely on
your clutch skills, you’re in the running for Workhorse, not Right Skill,
Right Time.
Earning Persona
There are five distinctions for earning persona points: Embodiment,
Moldbreaker, Personal Goals, Workhorse and MVP.
Earning Embodiment
Anyone can nominate another player for the Embodiment award. Just
recap the scene or scenes and why you thinks the player deserves an
Embodiment point. Everyone has a chance to chime in, for or against.
Don’t nominate yourself.
Earning Moldbreaker
Moldbreaker is perhaps my favorite award, but it has its problems. It is
earned for dramatically playing against a Belief. You can betray a Belief
in situations presented to you by the GM or you can set up your own
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To get the Moldbreaker award, you must bring your character’s internal
struggle into the spotlight. You must show the rest of the group how you
are fighting with your own demons. Show us how much this decision
costs you.
Sometimes this roleplay results in you serving one Belief while ignoring
another. That’s perfectly normal. Often, if a great performance or brain-
breaking decision doesn’t get you Moldbreaker, you are considered for
an Embodiment point.
Sometimes when you break a Belief, you are changed by the moment.
Your character has surprised you. You no longer believe. You know it
intuitively. You know you have to change. Powerful stuff.
Other times when you break a Belief, you are using that moment to
define the very Belief that you played against. By going against it this
one time, you are demonstrating just how committed you are to your
ideals. You would prefer to do this another way, but circumstances
have forced you to compromise your ideals. However, this doesn’t
make you callow or disingenuous. In fact, it roots you even more
firmly in your ideological stance.
Thus, after you earn the Moldbreaker award, reflect a bit on the Belief
and the direction of the character. If you no longer believe, change it.
If you care even more, leave it alone.
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Personal Goals
The persona point for the Personal Goals award is straightforward on the
surface. Did you accomplish the goal set out in your Belief or not? If yes,
you get a persona point. If not, then you either played it to drive the game
forward and earned a fate point or didn’t touch on it and didn’t benefit.
In practice, this award can get a little muddy. Players can have Beliefs
whose meanings change in context. “I will destroy the Red Council and
all of its evil works,” for example. In the campaign, the Red Council is
down to one wizard who maintains lots of evil works. Once that wizard
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When we read our Beliefs at the end of the session, we’ll just ask the
player who owns it. “Are you still interested in that Belief? You pretty
much fulfilled it, but you could pursue it more if you’d like.” If the goal
has been nominally accomplished, but contains open-ended possibilities,
we let the player decide whether to keep the Belief and take a fate point,
or change the Belief and take a persona point.
MVP
To determine the MVP, we review the session. First, we look at the tests
made. Was a particular test or conflict crucial to the progress of the
story, incredibly influential or vital to the survival of the group? If one
player’s actions stand out, we award him the MVP award. If there’s no
test or conflict we can point to, we look for moments of performance in
which a player’s decision or action drove play in a vital direction.
Workhorse
For the Workhorse award, we look at everyone’s actions across the
session. Who used lots of seemingly mundane skills to keep us going?
Who carried us through that fight, soaking up blows that would have
killed us all? Who was the unsung hero? He gets the persona point for
Workhorse.
This award is not based entirely on success. You can labor behind the
scenes, testing to forage and cook for the group, trying to muster a
couple of linked dice, but only accruing failure and penalties. In the
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rules, you’ve hurt the group, but in the fiction you’ve fed and clothed
The criteria for earning a deeds point are intentionally vague. In fact,
deeds points aren’t earned, they’re given. Unlike fate or persona points,
which are earned by fulfilling player-driven criteria, these points are
handed out at the sole discretion of the GM.
The deeds point is bound up in the Big Picture of the game. It’s for
performing remarkable, unexpected things that the GM thinks are
exemplary or even frustrating! These points are earned when the players
sacrifice their petty aims for a grand act.
If you feel like you’re cruising toward a deeds point, then you’re doing
it wrong. If you feel as if you’ve tricked your way into one, then you’ve
done yourself a disservice. If your stomach is in knots and your hands
trembling under the intensity of the events that concluded your game,
then you might be eligible.
Deeds points can be earned in conjunction with persona points for goals.
However, in the quest for that goal, the player must risk his character
to unanticipated heights or profound depths. If these great deeds are all
part of the plan, then it’s worth a persona point. If the situation blows
up, gets complicated and you have to take a few deep breaths before you
dive in (yet you still manage to persevere) then you might be eligible.
The context of play and the challenges therein are paramount. It’s all
relative—and, ultimately, up to the GM.
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Artha Bloat
If you play Burning Wheel over a long
period of time, you may experience
artha bloat. An excess of fate and
persona builds up. This happens for
a number of reasons:
• If you’re not challenging players with difficult obstacles, they have
less incentive to spend artha. Thus if you see players with eight or
more fate points, you should be sure to hit them with some steep
obstacles.
• If you’re not using the extended conflict mechanics enough, players
tend to build up a fat reserve.
The game awards artha at a rate that is not easily modified. The rate
of awards assumes that the extended conflict mechanics will be used
at least once per session. Thus if you rely solely on versus tests in your
game, you’re skewing the risk/reward balance of the game. In long-term
games, the rate of reward and use can balance over time—you might
have a mellow session one week, and a hectic one the next. If you’re
using versus tests exclusively, then your players will build up ridiculous
reservoirs of artha. If players are accumulating stockpiles of artha, that’s
a red flag that it’s time to put the spurs to them. Hit them with conflicts.
Set up big moments that require them to completely engage with the
system—not just one battle, but a series of conflicts that keeps them on
their toes and burning artha.
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Going further, your Big Bads should start with a nice reserve of three
fate and three persona.
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Trait Vote
Trait votes are an often overlooked part of Burning Wheel’s grand
currency cycle. In a trait vote, the group provides feedback about
the character play in the most recent arc of the campaign. The
vote highlights the evocation of Beliefs, Instincts and traits and the
group’s own self-perception. The process is both a capstone of the
currency cycle and a safety valve for the system—we get final say
over the characters after all is said and done.
The basic mechanic of the trait vote is very simple, but the
procedure is left rather vague.
If you run a trait vote too soon, the players don’t have a sense of
each other’s characters. The votes are strained. If you wait too long
to vote, then the precipitating events of the campaign are forgotten
and lots of good trait opportunities are missed.
At the start of the vote, we review the period upon which we’re
voting. We try to recall a major event at the beginning of the
eligibility period to mark it in our minds. Then we agree on how
many traits we’re eligible for in the vote. This usually takes one of
three forms: one character trait only; one character trait and one
other trait; or two traits of any type. We almost always break this
limit, but it’s good to set a guideline.
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We go around the table in turn and read out our current traits. The GM
Trait Votes
and the owning player make cases for and against losing traits. We vote
to keep or lose any traits that are so identified. Traits are lost if they are
unplayed, unused or actively played against. This is a small but vital
part of this process. This is your chance to get rid of those humiliating
lifepath traits.
Once we’ve voted off any traits, we then pick a character. Each player
in turn nominates that character for a trait. One player takes the role
of secretary and notes down the nominations. Trait nominations can be
based on traits from the lifepaths, the special list, the general list or traits
that you develop on the spot during the vote.
When you nominate, tell the group the name of the trait and why you
think the character should have that trait. Don’t give a speech, but a
short comment is in order.
If we have a group of four players and a GM, at the end of the nomination
process, each player should have five possible traits next to his name: one
nomination from each player, including himself, and the GM.
Once all of the nominations are in order, starting with the first character
nominated, read out the list of traits one at a time. The player who
nominated the trait should make a case for the trait and why it is
appropriate. Decide on the type of trait—character, die or call-on—at
this point. If a question arises about what the trait does, use another trait
as a model and create your own. Vote on each nomination according to
the procedure in the Burning Wheel.
If you are nominated for more traits than you’re eligible, the group should
review the deadlocked traits. Make cases for or against them. Revote until
a decision is reached or you decide to break the eligibility limitations.
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Evolving Traits
Using the trait vote rules, you can neatly transform a character trait into
something more potent and useful—a die or call-on trait. So when you’re
voting, examine traits that have been played well. Can they evolve into a
new form with more benefit to reflect how the character has been played?
If so, propose their evolution rather than a whole new trait.
Take care that you don’t forget character traits. In our games, sometimes
we get so caught up in developing die and call-on traits, we lose our
character traits as they get promoted to other levels. As you evolve
character traits, be sure to vote on new ones that accurately reflect
changes in the character.
Reputation Votes
A trait vote is just one of two ways to vote to change your character in
Burning Wheel. You also vote to change, increase, decrease, add or remove
reputations. The process is essentially the same as a trait vote, but you’re
looking at reputations, not traits. Reputation votes can come at the end
of any scenario, but they’re usually lumped into the trait vote process.
Don’t overlook the reputation vote. It’s very useful!
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Intent and Task
The intent-and-task procedure is a simple, vital part of Burning
Wheel. It exists so we can clearly discuss how to interact with
an obstacle. It is not a negotiation. Either the GM presents an
obstacle and describes the options for testing to overcome it, or a
player states an action for his character and the GM asks for the
underlying reason—the intent—so he can judge the correct task.
Note that task and action are slightly askew in this scheme. As a
player, you’re telling us about what your character is doing. The
GM (and usually the rest of the group) then need to translate that
action into the system.
This makes the operation of the rules pretty simple. It boils down
to “describe cool things for your character and we’ll figure out
what it means in the rules and make a roll for it!” This philosophy
stands at the core of the resolution system and bubbles all the way
up into Duel of Wits, Range and Cover and Fight.
Intent
Intent—what do you want out of this roll? What are you trying to
get from this situation? What are you trying to accomplish here?
Intent addresses the player behind the character. Often, intent is
implied by the situation. You’re hunting for your enemy’s hideout
and you encounter a sentry. You want to sneak past the sentry. The
GM calls for a Stealthy test. The underpinnings of that exchange
are obvious to us—you want to sneak past; you are going to do it
by being quiet and sneaky.
But that’s not the only option. You can choose to alter the vector of
your intent. You could choose to capture the sentry, trail him back
to his observation post or even murder the sentry—three different
intents with three different outcomes for one obstacle.
You could also announce that you want to convince the sentry that
you’re on guard with him. Wait, the obstacle was to sneak past the
sentry. You say, “What? You were sneaking through the woods and
now you want to saunter up and talk to this guy?”
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“Sure!”
“No, way. That’s not an appropriate task for this obstacle.”
The GM vetoes that intent. Why? Because it is inappropriate for the
situation. It doesn’t make sense in the fiction. You’re not dressed like
one of them. You’re sneaking through the woods. They’re on patrol. You
can’t just pop up out of nowhere, start a conversation and expect it to go
well. That intent is no good for getting past the sentry.
Task
Task describes how you accomplish your intent both according to the
rules and in a fiction:
So to return to our previous example, being sneaky and passing the sentry
makes sense. What about the other intents?
To capture the sentry: “I sneak up behind him, muzzle him and choke
off his windpipe.” Test Stealthy plus Brawling (or Martial Arts) plus
appropriate wises.
To murder him: “I hurl my knife into his neck, slicing his windpipe,
killing him before he can make a sound.” Throwing plus Stealthy, Knives
and any appropriate wises.
Note how merging the intent with the task changes what skill is tested
and what FoRKs are appropriate.
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“Easy, I roll around in the mud and get good and dirty. Then I move off
a good hundred yards or so in the direction he came. I call out loudly,
‘Damn it!’ Then I come staggering down the trail, cursing and muttering.
‘Fell in the damned mud! Hey, friend! You’re wanted back at the post.
Damned mud. I slipped in it. Can you believe it? Anyway, yeah, you’re
wanted back at the post.’”
Note that he’s changed his intent from the original example. He’s not
trying to sneak past, per se. He’s trying to trick the sentry into leaving
his post. The task is appropriate for the outlandish intent. If he succeeds,
the player deserves the fruits of his labor. Fortune favors the bold and
failure is fun.
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You’ll gain an intuitive understanding of the skills after making calls like
this during your games.
Tasks are a major part of the setting. They provide information about
how this place works. So when you make a call on a skill for a task, be
firm and be consistent. That’s how it works here!
No Weasels
In Mouse Guard, we wrote a rule called No Weasels. It says that once a
GM sets an obstacle, you must engage it. This rule isn’t entirely applicable
to Burning Wheel, but it’s a good guideline. Once you’ve stated your
intent and task, once your character is in motion and the obstacle has
been presented, you’re expected to roll the dice. Even if it’s too hard!
But Weasels…
Part of making a test in Burning Wheel involves a bit of negotiation
with the GM and other players. Can I do this? What about this? To my
mind, it’s equivalent to the characters investigating their environment.
Sometimes this poking about will lead down a path. For example:
Player Rich: “We need to get into this fortress. Does it have a courtyard
and a curtain wall?”
GM Luke: “Yes it does.”
Player Rich: “Oh! Let’s climb it! We go climb it. We’re good climbers.”
GM Luke: “Sure. It’s the middle of winter and there’s ice on the wall.
Also, it’s a new construction with a nearly sheer surface. I think Ob 5 is
the fairest I can be.”
Player Rich: “Oh…we’re not that good at climbing. Uh. Maybe we can just
knock on the gate? We, um, we go to the gate.”
This is perfectly acceptable! However in the fiction of the story, we have
to imagine that some time has passed. The characters have at the very
least made the initial preparations for the climb and have only given
up at the last minute. So they’re in a bit of a different situation. Are
there consequences? Perhaps mild ones—time advances, along with the
machinations of the plot—but it’s up to the GM ultimately.
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No Fishing
And what would the test have accomplished? He would have succeeded
and stayed on the bridge. Success would have kept him at the same point.
Or he would have fallen and we would have had to save him. It would
have turned out like a false note in a bad action movie. There would have
been quick cuts and close ups but nothing really would have happened.
Thus, Pete could Say Yes to this action. Rich wanted his character to look
cool crossing the bridge. Great! Move on.
Later, those same characters needed to cross a narrow ledge to gain entry
to a lost tomb. Pete described wind whipping along the cliff walls. We
would have to make Speed tests to cross and enter. This was a totally legit
test. The tomb was the goal of a long quest. Would we get in unscathed?
Or would this cost us? In this case, it wasn’t about us in particular, but
about our gear and an NPC friend. If we failed, we’d lose those precious
resources!
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If a player asks for a test or describes something simple and cool for his
character, don’t call for punitive tests. Ask yourself, “Is anything really
at stake here?” A good measure for important tests is whether or not
they actively challenge or build into a challenge for a Belief or Instinct.
If not, just roleplay through it. If they do, negotiate an intent and task
and roll some dice!
Success
Success in Burning Wheel is rather straightforward, almost rigid. You
get what you ask for. Neither the GM nor the other players can impede
or negate that result.
When a successful player has earned his intent, we often turn to him
to put the finishing touches on the test. He stated what he wanted and
how he was doing it. He gathered dice and rolled. Finally, he picks up
the thread again and embellishes a bit on his victory, describing it to us
with a detail or two.
This isn’t a canon procedure, but neither does it drift the rules. It simply
stretches the application of intent and task from before the roll to before
and after the roll. It has a pleasant side effect: It helps us keep the thread
of the narrative. Occasionally, we’ll get bogged down in helping and
FoRKing. The post-roll description reminds us where we left off.
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Failure
You fail a lot in this game. You roll the dice quite often, and frequently
the difficulty is rather steep. This is a design feature. Success isn’t a
given, it’s something to strive for. And failure isn’t a roadblock; it’s a
twist or a complication.
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Failure isn’t a dead stop; it’s an opportunity for a new, unexpected turn
of events—more penalties, more tests, more conflicts and more situations.
Failure also typically provides opportunities for advancement. And it is
rewarded with artha when you bring your Beliefs into play. You don’t
have to be successful; you merely engage with your goals in the fiction
and you’re rewarded.
When I do announce failures before a roll, it’s often after hearing a really
important intent and task from the players. Once I give them the failure
result, we have everything clear about what’s on the line. Even then, I’ll
keep my failure results vague, “If you fail this, you’re going to be lost.”
If the failure comes up, then I embellish with details. Otherwise, I leave
it unspoken.
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Commentary
If I’ve made a call that breaks a rule or is against the spirit of the game,
I apologize and offer an alternative. The GM is as bound to the rules as
the player. Sometimes I get carried away in the heat of the moment and
I honestly appreciate it when my players pull me back down to earth.
If I’ve made a call that offends, I apologize and retract it. That’s not my
aim at all.
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Failure Timing
Hold off on applying the results of a failure until dramatically appropriate.
Delaying the inevitable can add to the tension. Just be sure not to wait
so long that you forget.
If you are handling multiple simultaneous actions, hold off for a beat.
Resolve the rolls for as many of the players as plausible and then combine
the failure result into a cascade of disaster!
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Commentary
Practical Success
•M
ake stuff. You can craft items for one use or built to last. You can
also make items of a particular quality—poor, run-of-the-mill or
superior.
• Acquire gear. You can use your skills to acquire useful gear!
•F
ind cash. Success can produce cash dice! This effect isn’t just from
Resources; you can use a variety of abilities to squeeze cash out of a
person or location.
•M
ake a friend. You can use social skills to build temporary alliances
and induce NPCs to take action for you.
•A
lleviate the pain. You can concoct solutions to alleviate penalties—
whether medicinal, social, physical or otherwise.
Embellishing Success
The player’s intent is made manifest and he describes his character’s
actions. I turn to my players, “Tell us what happened!” When they
complete their inevitably entertaining description, I try to embellish
a little. I try to add in reactions or other details. Adding a small detail
can really help. It makes great success even more vivid and memorable.
There’s something special about collaborating to describe a brilliant
victory.
If I’m unsure of where a player is going with his description of success, I’ll
back off and ask a few quick questions, “And then what? What happens
next?” Rather than stepping on his victorious toes, I try to create room
for him to make a statement.
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Once the success is out there, solidly in the minds of the players, it’s
time to introduce new information and new problems. These aren’t
failure results. This information is stuff the players can see coming.
Unlike a failure result, players get to choose how they’ll deal with this
new information.
Advantage
Success technically can’t produce advantage dice unless the player or GM
stated that it was a linked test before the dice were rolled. This is due
to the failure condition—+1 Ob—for linked tests. It’s bad form to screw
players with unforeseen penalties after a die roll. Hence, the reverse is
true: It’s bad form to give out advantage dice without risk.
However, Duel of Wits results are flexible and versatile: You can get
paid, cause people to take your side, gain reputations, add affiliations,
cement relationships or push another character into an action he wouldn’t
otherwise take.
Go ahead: Next time you’re in a Duel of Wits, ask for a little bit more than
you would have otherwise. Once you have an agreement, you’re going to
get what you want. Just be careful what you ask for.
Practical Failure
Burning Wheel is an effects-based game (mostly). The system provides a
host of mechanical options that one can apply in a variety of situations.
This section describes how you can use mechanical effects as failure
results.
New Test
The most basic mechanical result of a failure is a new test. Rather than
getting what he wants, the player is shunted down another course in
which he must make an additional test to get back on track.
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You jump a musketeer and attempt to clout him with a single blow. You
fail, so now you must draw swords and duel with him. The Fight rules
are then brought into play.
Unexpected Encounter
When a player fails, place a character or monster in the group’s path. You
now have a new enemy who can be reincorporated into future obstacles.
Traveling through a wild wood, the ranger fails her Orienteering test and
inadvertently leads her companions into the lair of the Doom Serpent.
A failed Intimidation test summons forth the peddler’s rather large
cousin, who is ironically called “Tiny.”
Obstacle Penalties
The GM can impose a +1 or +2 obstacle penalty on a future, related test.
You fail to surprise your opponent with a Stealthy test. You’re in a bad
situation; you now have +1 Ob to your initial positioning test.
During an argument, you so insult your friend that the GM applies a
+2 Ob penalty to a future social skill test against him.
Gear Loss
One of my favorite failure results is to apply an effect against gear or
property. Gear can be lost so that it’s completely gone or so the character
must test to recover it. Gear can be damaged—made poor quality or
assigned an obstacle penalty until it is repaired. Gear can be broken—
made unavailable until repaired. Broken gear can require a Mending
test to repair or a more substantial skill like Blacksmith or Carpenter.
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Swept away down a river, you fail your Speed test. Not only are you far
from shore, but your arrows have spilled from their quiver. They sail off
into the current.
You fail to pick that lock and your lockpicks are jammed in the mechanism.
It’ll take a Mending test to extract them. Failure this time will trigger
the trap mechanism for sure.
A failed Seduction test at the ball prompts the young lady to spill her
goblet of wine over your finery. Your outfit is ruined and you have an
obstacle penalty to any other test at the ball until you change.
Drastic failure results can see gear ruined—destroyed unless refigured
with magic.
Assigning a wound grade gives me more control over the effect of the
result. “You fall and take a midi wound,” rather than “You fall and take
a B7.”
Injury is a great failure effect for martial versus tests—you are defeated
and you take a wound. Brutal!
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Commentary
Severe and traumatic wounds will take out all but the most powerful of
I don’t like to use mortal wounds as test failure results for anything but
fights, and even then only in the most extreme circumstances. You can
use the effect as you see fit, but be careful.
Turning a Relationship
The nature of a relationship can change as the result of a failed test. Just
like a character can turn from ill-disposed to favorable due to a successful
test, a character can turn from friendly to inimical.
Destroying a Reputation
Page 385 of the Burning Wheel briefly notes that reputations can be
destroyed as the result of a failed test. Apply this result to any test in
which the character’s failure is visible and public: a duel, an argument,
a battle or even a comically failed Inconspicuous test. The failure results
in a die subtracted from the relevant reputation!
Damaging an Affiliation
Affiliations can be damaged as the result of a failed test. This is a
brilliant failure result for a failed Accounting or Estate Management
test. Resources and Circles can be used as well, but they’re the obvious
choices. A battle lost might prompt supporters to withdraw investments,
or poor conduct in court might cause business to dry up.
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Apply Traits
You may also apply traits as the result of a failed test. This is a rather
drastic condition, so use it sparingly. This result changes a character
fundamentally in ways that other failure results do not. Once assigned,
a trait is hard to get rid of!
Die traits that provide infamous reputations are also excellent devices to
tack onto particularly brutal social skill failures.
Do not assign call-on traits as the result of failure since they are solely
beneficial.
If you have the Instinct “Never let them forget that you’re a noble,” and
you fail an Etiquette test, I’m going to use this chance to ride you. Your
interlocutor responds, “Oh. Yes. I don’t mean to be rude, but I don’t
recognize your name. Or your face. Your family is one of…good breeding,
I presume?”
If you have the Instinct “Never accept an insult,” I’m going to use nearly
every social skill failure result to insult you!
If you have the Instinct “Never wear shoes,” a failed Stealthy test is going
to land you on some sharp rocks or broken glass.
This may seem mean, but it’s not. You’re showing the player that you
care, that you’re paying attention. And you’re providing him a chance
to earn artha. See what a great GM you are?
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Advancement
In the Burning Wheel, I rant on and on about advancement—
“Advancement is lifeblood” and all that. This mechanism is a
fundamental gear in the Burning Wheel cycle of play. As a player,
you’re supposed to want to improve your character’s abilities.
Help for routine tests is key in a group situation. The routine test
you are benefitting from is often a difficult or even challenging test
for the helper. By helping one another, the group can earn a broad
spectrum of advancements in a single session—or even a single roll,
if you’re clever.
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Behavior of
Challenging Tests
Challenging tests are a win-win
situation. On one hand, you can be
confident that you will fail a challenging
test. You can grab your dice, toss them
down diffidently and grin at the GM,
“I fail.”
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Commentary
Of course, failure isn’t an option for Faith and Resources. You must
Advancement
succeed to advance. So spend that artha and get ready to weep.
The hitch is that if your friend needs a challenging test for his exponent, he
might not be able to accept help. Taking the extra dice will usually change
the type of test. Thus you might need to set up the test differently—taking
action yourself so your friend can help you and get the test he needs.
Balancing Success
Against Advancement
Sometimes you want to succeed. And sometimes you want to hurl yourself
against impossible odds and fail. Once you start playing the advancement
game, you quickly run into a juicy decision: Do you muster dice and pass
the test with little risk of failure and no benefit to advancement, or do
you risk failing the test by using fewer dice and logging a needed test for
advancement? It’s a simple matter to muster enough help from your mates
to turn any difficult test to a routine. But without the difficult tests, you
won’t advance. You must make a decision: Do you opt for short-term gain
and pass the test or do you risk failure for a chance at long-term gain?
There’s no right answer. Sometimes you’ll need to choose one way and
sometimes you’ll go in the other direction. A goal could be too important
to risk failure or you might be one test away from advancing an ability.
The best moments are when it is crucial for you to pass a test, but you
also need the test for advancement—so you can’t add too many dice. The
tension between success versus advancement adds a lot to the game. And
as always, if you are not sure which path to take, check your Beliefs.
Beginner’s Luck
Beginner’s Luck imposes a double obstacle penalty on tests by unskilled
characters. This is one of my favorite rules in the game. I find it simulates
unskilled behavior very well—easy stuff is still accomplishable without
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too much fuss; moderate tasks are possible to achieve, but not a sure
thing; and difficult feats are all but impossible for the unskilled. Simple,
elegant, beautiful.
Of course, this simple, elegant and beautiful rule causes all sorts of
headaches. Namely, how do you deal with a double obstacle penalty when
you’re making a versus test, skilled against unskilled?
When making a Beginner’s Luck test without required tools, the testing
obstacle is double the double obstacle! Nonetheless the advancement
obstacle is only double the base obstacle—the obstacle for the test without
tools.
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Practice
Practice is a subset of Advancement, but we broke it out into its
own chapter so we can take a deeper look at the rules and their
application.
The practice cycles help set the pace of play. In fact, they are
part of a suite of longer-term mechanisms—working, recovering,
research—that are all scoped to produce a sense of the passage of
time. You play hard, down in the shit for a while, then you crawl up
out of the muck, rest, recuperate and reequip. Once you’re ready,
you head back into the fray and begin the cycle anew. This process
creates a sense of ongoing life for the characters.
Pressure
The adventure-rest-practice-reequip-adventure cycle is the natural
pace of the game. However, it’s the GM’s job to keep up the pressure
for as long as possible without breaking the players. Don’t give them
a moment of peace. Throw challenges at them. When they stop for
rest, move your pieces in the Big Picture. Make them say, “Uh oh….”
Force the players to create their peace by accomplishing their goals
or by spending themselves utterly. When they’re wounded, broke
and ragged, let them go to ground but let them know that their
enemies will not rest.
Squeezing in Practice
Practice doesn’t only have to happen during downtime. Certain
elements of campaign life are meant to be noted as practice, rather
than tests. You’re not supposed to test to forage, cook and mend
every night that you’re out on the trail, for example. You test when
it’s important. Otherwise, you note the time spent as practice.
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Practice Log
When you’re squeezing in practice
between other events, it’s important to keep a log. You can practice
piecemeal—a day here, a day there. For example, I’ve noted in my Elf’s
practice log that he has 14 weeks of practice toward his Elven Script skill.
Elven Script is an academic skill, so I need six months—24 weeks—before
I can notch a test.
Practice Instincts
A great way to squeeze practice into your character’s routine is via an
Instinct. My aforementioned Elf has an Instinct, “Always keep a journal
of my travels.” Such an Instinct leaves no doubt as to your character’s
behavior. You can be confident therefore that when you explain that
you’ve been practicing your Elven Script skill for the past year, your
fellow players can see it in your Instinct.
However, you can practice while your friends are nursing their wounds.
They’re laid up in bed, pissing and moaning. You’re out in the world,
sharpening your skills and preparing for the next adventure.
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Commentary
Practice
The practice rules are meant to allow for the passage of long stretches of
time in your game. Let five years pass! You don’t get to practice for all
of those five years—you need to eat, sleep and work, too, right? But set
aside a portion of that time that you feel is appropriate. Let the players
practice and beef up their abilities. And let the setting and situation
evolve and change meanwhile!
The literal time allotment for practice is too liberal—15 hours of potential
practice for a Will of B5 is just too much. No one has that much free time
and willpower! The GM can and should also limit the amount of time
available. Characters must maintain their lives; they must sleep, eat and
pay their bills. If a player wishes to push his character beyond reasonable
tolerances, the GM may call for Will and Health tests to maintain his focus
and dedication on his travails. Failure not only impedes his practice, but
can also make him sick or crazy.
Practical Instruction
Instruction is a much more efficient way to gain tests for advancement
than practice—possibly even more efficient than adventuring. Instructors
can typically be found with Circles and hired with Resources. The Circles
test obstacle can vary, but the Resources test obstacle is 4. By subjecting
the instructor’s availability to those two types of tests, you ensure that
finding an instructor is also subject to the intent and task rules. Thus if
it’s not appropriate to search for an instructor, the GM can inform the
player that the intent is inappropriate and move on.
Of course, if you have time in your busy schedule, your character can
learn Instruction and teach skills to the other members of the party.
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Obstacles
Obstacles are problems that players must overcome. They can seem
like a drag or even a punishment from the GM. This couldn’t be
further from the truth. Obstacles are love.
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If the obstacle for the same task varies each time a player attempts it—
Obstacles
with the same intent—it destabilizes the game world. The solidity and
consistency of the world distorts. Players struggle to find their footing,
to care about what’s happening around them. Rolls seem arbitrary.
Conversely, when done right, changing the obstacle for the same intent
and task can be a powerful signal that something has changed. It can
be a signifier of magic or otherworldly forces at work, but this only
works if the obstacle has been used consistently up to a point before the
mysterious change is presented.
And sometimes, you can change your task and use a different skill to
get a whole different obstacle!
Punishment!
Obstacle modifiers seem punitive, a negative reinforcement. They make
it harder for a player to succeed at a task. I know I often flinch when
I assess a steep penalty. I don’t like punishing players for trying to be
heroic. However, there’s a massively positive side to obstacle modifiers.
In design parlance, they are feedback. You perform an action and the
game gives you feedback about that action. In this case, the feedback
lets the player know about the difficulties and limits of the environment
and the character. This is important. The game exists only as an
exchange between our imaginations and the rules. The penalties give
us a scale and a structure for our imagination.
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Practical Obstacles
The Hub provides a brief overview of obstacles. The Character Burner
skill list provides numerous obstacles for tests. That said, versus tests
constitute roughly half of the obstacles in the game. Even the trait
list contains a handful of obstacles. And character stats make up the
remainder.
My Favorite Obstacle
The GM sets the obstacles for tests. Some players cry foul that the GM
can seemingly set an arbitrary difficulty for their goals. Well, tough
luck. Someone has got to make these challenges hard. In this game, the
GM does that heavy lifting to challenge the players. Setting obstacles is
fundamental to that opposition.
Of course you need Ob 2 (or even Ob 1) tests to make the world go round.
Not every action is difficult; you need routine tests for advancement. So,
if an action is perfunctory or dead easy, don’t hesitate to hand out an
Ob 1 or 2 test. It’s common to think that you should Say Yes to low-
obstacle tests. This is not the case! You should Say Yes when there’s
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Obstacles
situations of risk, even if it’s small. These tests often produce beautiful,
unexpected results.
Obstacle 4 and higher tests are equally vital, but they’re dangerous.
When setting a high obstacle, you’re saying, “Hey, this scenario is
important! But you’re probably not going to get what you want.” High
obstacles are the sharp means by which the GM confronts the players.
They make players sit up and take notice. Be clear about what the
player gets if he succeeds. Let him know just how important the test
is. That way he can spend artha, use FoRKs and get help according to
his priorities.
The high obstacle also encourages use of the Duel of Wits system. If you’re
afraid of outright failure, initiate a Duel of Wits. Not only can you gun
for a compromise if you’re losing, but you can also log juicy Will and
skill tests during the conflict.
Traps as Obstacles
How do you set a trap in Burning Wheel? First, determine the effect of
the trap. What does it do? Does it cause an injury? Does it lock off a
section of ye olde dungeon? Does it cast a spell? Release poison? Design
an effect for your trap.
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Next, set an obstacle to spot or avoid the trap. You can use Observation
to spot traps before they’re triggered, but too much looking for traps
makes for a boring game. You can walk characters into traps and then
have the players make Speed tests to dodge out of the way, Agility tests
to get their hands free or Power tests to stop the mechanism, etc.
The effect of the trap is the result of the failed test. For easy, not-too-
deadly traps, I’ll allow a Perception or Observation test to spot the
mechanism. If that fails, I’ll force a second test to avoid the effects of
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Commentary
the trap. For deadly traps, I describe the trap triggered and call for tests
Obstacles
against the trap’s obstacle. I make sure the players know the severity of
the situation so they can gather help and spend artha appropriately. I try
not to fall into spot-then-disarm mode as I find it tedious. It’s much more
interesting to have characters leaping nimbly from the jaws of death.
Weather
Weather can be an obstacle during play—not just as an obstacle modifier.
You can use weather to invoke Navigation, Pilot, Orienteering, Climbing
or other skill tests, or Perception, Speed or Forte tests.
The actual obstacle depends on your setting. In one of our home brew
settings, winter and summer are calm, while fall and spring are very
volatile. Therefore, high weather obstacles are more appropriate in the
spring and fall.
Squalls and storms are good excuses for Navigation, Piloting and
Orienteering tests. Rain provides a pretext for a Speed test if you’re
leaping a precipice. Snow is good grounds for Forte and Speed tests. Ice
and wind make fine friends for Climbing tests.
You can frame these tests like so: “Normally, this wouldn’t be a problem,
but the gods are angry and the weather is blowing. You need to test…”
Failure blows you off course to uncharted lands, causes injury, causes gear
to be swept away, etc. There’s lots of room for good, adventurey stuff.
Wilderness
Wilderness is similar to weather in certain respects; it’s a massive,
implacable obstacle. Perhaps not quite so overpowering as weather,
wilderness nonetheless provides excellent action. Swamps, steep ravines,
rushing rivers, crumbling glaciers, and so on. If your game involves
travel, be sure to present interesting terrain features as obstacles that
the characters must thread through.
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Wilderness obstacles are best set in the range of 2 to 6. The lower the
obstacle, the more of a nuisance the challenge is, which helps build the
atmosphere. Whereas higher obstacles indicate greater dangers and
higher stakes.
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Versus Tests
Versus tests are the workhorse mechanic of the game. You use a
versus test when you want to compete with another character or
entity in a simple, direct way.
You do not use a versus test when you’re simply convincing another
character who does not want to be swayed, wants to merely do his
job or just wishes you would go away. If you’re trying to compel that
mercenary to join your quest, but he doesn’t have a counterpoint,
then the test is an independent test, not a versus test.
If someone wants something from you and you want something from
them, you can resolve the stand off using a versus test. One of you
is going to get what he wants. The other is not.
You can also escalate to a Duel of Wits, if you want something from
the other person but you don’t want to risk a black-and-white, win/
lose result. Even when unskilled in a Duel of Wits, you can often
gain a compromise from a skilled opponent.
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For a brawl or a shoving match, use the Simple Martial Conflict rules
described on page 425 of the Burning Wheel. The intent of the opponents
determines the results.
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Commentary
Versus Tests
Versus tests are versatile. They don’t always have to be Power versus
Power, Speed versus Speed or Persuasion versus Persuasion. Let the
players declare their intent and task. Use the abilities appropriate to the
situation. If I want to tackle you but you want to run away, we test Power
versus Speed. If I want to convince you but you want to rile the crowd,
we test Persuasion versus Oratory.
Also, note that you must obey the skill versus stat paradigm—double
obstacle penalty for the stat tested against the skill unless otherwise noted
(like Steel tests in Range and Cover).
Set My Obstacle
At BWHQ we have a bad habit picked up from playing Mouse Guard
and Burning Empires. We make the GM roll first in a versus test so the
opposing player can determine how much artha to spend before rolling
the dice. This a lazy, cowardly habit. Don’t do it!
Ties
Versus test ties can prove quirky. How do you define the aggressor or
defender? What happens when a tie can’t be broken?
Aggressor or Defender
Tied versus tests are won by the defender. It’s worth noting that the
aggressor or defender tags aren’t literal. Aggressor is the player who
initiated.
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Deadlocks
In the case of versus tests like two Orcs trying to kill one another, two
monks debating doctrine, etc., a tie deadlocks them.
What page 26 of the Burning Wheel does not say (though it is implied) is
that the conflict now moves on from the deadlock to another test in the
same situation. Combine the deadlock with the Let It Ride rule and you
have a perfectly functioning cycle. Two wrestlers attempt to best each
other with their skill. They tie. They cannot overcome each other with
technique, so they surge back into the fight and attempt to overpower
their opponent—Power tests. This too results in a tie. They are matched
in skill and power, now it’s a matter of endurance—Forte tests. Who can
outlast the other?
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Commentary
That situation calls for three successive tests. What seemed like a simple
Versus Tests
versus test has turned into a Herculean struggle. The unintended results
created tension, escalation and action.
Usually you’re going to use a call-on for the reroll, but there are instances
when you’ll simply want to break the tie in your favor rather than reroll:
If you’ve rolled all successes (no failed dice) and the roll is still tied; or if
you do not want to risk a reroll in which you might not get even a single
success, when all you need is one. Using the call-on to break the tie in
this case is a guaranteed win.
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Help
Help is a vital part of Burning Wheel. Not only is it useful for
passing tests, it binds the group together socially. It can make an
otherwise impossible test possible. It enhances the advancement
system, providing opportunities for tests too risky to attempt.
It lets us resolve potentially complex scenarios involving lots of
players with a single roll of the dice.
Task of Help
When you help, you’re piggybacking onto the primary player’s
intent—you agree with it and you want it to be successful. However,
to pass that helping die, you must state your task—what you’re
doing and how you’re doing it. That task must be appropriate to
the intent. If the task doesn’t fit, the GM can veto your helping die.
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Coloring Help
Help
The skill you use and the task you invoke become part of the test. These
elements color the success and failure of the event, just like the primary
player’s task does.
Accepting Help
In the Advancement commentary, we discussed
why you would accept or decline help. You might
need a particular type of test to advance, and
taking extra dice will change the type of test, etc.
Conditional Help
When we hand over helping dice, we’ll often
make impromptu agreements: I’ll help you now
if you’ll help me later. They’re nonbinding, but
they can be deliciously juicy when your fellow
player has a Belief that runs counter to yours yet needs your help on a test.
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Maybe you earn a test for advancement, maybe you don’t. Maybe your
fellow player earns a test. What’s more important is that you have used
the system to support teamwork and action.
As the GM, you must accept that not all tests are appropriate for the
whole group. Use the following guidelines: To participate in a test, each
character must act at the same time. They can act in sequence to provide
help—I trigger the mechanism, you run across the bridge—but not help
in a test and then wander off into another test saying, “Meanwhile….”
If this problem still persists after applying this wisdom, look at our new
rule, Too Many Cooks.
NPC Help
Characters controlled by the GM or even your own bodyguards and aides
can provide help for a roll so long as they have the appropriate ability
and are not acting mindlessly. They’re not help-bots. Like any other
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Help
because if you fail this test, they’re subject to the result as well. And they
might not be so happy you dragged them into this mess.
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Linked Tests
Linked tests provide a versatile method to bring players together
to overcome an obstacle. The danger with a linked test is that rolls
are called for and made purely for the advantage rather than to
further the fiction.
Descriptively set the scene and then pause the action. Find out who’s
doing what. Ask each player in turn what they’re doing and how
they’re doing it. If a character is involved in other matters at the
time, then he can’t participate in a linked test.
There are three possible results for a linked test: failure that passes
a penalty on to the linkee; success that creates a result like any other
test; and success that creates an exemplary result that grants the
linkee +1D to a test.
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Linked Tests
Linked tests are mechanically similar to help. Both give advantage dice.
When do you use a linked test as opposed to giving help?
Linked dice may also be generated far in advance of a test. They do not
need to be directly tied to the next test. You can prepare a bolt of cloth
with your Weaving skill. This preparation can be used as a linked test to
a future Sewing skill test.
Alternately, the GM can set an obstacle for an important test and invite
the players to link into it with tests of their own choosing.
The final test in the series often determines the overall outcome, but that
doesn’t always need to be the case. Using this method, you can generate
a series of results that all color the final outcome.
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Let It Ride
If we had to restate the rule, we’d say: You may not test the
same ability repeatedly to bypass the same obstacle. You only
get one chance to overcome each obstacle. Furthermore, your
result—pass or fail—stands for all similar obstacles in your path
for the remainder of the session or until the in-game conditions
significantly change.
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Let It Ride
superficially or lightly wounded; you change a Belief; you change an
Instinct; you ask, “How about now?”; or you fail another test.
If you’re wounded so badly that the skill or ability with which you
overcame an obstacle is reduced to zero, then Let It Ride doesn’t apply.
Otherwise, wounds shouldn’t count as a change of conditions for Let It
Ride.
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Shades
Ability shading is an interesting, somewhat problematic aspect of
the Burning Wheel system. The game is weighted heavily toward
the default black/mundane shade. If used superficially, shading
can appear superfluous to the system—perhaps it even looks like
cruft.
If you’re playing gritty one-offs, you really don’t need these rules.
However, if you’re playing an extended campaign, or a shorter,
higher-powered game, then these rules are entertaining and add
a lot to the game.
Starting Shades
I’ll be frank. At BWHQ, we don’t like starting grays. We prefer that
a gray be earned in play. We like the sweat, tears and blood that
such a feat requires. We like long games.
Starting grays require the approval of the whole group. The person
buying the gray should fess up, “I’m power-gaming. Is that okay?”
If the group isn’t comfortable with your starting gray shade, then it’s
fair to break the stat cap for your stock by a point or two in order
to make your concept work without rebuilding the whole character.
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Shades
Shade shifting an ability in play is one of my favorite aspects of this
system. The process requires discipline, determination and luck, but when
you shade shift, it’s just about the greatest gaming feeling ever—even
better than pulling off a Feint in Fight.
Shade shifting is the longest arc of Burning Wheel’s grand currency cycle.
It happens far less frequently than trait votes or deeds point awards. In
fact, it only happens after you earn multiple deeds points and undertake
a series of trait votes. Using the epiphany rules, shade shifting requires 20
fate, 10 persona and 3 deeds points. The shade shift cycle is a beautiful,
slow-moving gear that clicks into place with a sublime noise.
Personally, when I start a new character, I don’t focus on any one path
for him. I let the character’s nature emerge in play. After I spend a deeds
point or two, I think about graying out a stat or skill. I assess the direction
the character has been heading in and where I’ve been spending artha.
Once I see a path, I am as diligent as possible, pushing artha into that
ability as often as I can.
On your quest for a gray-shaded ability in play, you must game the
system and slavishly focus your artha expenditures on one ability. Invest
something in every test you can. Spend a persona point, use fate to open
the 6s. And when you have a chance to spend a deeds point, dive into the
situation and don’t miss your opportunity. Shade shifting takes a long
time in play. You don’t always get the opportunities you need when you
want them, so you need to take what you can when you get it!
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Commentary
I’ve found that players like to abuse these loopholes even further by
Shades
spamming the GM with low-grade, low-risk tests. For Faith or Sorcery,
they cast spells without consequence that don’t have great impact or risk,
but they dump artha into them.
There’s an easy tool you can use to curb this bad behavior from the
players. As the GM, simply Say Yes to the low-grade, low-risk requests.
“I cast Magesense…” Just Say Yes to the spell. “I ask for guidance…”
Just provide the holy vision. Am I recommending adversarial behavior?
No. I am recommending that the GM use the tools available to challenge
the players across the longest arc of the game, so that their grand
achievement—the shade shift—is fulfilling and rewarding, not cheap.
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Resources
Resources represent credit, wealth and temporal power. The system
is quirky. You test to acquire more material wealth or to make
payments. Success indicates your Resources remain steady or even
improve. Failure indicates your Resources are reduced.
Poverty
Low Resources puts you at risk of descending further into poverty.
You have fewer dice to meet obstacles, therefore you’re more likely
to experience tax. Tax increases your chances of failing tests. The
effect of tax is much more dramatic when your B2 is reduced to B1
than when your B5 is reduced to B4. With a low-exponent ability,
tax is more likely to reduce you to 0 and permanently knock a point
off the exponent. In fact, it’s common to bounce between B0 and
B2—earning a few advancements and then getting Taxed back to
oblivion due to an unlucky roll.
To break the spiral, you need to look outside of Resources: You need
to make linked tests into your Resources; you need to get cash from
other sources like dungeons, raids, robberies, extortion, gifts and
vassalage. These activities all make excellent sources of alternate
income.
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Resources
Gaming the Resources System
When you’re poor and it’s Resources maintenance time, you have to
husband your wealth carefully. Or when you have a B1 Resources and
you need to pass a big, expensive test, you should to be cautious. Let me
give you some advice born from hard lessons.
Choose one character who can afford the Tax if it hits, who is willing to
take the fall, has cash on hand or has a trait like Penny-Wise to mitigate
failure.
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Adventurer’s Income
Life as an adventurer doesn’t make you rich. Gear and expeditions are
expensive. The services of doctors and armorers aren’t cheap. Itinerant
wizards and warriors are poor credit risks so you have to pay for
everything in cash. And just when you make a penny, it’s tax time and
you’ve got to pay up on what little you earned.
When adventuring, take time out to scavenge for loot when the
opportunity arises. An Ob 3 test should be enough to net you a die or
two of cash. Don’t be afraid to take out loans and repay them. When
negotiating a Duel of Wits compromise, ask for money!
Courtly Income
When at court, selflessly slaving away for the good of the kingdom, do
not neglect your own needs. Secure donations to your cause in the form
of cash, property, titles and funds. Persuasion, Intimidation and Extortion
make excellent tools for acquiring money. You don’t want your finery
to become threadbare or fall out of fashion after a season at court, do
you? You must think of your own needs at all times, lest you fall behind
your rivals.
Noble Income
If you are noble and have vassals under your protection, do not neglect
to send forth your bailiff to ensure the dutiful collection of taxes. Your
vassals shall make payments from their own funds and produce for you
cash for the appropriate, agreed-upon sum. By this method, with the
help of just ten vassals, you can collect the funds necessary to raise a
mighty fortress.
If ye find yourself in extremity and forced to treat with other wealthy lords
for financial gain, ye may countenance to ask them for a loan. Be not
fearful of such endeavors! Certainly thine enterprise shall be profitable
and ye shall promptly repay all that is owed.
Religious Income
Donations are the bread of religious institutions. Suasion can loosen the
purse strings of the most miserly merchant and cause him to proffer
cash so that his soul might rest more easily. Such a donation is but a
trifle for the rich.
If donations are bread, titles are butter and properties are jam. Do not
neglect to secure these temporal artifacts. Though they be burdensome,
they are also profitable for the church.
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Scoundrel’s Income
Resources
If ye be a scoundrel, knave or rogue, ye can earn coin by lightening the
purse of another through subtle tricks of the trade. Or, perhaps, should
secrets be divulged to thine ear, you can trade them, or gather coin for
your assurance they never be repeated. Should all of your pride and
resources abandon you, you can take to thy knees and prostrate yourself
before the mercies of your fellows.
Cash Money
The Burning Wheel touches briefly on using Resources as money in the
Currency section of the Resources chapter. To reemphasize this here:
Consider your cash dice as bags of silver; your cache is a box full of
treasure and gold; your fund is a promissory note that you can draw
on, etc.
Lifestyle Maintenance
Every so often in the course of play, at a predetermined juncture, the
GM calls for a lifestyle maintenance test. This test pits the expense of
the character’s day-to-day living conditions against his Resources. For a
typical character, it’s an Ob 2 test—poor adventurer. But it’s important
to pay attention to the actual living conditions for the last lifestyle
maintenance cycle and assess the obstacle based on that. I’ve seen
players set their characters to living on the street to lower their lifestyle
maintenance obstacle to 1. The opposite holds true as well—a profligate,
careless lifestyle, living in hotels and eating well should raise the obstacle.
Life at court is more expensive than life on the road, and so on.
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Practical Resources
For some games, Resources play only a minor part, but for adventurers
in the tradition of Alexandre Dumas or even Glen Cook, Resources are
central to the action of the setting.
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dull. We make an Armorer roll to forge a shirt of mail from steel links,
Resources
not merely “I make some armor.” Likewise, if we reduce Resources to a
roll only to get some cash, we do the game a disservice.
Your setting has a currency system: gold, ducats, livres, pounds, talents,
etc. Use it to delineate how much a die of cash is worth. You don’t have
to be too specific. A cash die equates to a small bag of silver, for example.
A cache or fund is a talent.
Industry
Another way to make Resources shine is to link it directly to industry in
your setting. Inventing small details like the industry of a city can add a
nice sense of depth. Is a city a banking center? Does this province make
its money growing and selling sorghum? Is this town known for its silk
weavers?
These details then help qualify Resources tests. When you get cash
or make a loan, you’re tapping into the industry of the place—you’re
opening an account, buying a bushel of sorghum or six bolts of silk. These
all count as Resources tests and cash dice, but the color is important.
Each character has a source of wealth, too. Each player should note the
basis of his Resources according to the elements of the setting: rents,
allowance, inheritance, industry, cash from wages, credit, property, etc.
Most characters start with a little cash, but the wealthier they get, the
more nuanced the source of the Resources.
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Rent comes due. The tax collector comes. The queen demands her share.
Your ship needs repairs. When the players fail their maintenance tests, use
the failure options mercilessly. Apply penalties to future rolls. Repossess
property. Destroy their gear.
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Circles
Circles is a vibrant, powerful mechanic. It grants players a
substantial measure of creative control and unburdens the GM
from an often-tiresome duty. Circles puts some responsibility
for the setting in the hands of the players. If the players want a
character to appear in the story, the GM isn’t obligated to whip
something up, nor does he have to be the bad guy and flatly refuse.
Instead, he calls for a Circles test.
Turn that on its head and the Circles test could be considered a
system for determining NPC disposition toward the players. Sure,
you find who you’re looking for. But what do they think of you?
Play it with a light hand, but do act on the roll: go to the market,
talk to your friends at court, dispatch your couriers to fetch that
woman, ask your relatives to make a connection.
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For me, Circles is very much a “What would I do here?” ability. Asking
friends or family is a very natural, almost universally human activity.
And it’s a great way to launch a Circles test.
Occupation
Occupation is the easiest aspect of Circles to consider. Examine the setting
being called upon by the player. Is the character type common to that
setting? For example, if a player uses his Born Noble lifepath to bring
a knight into the story, we need to ask “Does the character know any
knights?” The answer is “Yes, almost definitely.” But were those knights
common to her circle—with her being a noble child? No. Common to
her circle were pages, nurses, governesses and other children. But neither
were knights rare. She probably saw them in court quite often. Thus the
Born Noble circle imposes the +2 Ob Uncommon Occupation penalty
on a Circles test to find a knight. If the character had the Page lifepath,
Squires would be common to her circles. If she had the Squire or Knight
lifepaths, squires and knights would be common to her paths, whereas
little princes and princesses would be much less common.
Station
The station modifier recognizes class distinctions and social ranking. If
you are dipping below or rising above your station, this modifier applies.
So yes, it’s more difficult for a king to find a servant than it is for him to
find another damned courtier.
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Time
Circles
The time modifier is problematic as written. It implies that the timing of
the NPC’s arrival is up to the GM. This grinds against the basic intent and
task structure: state your intent, and if successful, that’s what you get.
Use the time modifier when it is highly improbable that the player meets
his acquaintance. For example, your group of thieves and thugs just
survived a fight with their rivals, but one of you was wounded badly in
the scuffle. It’s the dead of night and the Watch is on the look-out for
you. You need to find a surgeon right now.
Place
The place modifier has similar problems as the time modifier. There
seems to be this implicit idea that you can find your friend, but he’s in
the next town over. Again, it seems to break the intent and task paradigm.
You only engage the “specific place/player decides” condition when it’s
utterly unlikely that the player could know someone here. For example,
you’re an Elven Wanderer traveling through a Dwarven hold: Your
starlight is stolen by greed-mad Dwarves; you make a Circles test to
bring into play an Elven Chandler who knows the culture and can help
you recover what was lost. I’d apply the local modifier to that test. It’s
unlikely you’d find such a character here in this Dwarven hold.
Affiliations
Affiliations dice are useful for passing Circles tests as they provide
convenient creative bounds for Circles. When a player uses an affiliation
with the army in a Circles test, this neatly colors the friend or enemy who
might appear as the result of the test.
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Reputations
Reputations are similar to affiliations; they are one-note mechanical
representations of broad, fluid aspects of the fiction. The same dangers
beset reputations as affiliations—it’s too easy to lean on them only as a
lever to pull when you want extra dice.
Enmity Clause
The Enmity Clause is among the most powerful mechanical results in
Burning Wheel (second only to the Duel of Wits compromise). It is a
potent tool for the GM.
The Enmity Clause is a gift for player and GM alike. When you make a
Circles test, there is no bad result. Friend or enemy, something is going
to happen.
An enemy is not required to directly oppose the character, nor are they
required to be the evil version of the character being sought. The Enmity
Clause provides the GM with the opportunity to introduce an antagonist—
someone opposed to the character’s goals, directly or indirectly.
Simple Enemies
At its most basic, the Enmity Clause produces antagonists like an angry
shopkeeper, a surly drunk, a hostile thug, a stubborn guard, a haughty
servant, an insubordinate officer or a jealous cousin. These simple
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Circles
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Epic Enemies
Epic enemies are characters who recur throughout the story, opposing
the players’ characters in surprising and escalating ways. Perhaps the
epic descriptor overstates their role, as these are the seeming nobodies
who pop up in the darnedest places. We hate them, but we can’t wait to
see where they’ll appear next.
Unexpected Enemies
Be creative with the Enmity Clause. It’s easy to have the NPC arrive as an
antagonist, but as I mentioned above, the opposition can also be indirect.
The villain could have the same goals as the player and be willing to help,
but he has his own nefarious reasons.
You can also use the Enmity Clause to place obstacles between the player
and his intended contact. The contact could be captured or waylaid by
bandits, pirates or thugs. The contact could have been arrested and
now languishes under the eye of a gaoler. Or the potential contact could
be dead and inquiries about the deceased arouse the suspicion of the
authorities or the ire of his surviving family.
Expanding Circles
One flaw in the Circles mechanic is that after you burn your character,
and you enter play, your character doesn’t acquire new lifepaths, and
thus circles don’t organically expand.
It’s easy to fudge this rule and we’re sure most groups do. It only makes
sense that as you increase in reputation and experience, you can use your
influence among new and varied social groups.
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Traits provide an answer to the problem. During trait votes, bestow traits
Circles
that not only grant affiliations and reputations, but also allow access to
new circles.
Practical Relationships
A relationships is a character who is tied to a player but controlled
by the GM. These characters are vital to presenting a rich, believable
world. Relationships, while set up by a player, each need a voice and a
perspective supplied by the GM. They need to be imperfectly aligned with
the interest of the player who created them. If they are too closely aligned,
they become dull and one-dimensional. Giving them their own priorities
and attitude imbues them with life and adds energy to your game.
If an NPC demands a little more depth, but not a full burn, I’ll check his
“last” lifepath—the lifepath that best represents who he is now—and
then step backward through his requirements. This process takes about
two minutes and gives me a useful, short list of traits and skills that I
can use in the encounter at hand.
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If a situation arises in which the player’s main character is absent but the
servant present, I make the player take over the role of the servant. This
a better solution than a player sitting idle as the GM plays with himself.
I make the player log all advancements and artha for the character as
well. I have enough to worry about on my end without logging Power
advancements for your irascible hobgoblin archer.
Relationships for a GM
If I have created a character in the course of play, I take ownership of
that character. Even if that character came about from a Circles test, I’ll
usually retain complete control. I’ll track all numbers and Beliefs. I use
these characters to convey information to the players. Rather than issuing
facts about a place or people as narration from on high, I provide details
and color through the voices of these characters.
The danger of these characters is that you can forget them. Since Burning
Wheel is so player-character focused, it’s easy to overlook secondary
characters who aren’t part of Beliefs. To mitigate this problem, both the
players and GM need to take responsibility. At the start of the session,
a roll call is helpful. Quickly review who is present and where they are.
Unexpected Surprises
Burning up a relationship character does have its benefits. Often, the
character grows and changes before your eyes. The choices that you make
in character burning add elements that you hadn’t anticipated. Suddenly,
that simpler gaoler becomes a former knight turned extortionist who
somehow landed this sinecure.
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Practical Reputations
Circles
To render reputations useful and lively, I’ve found they need to be specific.
Reputations designed during character burning are usually looser, since
the setting isn’t quite fleshed out yet. But those earned in play deserve to
be tightly wound around a place and an event in the setting.
If you cleared a nest of bandits from the forest surrounding Verge, your
reputation should state: Bandit Slayer of Verge—1D. As your fortunes
grow and your reputation increases, you can build on that reputation:
Destroyer of Cults in Specularum (and Surrounds)—2D. And finally,
when you achieve the ultimate success: Dragonslayer of Karameikos—3D.
Each reputation stems from your actions. Each supersedes the last. Each
gives the sense of your growing sphere of influence and power.
Reputation Votes
There’s a lot going on in a Burning Wheel game, both in the metagame
and in the fiction. You can easily overlook reputation votes. Don’t do
that! Use reputation votes as a way to celebrate events. They’re different
than trait votes in that they’re not about how the other players see you,
but about how your character is seen in the setting.
Practical Affiliations
Affiliations are an unassuming but powerful element of the game.
Nominally, they’re just bonus dice for a Circles test. But let’s look
at them from a different perspective. An affiliation is a tie to an
organization. An organization, as we mentioned earlier in this chapter,
has customs. More important, an organization does not exist in a
vacuum. An organization has rivals, suppliers, allies and supporters.
An organization has disgruntled former members. An organization
is a manifestation of power that seeks to ensure its own survival by
fighting off attacks while accounting for its needs. Fleshing out just one
organization can provide insight into a massive chunk of your setting.
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Also, don’t forget that according to pages 383 and 384 of the Burning
Wheel, you can join and create new affiliations in play. If you join an
existing organization, you gain access to people and information. Of
course, you need to test your Circles to contact those people—who
knows who your friends or enemies are in this new group? If you
create a new organization, you give the GM the opportunity to bind
you into the setting, and spawn rivals for the upstarts and allies who
seek to gain ground in a new order. Creating an affiliation becomes a
situation unto itself. It’s a small mechanical element, but it can have
huge ramifications in play.
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Duel of Wits
The Duel of Wits is a powerful system that allows players to resolve
disputes and disagreements in the game via their characters.
When to Engage in
a Duel of Wits
Let me give you some advice when you’re considering using the
Duel of Wits mechanic: Roleplay, you bastards. Feel it out. Talk.
Poke around. Can you come to an agreement? Are you just blowing
off steam? Are you simply making a declarative statement? Or are
you at loggerheads, repeating yourselves, not making any progress?
Is there something you want the other party to do? If so, then it’s
Duel of Wits time.
Is there a Belief at stake? Maybe not your Belief, even. Maybe your
friend has a Belief on the line and you want to challenge it, see if he
really means it. If so, a Duel of Wits is in order.
Procedure
Just for fun, I’m going to break down the Duel of Wits procedure
into a series of bullet points.
Am I a Big Deal?
The big deal rules allow you to bypass the body of argument roll and
simply set a starting level for both parties. The rule is designed to speed
up play a bit and to encourage a little buy-in. Does this moment feel
critical for both parties? Is this a major moment in the story? Use the
rules.
Uneven Importances
Can the moment be a big deal for one side and not the other? This isn’t
written in the rules themselves, but I think it’s acceptable. As a young
supplicant you’re arguing with the abbot about taking a trip to town. To
you, it’s life or death. To the abbot, it’s just another whiny teenager trying
to escape for the weekend to go fornicate. In cases like this, I think it’s
reasonable to set a big deal on one side, but not the other.
In effect, what the big deal rules do is protect the middle: characters
acting on their own, without a lot of resources to toss into a test; or players
like me who are simply bad at rolling dice.
Consider this next time you’re setting up a duel of wits. For skilled
characters with lots of resources, big deals can be limiting. For folks who
are bad with dice, it can be boon.
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Duel of Wits
Tactics
Let’s talk a bit about setting up your statement of purpose and choosing
actions for a Duel of Wits.
Aiming High
Certain clever players have been known to engage in a Duel of Wits
with a compromise already in mind. Knowing that if they lose, they
will not get what’s included in their statement, they do not mention
this potential compromise. Instead, they write a statement that aims
higher than what they hope to gain. In the event that they lose, they
have a ready compromise—in fact, they achieve what they were after
all along. If they win, they gain more than they expected.
Choosing Actions
Make decisions based on your performance, your traits and your Instincts.
Don’t make random decisions and don’t make optimal tactical decisions.
Use the action choice to say something about your character.
Action Combinations
The following combinations or series of actions have proven useful
in play:
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•O
bfuscate-Rebuttal: Use Obfuscate to impose a penalty on your
opponent in the next volley. This tactic maximizes the effectiveness
of Rebuttal, since the dice pools for Rebuttal are smaller than an
incoming attack.
•O
bfuscate-Point: If your opponent is using Point-Rebuttal
combinations, use Obfuscate to stop a Point and then reduce the
effectiveness of the subsequent Rebuttal with the +1 Ob penalty.
•D
ismiss-Dismiss-Dismiss: If you need to win in the first volley, you
can use this combo, but you’ll probably hesitate in the second volley
unless you get very lucky. Mathematically, this tactic is less effective
than Point-Point-Point. Hesitating an action in the Duel of Wits can
prove very costly.
•P
oint-Point-Point or Point-Point-Dismiss: Both of these
combinations are devastating attacks but neither offers any defense
or trickery. This is not the wisest tactic if you care about how
your opponent might force you to compromise. And if you think a
compromise is a negligible act, then you’re playing wrong.
•F
eint: This action is a dangerous choice, but if used effectively it can
pay off. Use this action when your opponent is on the defensive and
convinced you’re going to attack.
•A
void: Don’t use Avoid in the third volley. You’re more likely to be
Dismissed in the third volley. Use Obfuscate instead.
Compromise
Compromise generated by the Duel of Wits is probably the most important
resolution in the game. It’s far more significant and powerful than any one
test result—even one that results in a Mortal Wound. Mortal Wounds are
endings. Compromises are beginnings, sudden shifts and new directions
for the game. They are vital and powerful. Even more important,
compromises stem from the players. They are bursts of inspiration,
born from the fires of a rousing debate and a hard fight.
While you can use standard or versus tests to overcome social obstacles, the
simple resolution lacks nuance. That resolution is direct and predictable.
Whereas compromise brings acceptable, contextual consensus to the fore.
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a reasonable chance to say their piece, so we can get a rough measure
for how much compromise is necessary. However, the compromise itself
forms the most important part and it’s vital that the whole group agrees
to it. Compromises blow up obstacles and create rubble and ruin in their
wake. They are a wild, uncontrollable aspect of the game powered by the
group’s collective will and cunning.
The rules for compromise are very loose in Burning Wheel. I like it that
way, but looking to some of our other games for inspiration, I think there
are a few instances in which we can offer further advice.
A compromise, a win or a loss are all new obstacles. They can be broken
down and overcome like any other—so long as the group abides by the
result of the Duel of Wits.
How? The best way to counteract a Duel of Wits result is with another
Duel of Wits. You can’t attack the first result directly. You can’t contravene
the rules. So you must be subtle and clever. You must build your case.
You must undermine the opposition.
You present your case to the duke, “Your cousin, the baron, is corrupt
and evil. He harbors black magic and plots against you. Arrest him now
before it’s too late.”
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The duke demolishes you in a Duel of Wits with a statement like, “Your
claims are specious and you will never again speak ill of my cousin in
court.” So you’ve been booted from court and you have to stop badgering
the duke with what you know to be true. The compromise is of course
that you retain your liberty and don’t make an enemy of the duke.
So what happens in the game now? You go out and prove the duke wrong,
of course! You take the fight to the baron. You rout his army of witches.
You exact a confession from him.
The compromise didn’t block your actions at all, rather it forced you
into action!
When the group confronted the duke, the story reached a juncture. The
group ally with the duke and aid him deposing his evil cousin. Or the
group could be forced to antagonize the duke by outing his cousin as the
evil bastard that he truly is! Either direction is great.
Walking Away
A Duel of Wits is not mandatory. When challenged to a Duel of Wits
you have two options: to accept or to walk away. You do not have to
participate, because if you do participate, you’re bound to the results—
good or bad. Thus, sometimes the situation is such that you don’t want
to be bound. Sometimes someone will want something from you, but
you don’t want anything in return. You should never engage in a Duel
of Wits out of a sense of obligation. If you don’t want something out of
it, you should walk away.
If you do choose to walk away, your character must exit the scene. You
literally walk away. You do not roleplay out the argument any further.
The matter is no longer open for discussion. Essentially, you’ve ceded the
high ground to your interlocutor while preserving your own opinions. It
can be very hard to walk away, knowing that your friend has made his
point uncontested!
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Take Them Away
With influential or potent antagonists, I don’t have them exit the scene
so much as I send the player characters away. I refuse to discuss the
matter and show the characters the door. It’s much more appropriate to
their rank and station.
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It’s a valid character choice, but I find it a rather cowardly game tactic
as it provides room for one player to sabotage agreements made by other
players. It usually arises when a player is unhappy with both sides. Be
a good audience member and stay on hand for the scenes—even if you
don’t like the potential results. Perhaps it’ll change your character in an
unexpected way!
Secret Sauce
The Duel of Wits allows a player to take on the role of a social character
and carry equal weight in the rules as a combat- or magic-oriented
character.
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Range and Cover
Range and Cover is an iteration of our conflict mechanics designed
to represent skirmishing with bows, crossbows and guns. As in the
other conflict systems, players privately choose actions, reveal them
and play out the consequences.
More than the other two systems, Range and Cover is a small
abstract war game nestled into the game. In it, you attempt to use
strong, smart tactics to encircle and eliminate your opponent.
Set It Up
Range and Cover is an abstract system, so much so that it suffers
greatly without a strong in-game context. When you decide that it’s
time to let fly, the GM needs to step up and offer a vivid description
of the scenery. Describe the weather, the ground, potential areas of
cover and how far apart the opponents stand. Don’t be dry about it,
either! Be florid and rich with detail. Burning Wheel isn’t a tactical
war game; it’s a character-driven roleplaying game. So describe the
field as the characters would see it.
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Fortifications Skill in
Range and Cover
We use Fortifications if
we can choose the field
of battle and have time
to entrench. We throw up
barricades if we only have
a few minutes. Sometimes
we will even go so far as to
use Scavenging to gather
materials if there’s nothing
available. If we have a few
hours, we will dig trenches
and set up fenced positions. The obstacles and the dice conferred are
listed under the Fortifications skill.
These wise tests aren’t always for just a linked die. Tests like these
introduce new information about the setting that can change the
disposition of the battle. However, results like these are intensely
contextual. The new information must make sense. And the GM
decides how it affects the conflict at hand.
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Commentary
Helping players are actually the prime describers in this situation. They
Same goes for non-conflict actions: Play a volley of Range and Cover,
then cut away to the action elsewhere. Resolve a roll or two and then cut
back to the Range and Cover. Keep bouncing back and forth until one
situation or the other is resolved.
I prefer to have the whole battle dragged into Fight. It makes the situation
more dangerous, more desperate. Those who charged use the Too Close to
Shoot and Last Ditch Arrow rules. Everyone else starts outside of striking
distance. If they just loosed arrows in this volley or the last, then their
weapons are considered unloaded. If they haven’t loosed any volleys,
their weapons are considered loaded and ready.
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The system itself makes sense and can answer, but to really get at the
problem it’s important to build context for your players.
The overarching theme for all Burning Wheel conflicts is that chaos
reigns. Your character doesn’t have a bird’s-eye view, can’t see the best
course and certainly doesn’t know the truth.
Thus in Range and Cover we don’t know your line of sight, what cover
is available, the exact position of the enemy or many other battlefield
conditions until you roll the dice.
If you stop and think about it, this might be a bit more true to life than
staring at a grid or a top down view of miniatures. Stalking through the
woods hunting quarry is tense because you don’t know when or if you’ll
come upon your prey; when wading through a pitched battle with arrows
raining down you don’t what your enemy will do in the moment.
So we make our plans, roll the dice and hope the gods are with us this day.
Tactics
Let’s see if we can share some battle-earned wisdom with you.
In general, use the action to which you’re best suited. If you have a high
Stealthy skill, use Sneak In. If you have a B8 Steel (and some decent
armor), by all means cry havoc and Charge.
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When to Maintain
Use the Maintain action when you don’t want to give ground, but
can’t afford to hold a fixed position. Maintain uses Speed, under the
assumption that you’ll stay mobile, perhaps giving a little ground before
counterattacking. Or perhaps you’ll sortie out a bit before falling back
to your original position.
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When to Hold
Hold your ground when you’re being rushed or when you simply need to
shoot right now. Your opponent will be able to maneuver at will—closing
in, retreating or even maintaining distance to get off a good shot. At least
with the Hold action, you’re guaranteed to shoot.
It’s best played against the Sneak In/Out actions and of course against
Charge.
When to Close
You close in to improve range or move into hand-to-hand combat. If
neither of these work to your advantage, don’t use close actions!
When to Withdraw
You use withdraw actions to exit combat. That’s obvious. But you can
also use withdraw actions to gain an advantageous range. Note that
when you maneuver, you do so in range bands of your own weapon.
So if your opponent has moved into optimal range for rocks, bombs,
knives, pistols, etc. then you should do your level best to withdraw to
your extreme range. You can put all of their weapons out of range and
then leisurely pick them off.
Take a Position
When you win your first positioning test in a Range and Cover skirmish,
don’t spend your successes on shots or actions unless you absolutely
must. Instead, take up a position. This will get you +1-2D for your next
positioning roll.
Fighting Ranges
Fight from extreme range if you have the advantage in skill. Force your
opponent to shoot on the move or to take wild, unlikely shots. If your
skill isn’t up to the task of hitting Ob 3-4 targets, you can also sit out at
extreme range as a delaying tactic. Of course, you’d better be delaying
for a reason.
Fight from optimal range only if you can afford to absorb a few shots or
if you absolutely must close in to reduce your shot obstacles. Otherwise,
optimal range usually proves too dangerous.
When closing into melee, try to have your weapons loaded. If you win
that close action and get to the “too close to shoot” range, you’ll be able
to launch into Fight with a deadly, point-blank hail of shot.
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In its simplest iteration, you run a skirmish by placing all of the players
on one team—whether or not they can fight—and allowing them to help
one another test for positioning. One character leads, everyone else helps.
The leader doles out action dice. On the GM’s side, he lumps his villains
into one horde, grabs a pile of helping dice and doles out his actions as
appropriate.
Alternately, you can break down into multiple groups. The GM divides
his forces into an equal number of groups to oppose the characters. Note
that the sizes of the groups don’t have to be equal. If the players break
into two groups, the GM splits his forces into two groups. The groups can
be evenly divided or one group can consist of a Troll and an Orc while
the other could be 10 Goblins.
When positioning, pair off two opposing teams and run two simultaneous
Range and Cover battles: player group A versus the Orc and the Troll,
player group B against 10 Goblins. One group will inevitably fall. The
remaining group will want to help their companions. Allow them to
make positioning tests against another group on the other side. In order
to maneuver and gain action, they must beat their target’s positioning
rolls as per the standard rules. Their target only rolls once to defend itself
from the two incoming attacks.
For extra fun, use the Slowest and Loudest rules found in this book in
combination with Range and Cover skirmishes. These new rules neatly
curb any die bloat from forming teams.
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You can sketch a map if necessary, but florid description usually suffices.
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Fight
The Fight system in Burning Wheel is designed to be dangerous,
unpredictable, frightening, ritualistic and exhausting. It demands
much of both player and character. It is not a matter to be taken
lightly.
It is much less abstract that Range and Cover and the Duel of Wits
rules. You’re not knocking away points of indeterminate meaning
to be resolved by negotiation. The objective is nearly always
murder and survival. Your disposition in a fight is your skill and
body. Compromise is writ in blood and fear.
While this game is about fighting for what you believe—and the
Fight system is central to this—these rules are meant to be used
at the proper juncture. Overusing them can do just as much harm
as underusing them.
Fight as Climax
The Fight rules are best used during climactic events. Fights in
Burning Wheel are high-stakes and intense. Fight should not be used
to resolve every single physical (or even violent) dispute. If you’re
engaged in a low-stakes, violent activity like “ye olde dispatch the
guard,” then use a versus test.
Or if you’re on your own and the whole group is waiting for you
to finish your scene so they can get on with the big moment of the
session, use the versus test mechanics, not Fight.
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Fighting Smart
The Fight system possesses an internal logic. It rewards players who fight
smart. There are optimal and suboptimal strategies. To effect any strategy,
you must begin planning before you cross swords with your opponent
because, indeed, a sword might not be the right weapon for the job.
Intelligence
Assess your opponents before a battle. Find out how they fight; identify
their weapons and armor. If you’re fighting heavily armored opponents,
you need to develop tactics and use weapons that neutralize their defenses.
If your opponent uses longer weapons to keep his enemies at bay, you need
to either beat him at his own game or prepare a gambit to close with him.
Ambush
For the less scrupulous among us, ambush is a tried-and-true fight-
winning tactic. Surprise your enemy and force him to take a Steel test.
Use any hesitation to your advantage. If your opponent is only hesitating
for a moment, knock him down with a Push or Charge. If he’s hesitating
for a few beats, try to Lock him up. He can’t resist. If he’s hesitating for
longer than a moment, have at him with a Great Strike or two.
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Weapon Speed
Fight
Weapon speed is useful for both breaking up your own rhythms and
encouraging the use of alternate attacks like Push or Disarm. But your
opponent’s weapon speed is a clue to help you better plan your attacks.
If you predict when your opponent can’t Strike, you have an opening
that you can exploit.
Positioning
Positioning is the mother of Fight. Your weapon length, Speed and stride
all combine to put you at an advantageous fighting distance. Your optimal
fighting distance might differ from your opponent’s. And being caught
outside of your optimal fighting distance is a tragedy. So do whatever
you can to win that engagement test.
You can also spend an Assess action to make a linked test to find an
advantage in the fight. You can use physical actions to overturn tables,
climb up balconies or slam doors shut. These actions call for Power, Speed
or Agility tests respectively. They can completely change the nature of
the battle space. You can provide advantage for positioning, escape the
fight or cut off retreat respectively.
The key here is to use descriptions of the battle space to spark questions:
“Is there a window out of this room?” These questions can lead to the GM
Saying Yes or they can lead to one of the tests suggested above.
Of course, these questions and tests must abide by intent and task. If
you’re fighting in the kitchen, this provides viable intent for an Assess:
“Is there a boiling pot on the stove? I want to grab it.” If you’re fighting
in the throne room, it’s not. If you use these questions judiciously, your
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fights will be richer and more exciting. If you forget about intent and
task and use the Assess action to introduce improbable elements, then
your fights will become silly and unsatisfying.
Use Power and Agility tests to resolve Physical Actions like that.
Armor
If you’re heavily armored against an opponent without an armor-
penetrating weapon, be aggressive. Don’t defend yourself. Let your
armor absorb the blows while you crush your enemy.
Retreat
If a fight arrives at a stalemate, don’t be afraid to retreat and exit the
battle. You can reengage another time on terms more favorable to you.
Surrender
Surrender if you’re overmatched. A surrender is an excellent time to
push for a Duel of Wits and it can lead to all sorts of fun situations like:
capture, prison, ransom or a trial.
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Commentary
Fight
Objects in Motion
Fighters are not standing flat-flooted, bashing away. We took out most of
the movement rules and measurements from the game, because everyone
is in motion. Everyone is vying for position, pushing in, falling back,
circling. A strike, for example, doesn’t merely entail a movement of the
arms—it’s a forceful step, a swing of the hips, an extension of the body.
Keep this in mind as you choose your actions and describe what your
character is doing.
And that means that your rogue scholar can help her mercenary buddy
out of a scrape. She can tackle an opponent to the ground, push around
weaker enemies and maybe get lucky, grabbing someone and holding
them down. Of course, this may all get her killed—but there is no reward
without risk!
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Gain Advantage
Gaining advantage over your opponent is key to winning fights.
Advantage represents positioning and reach. Having the advantage
over your opponent means they have a disadvantage in acting against
you. And this can be the difference between life and death.
How do you gain advantage? You can win it outright through engagement
or positioning. This requires you to have a weapon of a different length
than your opponent. That weapon can be your sword or even your hands.
You can seize the advantage during the exchange using the Beat, Push and
Charge actions. Beat allows you to use your weapon to knock down your
opponent’s guard and gain advantage for yourself. It’s easy to overlook
this action, but I can’t stress enough its importance in these rules.
Push and Charge require that you use your hands as your weapon for
the action (perhaps forcing you to a temporary disadvantage). But if
you time the action correctly, you can easily surprise your opponent and
gain the advantage—and if you’re lucky, knock them down. Also, note
the special rule for Push: If you have a shield, you can use the action at
short weapon length.
Lock and Throw can also be used to gain advantage, but they are a bit
trickier to pull off. They both require you to position yourself at hands
fighting distance. Lock entails beating your opponent in a versus test
while making yourself vulnerable to attack. Throw demands a martial
arts skill, but if you’re skilled it’s extremely effective.
You Have Me at a
Disadvantage, Madame
You’re staring down the point of your opponent’s halberd, comparing
it to the meager length of your mace. You envision what comes next:
you flailing away ineffectually while she stabs you to death from a safe
distance. Why didn’t you bring a spear with you? you idly muse. A
question best left for another time. For now, the most pressing question
remains how do you get out of this mess? Of course, the answer that
leaps to mind is to clear your throat and apologize. However, it seems
we’re long past the point of apology, given what you did to her brother,
the bishop—though he quite had it coming, you admit. Regardless, that
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won’t help you now. She seems to be taking measure for a swing likely to
Fight
remove your head’s long service to its suffering body. Well then, nothing
for it but to dive in.
She leads with a thrust and you block. You suspect she’s testing you, but
you’re also testing her will to end you. She seems quite resolved, you must
admit. And you imagine she’ll follow that thrust around with a cut to the
head, neck or shoulders. Lo and behold, here it comes: You can almost
feel bones break in anticipation as you swim into her, counterstriking—
pushing the haft of the polearm aside as you lunge to land a blow. Not
a bad idea, but it could have used more polish in practice. It seems you
were both touched by the effort. You managed to ring her bell before
she stepped around, but she certainly removed some skin from your
shoulder with the blade of that bloody poleaxe. Well, at least you still
have all your limbs.
Now’s your chance. She’s taking a breath to readjust her grip—is it a trap?
Well, only time will tell. You drive at the weapon, brandishing the mace,
but with the real aim of grabbing the halberd’s shaft with your free hand
to buy time to step inside her guard. She works the shaft around in a tight
circle to avoid your grab, but your gambit seems to have worked—you’re
definitely close enough to see the murder in her eyes and the blur of the
thick wooden halberd butt wheeling toward your head as she attempts
to fend you off…
Timing
You have to consider a lot of timing aspects in Fight, but the one you
want focus on is attacking your opponent when they’re flat-flooted and
don’t have an action. Of course, the inverse also hold’s true, if you’re
slower than your opponent, you want to make sure they waste their
extra actions on defense. You don’t want them attacking you while you’re
catching your breath.
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How Do I Know?
Gauging that timing is tough, but it is possible. The best course of action
is to play through an exchange to get a read on your opponent. In what
exchange did they put their actions? How are they timing their attacks
and defenses? If they seem intent on attacking twice in the first volley,
you know that assuming you can survive, you can ding them in the
second or third volley.
Avoid
Avoid is a good defense for the unskilled as it relies on Speed and doesn’t
suffer the stat versus skill penalty.
Beat
The Beat action is vital to master if you want to fence with opponents
using a variety of weapons. It allows you to steal advantage midway
through a fight—possibly disrupting your opponent’s entire script.
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Block
Fight
Block is seemingly safe and innocuous, but it can be used to set up some
grand attacks—granting you bonuses and your opponent penalties. It
can even cause your opponent to hesitate. If you are confident in your
skill and know when your opponent will attack, you can set up a Block/
Strike volley and deliver a powerful blow to your opponent.
Charge/Tackle
Shooting into your opponent’s guard with a Charge/Tackle action is a
strategy for the bold and the strong. You only want to take this action
if you have a high Power and a good stride—especially if you’re at a
disadvantage. If you have the advantage, you can often catch your
opponent flat-footed by using an action to Charge rather than attack.
You can knock them down (giving them substantial penalties) and still
regain the advantage if successful.
Counterstrike
Counterstrike allows you to fight from a disadvantage but still tag your
opponent. Use it, but don’t be predictable with it.
Disarm
Disarm is not the action you see in movies—swirl the swords around and
one goes flying. Uh oh. It’s quite hard to pull off in Burning Wheel (by
design) and easy to defend against. It’s an action that favors skill and
timing. Honestly, the Disarm action is for the master fighter to take a
weapon away from a less experienced opponent so that they don’t hurt
themselves.
Feint
A successful Feint action requires impeccable timing. You need to
know when your opponent is going to use one of five actions: Block,
Counterstrike, Beat, Disarm or Feint. Feint is most effective against Block
and Counterstrike, so if you have the advantage and your opponent seems
to be in a defensive posture, use a Feint in your script in place of one of
your Strikes—it just might pay off.
Great Strike
Set and strike. This powerful action is both satisfying and useful. The two
actions of Great Strike can be separated by the interval between volleys
or even between exchanges. You don’t have to Set and Great Strike in one
volley. You can get clever with it, setting in your second action, baiting
your opponent to forfeit and change actions.
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Lock
Lock is perhaps the most powerful attack available. It bypasses the
damage circuit and directly, if temporarily, removes dice from the target.
Push
Push is a workhorse action. Any player can pull off an effective Push,
regardless of ability. It’s a solid attack, very useful as an offbeat action
when using a slow speed weapon: Strike/Push/Strike makes an effective,
aggressive combination.
Strike
Ah, good old Strike. What would we do without you? Actually, Strikes
aren’t necessary. Unlike the Point action in the Duel of Wits, you do not
need Strike to win in Fight. You can disable or run off an opponent with
Charges, Locks, Pushes and Throws.
If you’re heavily armored, use your armor as protection and pound away
on your opponent with as many Strikes as you’re able. If you’re lightly
armored and can’t absorb a hit, try to time your Strikes and put them
in unexpected intervals. Second action, volley 2 is always a nice place
to tuck one in.
If your opponent is lightly armored and on the attack, give him a strong
poke. Don’t let him get the initiative by forcing you on the defensive when
he can be struck down with a solid hit. Of course, don’t make yourself
vulnerable. If you have to take up a defensive posture, try to wear him
down as we described above.
Throw
Throw is a devastating attack that requires skill and timing to pull off.
It’s really not worth attempting unless you’re skilled. But if you have the
Boxing, Martial Arts or similar skill, you should use this as a main part
of your repertoire.
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Fight
Missiles and spells make great
weapons in Fight. They provide
hordes of advantage dice to engage
or position, and they’re often quite
injurious. But know that once the
bolt is loosed or the spell cast,
you’re vulnerable. You are, for the
moment, effectively fighting with
your hands. You haven’t suddenly
teleported close to the fight, but
your position is exposed. Other
fighters, should they be so inclined,
can roll up on you and tell you what
they think of your standoffish
techniques.
Mind Games
Fight is a mind game. A fighter of little skill can get into the head of a
more dangerous opponent and take them down.
I love this aspect of the system. It’s not possible to completely lean on
your high numbers or big swords. You must play the game.
To do so, you must watch your opponent. What gear are they carrying?
What’s their weapon speed? What armor? What actions did they choose?
What’s their timing? Those are a lot of variables to juggle, but each one
offers a bit of information that will make your decisions about actions
more accurate.
If you feel like you don’t have enough information to make solid decisions,
don’t go for broke and sell out for a desperate attack. Play for time. Learn
your opponent’s pattern. Wear the other player down…and then once
you get your intuition tuned, make your move.
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True, once you’re injured you’ll likely have to change your tactics, perhaps
make riskier decisions. But if you’re injured, try this: Take a stance
that favors your fighting style and play for time. If possible, get to the
Eye of the Storm and try to shrug off your wound penalty. If that’s not
possible (due to Reflexes dropping due to lost dice, for example), you
need to disrupt your opponent. Look for a way to knock them down or
cause a Steel test.
Never give up. The situation may look bad, but you’d be surprised how
inventive desperation makes you.
Stances
Stances comprise an advanced part of the fighting system and are often
overlooked. Aggressive Stance provides +2D advantage dice to Strike and
Great Strike, while it restricts Avoid completely and penalizes Block and
Counterstrike with a +2 Ob. Those advantage dice are often necessary
for a character to deliver superb hits. Without them, a character with a
B3 skill can only hope to get Mark results with most weapons.
The +2D to Counterstrike and Avoid are invaluable in any fight. Using
those advantages, you can keep an aggressive opponent at bay while
worrying him with counterattacks. The striking portion of Counterstrike
is not penalized in Defensive Stance! I’ve seen swordsmen win whole
fights against multiple opponents using just defensive Counterstrike
and Push actions.
Crosscutting
Sometimes a Fight happens while other action takes place elsewhere in
the story. Do your best to cut between the various scenes of action. Run
one exchange of the combat, then jump to another scene—perhaps an
exchange of Range and Cover—and so on until everyone has enjoyed an
equivalent amount of screen time. Usually you can resolve quite a bit
just while combatants are choosing their actions.
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GMing Fights
Fight
Fights are straightforward to run one on one. But what about when it’s
time to crash the gates and party with the Count and all his cronies?
Here’s some advice for the GM:
Prescripts
Use simple prescripted sequences for secondary fighters: Block/Strike/
Block/Strike. Don’t tell your players. Let them figure out the pattern and
break the rhythm themselves. This is a surprisingly effective technique.
I’ve had NPCs using scripts like this for whole fights and the players
never even noticed.
Telegraph
Don’t choose your actions in brooding silence (unless the players are
confronting the Brood Silent Ultimate Boss Opponent, of course). Describe
your NPC’s reactions. Demonstrate their stances. Annunciate their curses.
You can transmit a host of soft information to players that will enrich their
experience but also allow them to make better decisions during the melee.
Don’t use any of that. Forget it all. Roleplay your antagonists. Let them
make mistakes, be predictable or overconfident. It adds a lot of character
to the game. It tells the players you’re willing to put the story ahead of
rules mastery, and set aside your own thirst for their blood in service of
everyone having a good time.
Having every Orc Follower fight with the utmost cunning and resolve
will exhaust the players. Let the players rack up a few solid victories.
Save the smart fighting for the characters who deserve that spotlight.
It’ll make them stand out even more.
Fight Is Complicated
I hear this complaint every day: “Fight is complicated.” You bet. If you
don’t like tactical, technical, involved systems, don’t use it. I’m not shy
about it being complicated—I like complex games—but it is not broken,
clunky, kludgy, crufty or whatever. It works great if you care to use it.
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Ending a Fight
One of the weaknesses of the Fight mechanics is their lack of a clear end
point. Not every conflict needs to be played out to the death, but the rules
give no direction in this regard. Hopefully I can clear up any confusion.
• You should end a Fight if the other side is killed. That’s the obvious
one, right?
• You should end a Fight if one side is incapacitated. There’s no need
to stay in the action structure if no one is actually fighting—you’re
just beating on unconscious soon-to-be-corpses.
• You should end a Fight if one side isn’t necessarily incapacitated,
but they’re incapable of fighting. Your opponents all have B4 skills
with -3D/+1 Ob injury penalties? Just end the fight. You don’t need
to play out the end of this sorry mess action by action.
• You should end a Fight if a shocking or earth-shattering event
transpires that commands everyone’s attention.
• You should end a Fight if one side wants to quit. That’s tantamount
to surrender. Pick up the scene there. No more fighting (invoking the
Let It Ride paradigm); one side has been defeated.
When a Fight is over, you have two main options as the GM. You can
pick up the action right where the Fight leaves off. One side surrenders
to the enemy. He offers you terms. Negotiations ensue. Or you can cut
away, incorporating the resolution of the combat into the next scene,
but in a new situation. You were all incapacitated—you wake up in the
duke’s dungeons, stripped to the waist. The duke and his torturer mock
you as they douse you with water.
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Injury
At a glance, the Anatomy of Injury rules seem punitive. They
appear to encourage a cautious, conservative style of play. They
seem to say, “If your character is badly injured, he will be rendered
ineffective and forced to sit out for an inordinately long period of
game time.” That seems clear incentive to avoid injury at all cost.
Injury as Advancement
Resting times for injuries are long. If you take a bad shot and need
to recover, you’re likely out of play for the near future. That’s no
fun. However, there’s one sure way to counteract that: Don’t rest
until the action is over. Suck up your penalties and keep playing.
Playing injured, you’ll have far fewer dice at your disposal. When
you’re injured, you roll fewer dice against obstacles. The same
obstacles that were easy to overcome when you were healthy are
now troublesome and dangerous. That’s great!
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When playing injured, your character appears clumsy for a good number
of sessions. As those advancements accrue, your abilities quickly jump
up—particularly your stats. Once you’ve recovered, you reacquire your
injured dice and boosted a few exponents as a bonus. Your increase in
power is significant and satisfying.
You cannot get a job and work to recover taxed Resources while recovering
from an injury.
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Injury
Conversely, while you’re laid up, your friends can practice, work, instruct
one another, conduct research, pay your bills, etc. Your recovery is their
gain!
Worse, if you’re taxed while going into a recovery period, you’re going
to remain taxed, possibly becoming even more taxed. You can’t work
while resting, so you have to live off of your current Resources or you
need to forgo rest and boost your Resources by working while injured.
It’s an ugly cycle by design. Infirmity and poverty are disruptive and
destructive elements in the system.
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Wises
Wises are among the coolest aspects of Burning Wheel, but also
among the most misused or misunderstood. On the surface, wises
look simple: They’re knowledge skills. They represent the little bits
and bobs of information that characters pick up over time. But
probe a little deeper and they become a lot more complex.
Wises as Information
When a player asks for information on behalf of his character, the
first thing you should consider as a GM is whether you have the
information or not.
Before answering the question, the first thing Anthony, the GM,
had to consider whether he knew the answer or not. When he was
preparing this campaign, did he determine where dragons came
from?
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For argument’s sake, let’s say that he did. At that point, Anthony
Wises
would have had to decide whether to simply Say Yes and give Thor
the information or call for a Dragon-wise test. Further, he also had
to consider these details: Would having the answer allow Thor to
circumvent obstacles he had planned? Could he think of an interesting
consequence or complication that would result from a failed wise test?
If the answer to either of those questions was “No,” he would have just
given Thor the answer: “The first dragons were born from the sparks
that flew off when the world was forged upon the anvil of the Void. It’s
a common legend that everyone in these parts knows.”
At that point, Anthony would have had to consider more questions: Does
the player’s contribution contradict something previously established in
the game? Would having the answer allow Thor to circumvent obstacles
Anthony had planned? Could he think of an interesting consequence or
complication that would result from a failed Wise test?
If the answer to any of the questions was “No,” Anthony could have said
yes and gone with Thor’s suggestion. “Sure, they come from Strach.”
If the answer to the first question was “Yes,” Anthony would have denied
Thor. “You’ve already been to Strach and there wasn’t any evidence of
dragons there. Plenty of other big lizards, but not dragons.”
If the answer to the latter two questions was “Yes,” then Anthony would
have considered Thor’s contribution and set an obstacle.
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In our game, what actually happened is that Anthony had not considered
the origin of dragons at first, but he’d been rolling it around in his head
as we played and the campaign developed. When I asked the question,
he had an idea in mind: “Remember when you were searching for the
Lost City of Panax and you fought your way to the Chronicle of Ages in
the Hall of the Allfathers to do some research? You recall there was a
section dedicated to dragons that you didn’t have time to investigate.”
Information as Setting
It is primarily the GM’s job to fill in setting details through play. Most of
those important details should be shared with the players in the course of
play, as per Roll the Dice or Say Yes. If a detail is essential to helping a player
engage with the situation for the game session, just go ahead and share it!
If the session’s situation depends upon the players knowing that the
prince just murdered the chatelaine in cold blood, then tell the players.
After all, everyone’s talking about it! The chatelaine’s son has demanded
a judicial duel, and the prince’s uncle—the new king—has agreed!
But if the players hunger for more detail and want to draw out more
information that will provide a more nuanced understanding of the
situation, then a wise is just what the doctor ordered.
Why is the king siding with the chatelaine’s son against his own kin?
Court Gossip-wise. What are the rules for judicial duels? Trial by
Combat-wise. Do any other kingdoms stand to gain from this turmoil?
Politics-wise.
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Like all other skills in the game, wises must be considered in the context
of Intent and Task, as well as Roll the Dice or Say Yes. The player
states his intent—what he hopes to accomplish—and also his task—the
description of how the character goes about achieving that intent. In
many cases, the player’s intent for a wise matches up with what the GM
has in mind for the Big Picture, the setting or the session’s situation.
For instance, in the situation described above, the player might declare
that his intent is to determine whether any other kingdoms stand to
gain from the turmoil at court. He wants to use his familiarity with
the court’s affairs (the character grew up with the prince) in the form
of Politics-wise.
In this case, the GM should already have a pretty firm grasp of the
details, as they connect directly to his situation. If the GM does have
foreign affairs in mind, he should call for an Ob 1 test, as a list of the
country’s closest enemies should be common knowledge to anyone with
Politics-wise. If the GM knows that no foreign powers stand to gain
from the situation, he should just Say Yes and tell the player that no
foreign mischief is afoot, to keep everyone focused on the situation at
hand.
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The accumulation of such details over time and the richness they bring
to a setting are part of what make wises so special. And it’s important to
note that the facts established with wises in this way need not be minor.
For instance, in your setting two nearby barons have been warring with
each other for years and their neighbors and allies are being drawn into
it as well. Their battles form a backdrop at this point—the real action is
elsewhere and the GM hasn’t dedicated any thought as to why the two
are at each other’s throats. Nonetheless you might see an opportunity
to use your Feud-wise to establish the cause of their enmity. That test
could have far-reaching consequences. Wises allow the GM to paint the
setting with broad strokes, knowing that he can either fill in the details
later, or allow the players to add the details that interest them through
a test.
The players and the GM should take note when such facts are added
to the game. They now constitute a true and established part of the
world. Record these facts in the same notebook you use for Duel of Wits
compromises and other setting details.
Thor (as GM): “No way. We already established that this keep is the
strongest in the entire kingdom. You failed that Citadel-wise test way
back at the start of the campaign. If you want to get in, you are going
to have to use diplomacy, trickery, battle or start scaling the walls.”
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For example, once it’s established that the Citadel of the Unconquered
Wises
Sun has no secret entrances and the only means of ingress is the front
gate, that remains true until the players dig their own tunnel or the GM
introduces a situation in which a foreign army lays siege to the place
and sends in sappers.
An astute reader will notice that I’m simply restating Let It Ride here.
Are the players using Family Secrets-wise to determine that the duchess
is having an affair so they can blackmail her? Well, it’s true that she
had an affair, but her paramour happens to be a powerful crime lord
with all sorts of resources at his disposal to make the characters’ lives
a hell.
Etiquette of Wises
As you can see, wises accomplish two different goals. On the one hand,
they are a method for eliciting more information from the GM. On the
other hand, they give players the power to establish facts in the game.
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Navigating those two abilities requires a bit of etiquette. It’s not polite
to demand your GM establish facts as true without first asking if it
contradicts what was has planned for the Big Picture, the setting or the
situation. Nor should the GM allow the player to do so.
As the GM, don’t step on players’ ideas for using wises out of hand. If
you don’t have a legitimate reason to prevent the test and the player
isn’t simply test mongering, allow the player the freedom to add to the
setting.
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For instance, let’s say the situation is that a small band of thieves
Wises
has just stolen the holy artifacts from the temple of their neighbors.
That’s interesting on its face, but what’s the context? In our game, the
neighboring people were making war on and enslaving the thieves’
people. In your game, the thieves needed the artifact for a despicable
rite. The context casts the situation in a very particular light.
Context is where wises shine. The right wise could tell us about the
artifacts and their purpose, or a wise could provide details about the
planned rite such as other necessary components or a specific time or
location.
But it is important to note that not all wises are equal. Village of
Hochen-wise is very different from Village-wise. Village-wise will give
you information on villages in general: how they tend to be organized,
how their economies work, basic layout, etc. Village of Hochen-wise, on
the other hand, will give you much more specific information: who the
wójt is, who the lord is, who the most disliked man in the village is and
which fields are being left fallow this season.
Broad wises like Village-wise can be useful because they are so widely
applicable. A player can probably find a use for his character’s Village-
wise in any village he happens to pass through. However, it will be
difficult to use it for specific details of a particular place. Very specific
wises, like Village of Hochen-wise, only apply in certain scenarios but
can provide a deep level of detail in those situations. For instance,
determining that Martin Ralya is the wójt of Hochen is an Ob 1 test
for Village of Hochen-wise. It’s common knowledge! But it might be
Ob 8—freaky details or specifics—for Village-wise. You might know
about villages, but that doesn’t mean you know intimate details about
this particular one.
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Learning Wises
Wises aren’t just the province of Character Burning. Learning wises
through play can be incredibly rewarding. Both Practice/Instruction
and Beginner’s Luck are viable ways to learn wises through play. You
aren’t limited to the wises listed in the lifepaths. You may create your
own, as long as the GM agrees it is legitimate.
Wises learned through play can become skill-based artifacts that shine
on the character sheet. The player of the Orc who has acquired Dwarf-
wise and Dragon-wise while dealing with the war between the Dwarven
kings and the dragon: Spider-wise while slaying the spider goddess;
and Elf-wise while dodging Elven patrols in the western forests has
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the character has been and a way for the dice to represent what he has
learned.
As with other wise tests, when making a Beginner’s Luck wise test,
the GM needs to balance the equation with a juicy complication or
twist that results from a failure. If you can’t think of an interesting
consequence for failing a Beginner’s Luck wise test—or a previously
established fact—you should Say Yes and move on.
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Monsters
Let’s talk about some of the problems surrounding the use of
monsters in your game. How can we use them more efficiently and
keep them alive long enough to make an impact?
Using Monsters
I find that we fantasy GMs have a tendency to place Big Bads at the
end of a story—ye olde boss fight.
Ahem.
Fighting Monsters
A single monster is going to fall to a rain of blows unless it is either
heavily armored or has a mortal wound higher than the characters’
weapons shade—usually gray or white.
If you want a big fight against a single creature, try using armored
creatures like Trolls, Formians or even B’hemahs. If your group is
up for it, you can use gray- or white-shade creatures, but make sure
your group has a chance to defend against their attacks. Otherwise,
you’ll wipe them out—and that’s not fun.
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Monsters
Or you can give the monster help. Look at your group of characters. Build
a suite of monsters that will challenge each of them. I’m not saying to
unleash six great eagles or five martikhora. But maybe one lead beastie
and then some lesser willing thralls who can add to the mix.
If that’s not the right path, how do you prevent the players from ganging
up on you in a Duel of Wits and wiping you out before you get even a
teeny compromise? You need to plan ahead. Try to corner your target
character alone. If you can’t do that, try to manipulate the group before
the Duel of Wits so that some sympathize with your side—so that they’ll
give you help during the conflict.
It’s lame if the group gangs up on and shouts down every opponent they
face. If you send a Troll Warlord against them, for example, refuse to talk
to anyone but their leader. The lesser worms can’t speak in the presence
of such greatness. It’s unheard of in the Legion!
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Shooting at Monsters
Some monsters can be effective in Range and Cover, but some monsters
are helpless in such a conflict.
You should gauge the strengths of your adversaries before pitting your
monsters against them. Opposing a troop of Elves with a handful of rock-
throwing yeti is going to end badly for the yeti. The Elves have range
and killing power with their bows.
But one of the most deadly, effective monsters I ever played was a bow-
armed flying monkey. I threw a pack of them at a group of Elves. It was
a narrow thing for them. They barely survived.
If your monsters aren’t suited for a running fight through the forest, don’t
set up that situation. When framing the action, establish the environment
to your monster’s advantage. Why? Because you want to challenge the
players. It’s boring if they just shoot down everything they come across.
So ambush them and force them to withdraw or fight at close quarters,
or simply don’t offer battle unless the players force it.
You can also plan ahead and give your monsters protection in the form
of enchanted items like the Jade Amulet. That said, whatever you give
your monsters will likely end up in the hands of the players. You can
assign anti-magic traits to your monsters. These tweaks are good for
stiff challenges, but not good as a regular habit. Too many cheaty traits
punishes sorcerers (and benefits enchanters).
Finally, you can just straight-up target the mages and priests with clever
tactics, henchmonsters and dirty tricks. Use attacks that make them
hesitate or interrupt their flow. For example:
A Troll Warlord’s mattock might bounce off a mage’s Turn Aside the
Blade spell, but they could easily knock the sorcerer over with a well-
timed Push.
Your players will sweat it, but when they’re ultimately triumphant,
they’ll thank you for the thrilling fight.
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Magic
Magic is a problematic element in a game since it confers
extraordinary power upon a player. This chapter briefly discusses
how to challenge magic-wielding characters in your game.
Challenging Mages
Mages are a pain in the ass. They’re powerful. They offer unexpected
solutions to lots of problems. Sometimes, they have one trick that
they milk to get past anything you throw at them.
How do you challenge the mages in your game? You need to oppose
them with an antagonist who can resist their depredations. Such an
antagonist could be a mage with a sustainer for the Eldritch Shield
spell and an Instinct to maintain the spell at all times, for example.
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Finally, beat up your mages. In fights, attack them with force and vigor.
Don’t give them a chance to sit back and leisurely cast their spells. Gun
for them. Try to hit them so that you interrupt their spells and rituals.
They’re clearly powerful. It only makes sense that their enemies take
them seriously.
In a social setting, treat the mage with skepticism and caution. Don’t gloss
over the fact that he is a powerful freak who treats with demons. He can’t
be trusted. Let your villains refuse to engage in disadvantageous Duels
of Wits. Cite mistrust and superstition as your reasons.
If a mage is known for abusing his power, it makes perfect sense for
leaders to exclude him from their dealings. It follows that power-hungry
souls will seek out mages and bargain with them. Use Duel of Wits
compromises to shape and focus the mage’s power. An excellent minor
compromise against a mage is “Of course, I’ll do as you ask because I
know you’ll never use your powers against me.” Such a small thing to
ask, but it makes the character incredibly dangerous to the mage.
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Squishy Faith
Faith is a powerful, versatile ability with one very squishy requirement
attached to it—the player must say a prayer. If any rule is abused in
Burning Wheel, it’s this one. Characters with the Faithful trait either
grandstand during a single Fight volley, or they rapidly mutter,
“Rubadubdub, thanksforthegrub,” and toss the dice before we can all
protest.
Faith rules are subject to the intent and task paradigm of the system.
The prayer or invocation of the player forms the prime part of the task.
And, as we’ve discussed in this book, the task must be appropriate to the
intent. The player must offer an invocation appropriate to the moment
and his idiom. If he doesn’t, the GM can and should inform him that his
task is inappropriate to his intent and stop the Faith dice before they
hit the table.
What’s a valid way to limit help among the Faithful? In our games,
priests from different religions may not help one another unless they pass
a Ritual skill test. It’s a small restriction, but one that’s added a lot of
depth to our religion-heavy games. There are some basic obstacles listed
with the skill. Extrapolate advantage and disadvantage from there based
on how close or far the ritual is from the faithful’s core religious beliefs.
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We also encourage you to make the truly Faithful rare in your world. If
a player tries to use Circles to bring the Faithful into play, impose the
+3 Ob Specific Disposition modifier.
Faith in Fight
How quickly can you pray? According to the rules, you can pray and
fight. We love to see battle priests bashing heads while they invoke
divine might. How often can you pray? Each prayer must be a complete
idea spoken, sung or invoked in the proper idiom. The spoken prayer is
part of the task of this test! If the task doesn’t correspond to the intent,
disallow the test. Since only a few words can be spoken in each volley,
most prayers should take two volleys. More elaborate prayers can take
three to six volleys.
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The Roles of Magic
The Magic Burner exists to help you shape the role of the
supernatural in your game. Perhaps you seek a more historical
game where men of power follow the model of Pythagoras (the
famed Ionian Greek mathematician, philosopher, magician and
mystic) or Henricus Cornelius Agrippa von Nettesheim (a German
magician, scholar, physician, legal expert and theologian who
served the Holy Roman Emperor Maximilian I). Or maybe you are
more interested in a game with mythological overtones inspired
by the likes of Odin or Medea. Most likely, you are interested in
a game where magic is firmly ensconced in the tropes of fantasy
fiction inspired by the exploits of Gandalf and Ged. You should
find something here to help make magic in your game unique and
exciting.
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To this end, we should be clear that while magical powers hold a degree
of novelty in themselves, our conceit is that the decision to use power or
not, how to apply it and the price to be paid for it is far more interesting
than the actual power itself. The best stories of magic are about the
choices its use presents.
Finally, it is worth noting that the magic in this book is heavily flavored
by the source material we used for inspiration. At Burning Wheel
Headquarters, our pole star for matters magical is Ursula K. Le Guin
and her stories of Earthsea. It is no coincidence that we return to her
stories again and again to illustrate our points. Stephen R. Donaldson’s
stories of Thomas Covenant are another powerful inspiration, and it
should come as no surprise that J. R. R. Tolkien’s stories helped to guide
us as well. Norse and Greek mythology also play an important role in
our thinking, and we have drawn from them heavily.
Magical Magic
Magic is a supernatural power that defies the natural order. It is a force
that controls both man and nature. Magic has laws that govern its
working, though they are often alien from the laws that describe the
working of the natural world. In many cases, only another application
of magic or faith is sufficient to guard against it or break its power.
Such magic is usually innate in the case of gods (though some, like
Odin, must quest or sacrifice for deeper secrets). For men, visions
and callings are a common way to discover power, from Moses and
the burning bush to the Oglala Lakota medicine man, Black Elk, who
received his vision at a young age during an intense, life-threatening
fever. Humans, in general, invoke the power—the power does not belong
to the humans themselves.
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The Other
The other is a person who, although acknowledged by a community,
is considered outside it. Wizards stand apart as others because they
are different; they wield a power that regular people neither have
nor understand, and their names are written in the book of destiny.
Communities either fear a wizard’s power, revere that power or both.
The Mistake
The mistake is a terrible error committed by a young wizard in hubris
or ignorance. The error has far-reaching consequences that threaten
doom to the wizard, his loved ones and often the world itself.
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Ramon Alonzo, the hero of Lord Dunsany’s 1926 fantasy novel The
Charwoman’s Shadow, is a prime example. His father is the Lord of the
Tower and Rocky Forest, but the family has fallen on hard times and
has no money for the dowry of Ramon’s sister, Mirandola. Ramon is sent
to study with a nearby magician so as to learn how to turn dross into
gold and thus supply his sister’s dowry. In this story, the community is
small, consisting only of Ramon’s family. This is believable because the
story remains relentlessly focused on the personal level, even though
Ramon’s actions ultimately affect all of Spain and one long-suffering
charwoman.
Other times, the need is only hinted at in prophecy, and only a select few
recognize the portents. Heroes in such stories are often underestimated
and even scorned, for the community does not see its need. Yet when
trouble strikes and only a man or woman of power has the ability to
face it, it is fortunate indeed that such a person is nearby to hear the
call.
Once the need has been identified, the anointed one must step forward
as destiny requires—the living embodiment of the mystical other who
possesses the power to cure the incurable.
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Our examples are far from exhaustive. We’ve pared them down to our
favorites and encourage you to reflect on yours. In some cases, we’ve
left out the most obvious examples because, well, they’re very obvious.
The Adept
“Ged, listen to me now. Have you never thought how danger must
surround power as shadow does light? This sorcery is not a game we
play for pleasure or praise. Think of this: that every word, every act of
our Art is said and is done either for good, or for evil. Before you speak
or do you must know the price that is to pay!”
—Ursula K. Le Guin, A Wizard of Earthsea
The story of the Adept is one of power, error and redemption. The need
to redeem himself, to fix an error, is what separates the Adept from the
other roles.
The mistakes of wizards are not small. They threaten the world,
a community or a soul, often all three. The Adept—vulnerable and
corruptible—must go forth as a savior on a quest to undo what he has
wrought.
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First, the Adept must recognize the extent of his mistake and that only
Second, the Adept must accept that the mistake was the result of a flaw
in himself. Outside forces may have played a role in bringing him to his
mistake, but he alone is ultimately responsible for his fate.
Ged defines the role of the Adept in A Wizard of Earthsea, when his
arrogance and envy lead him to attempt to summon the dead. Instead,
he brings forth a monstrous shadow and must undertake a long
and harrowing quest beyond the edge of the world to master both it
and himself. Only by vanquishing his pride, learning humility, and
accepting the dark things within himself as part of his being, is he able
to overcome the shadow that he summoned.
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long and winding chronicle of his doomed effort to live with his mistake
and his addiction to walking the razor’s edge between the role of the
Adept and the role of the Dark Disciple.
But it comes with a steep price. Man does not steal the power of gods
lightly. Ask Crow, who lost his brilliant plumage; or Dr. Frankenstein,
who lost everything. A victorious Bringer of Fire will be feted by his
people, but the price he pays will forever set him apart.
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The Bringer of Fire is both savior and trickster, for power alone is not
The Bringer of Fire doesn’t always make his journey with the fate of
the world at stake. The people can often continue as they are without
the Bringer of Fire’s intervention, yet he can make their lives better and
more meaningful if his quest is successful.
The Bringer of Fire has not erred, as the Adept has. But neither is he
perfect. His quest will test and change him. He will have to prove his
wisdom, cunning and heart to succeed.
Ged takes on the mantle of the Bringer of Fire when he enters the
lightless depths of the Tombs of Atuan and brings forth the Ring of
Erreth-Akbe, thus restoring the Bond Rune, the sign of Peace. The ring
is a physical treasure, but it also represents forgotten lore. Ged’s strength
and will are put to the supreme test in the tombs, as he struggles against
darkness and the oppressive force of the Nameless powers of the earth.
But his true test is discovering Arha, the Eaten One, and kindling the
light of her desire for freedom in order to guide her from the belly of the
Nameless Ones and allow her to be reborn as Tenar.
Norse mythology gives us yet another example in the form of Odin the
Allfather, who takes a more spiritual journey by hanging himself from
the World Tree for nine days, a sacrifice to himself, so that he might
bring forth the Runes of Power—eldritch might. He learns many things,
from spells to stay the weather and extinguish fires to spells for blunting
weapons and healing. Odin sacrifices an eye so that he might drink
from the Well of Wisdom and so see into the past, present and future.
Odin’s tests are physical in nature, but also tests of will, requiring the
king of the gods to humble himself and suffer for power.
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The Maker
In that time were made those
things that afterwards were most
renowned of all the works of the
Elves. For Fëanor, being come to
his full might, was filled with a
new thought, or it may be that
some shadow of foreknowledge
came to him of the doom that drew
near; and he pondered how the
light of the Trees, the glory of the
Blessed Realm, might be preserved
imperishable. Then he began a
long and secret labor, and he summoned all his lore, and his power,
and his subtle skills, and at the end of all he made the Silmarils.
—J. R. R. Tolkien, The Silmarillion
Sometimes, this product can lead to more harm than good, as happened
with Fëanor and his sons, who became so enamored of his greatest
creation that they swore an oath that would lead to great suffering and
misery in the world. The stories of such treasures rarely have happy
endings.
Other times, the Maker crafts physical treasures of power, like the
Finnish god-smith Ilmarinen, who created the mysterious Sampo, a
magical artifact that manufactured flour, salt and gold from thin air.
The Maker also exists to mend such treasures, like Elrond Half-Elven
taking up the shattered pieces of Narsil—symbolic of the broken
kingdom of Arnor and Gondor—and forging them anew as Andúril,
the Flame of the West, in J. R. R. Tolkien’s Fellowship of the Ring.
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Rarely, it is the land itself the Maker seeks to mend. Heleth, master of
The Oracle
Alas, alas, what misery to be wise
When wisdom profits nothing! This old lore
I had forgotten; else I were not here.
—Sophocles, Oedipus Rex
The Oracle is an advisor and guide, a keeper of secrets and lost lore.
His role is to inform, never to act. The Oracle is always a supporting
character, great in power but unable to perform the task for which the
hero is destined.
Teiresias the blind seer plays the role of Oracle many times in his
appearances in epic poetry and tragedies. In Oedipus Rex he reveals
the cause of the curse on Thebes to the furious and disbelieving King
Oedipus. Even death does not dull the prophet’s abilities, for Odysseus
ventures into the Underworld itself to learn from the ghost of Teiresias
what he must do to assuage the sea god Poseidon’s wrath.
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Then there is the tragic Cassandra of the Iliad, whose sufferings seem
endless. She foresaw the destruction of Troy, as well as her own demise
and defilement, with the oracular powers inflicted on her by Apollo.
Despite this, her brothers Hector and Paris, and her father Priam,
thought her mad and imprisoned her, denying her visions.
Dallben and his adoptive mothers, Orddu, Orwen and Orgoch all
play the Oracle to the hero Taran in The Chronicles of Prydain. As
an Oracle, Dallben helps Taran begin his quests. Taran’s two journeys
into the Marshes of Morva—the forbidden place—to visit Orddu, Orwen
and Orgoch mark important turning points in his destiny.
The other two roles—the Maker and the Oracle—are rarely protagonists;
they are usually supporting characters that aid or guide the protagonist
in some way.
The reason comes down to choice. Adepts and Bringers of Fire are in
the process of questioning their choices about magic and themselves.
Their stories are about answering those questions. Makers and Oracles
have typically made their choices and paid their prices. They are not
expected to become something else at the end of the story.
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The Dark Disciple is one who walked the path of the Adept but was
unable to redeem himself. Instead, he was consumed by his mistake.
Redemption might still be possible, but it is outside the Dark Disciple’s
reach alone. The impetus must come from another.
In the meantime, the Dark Disciple must serve an evil master and pay
for his mistake by spreading suffering and terror. The Dark Disciple is
a servant of a greater evil. He must be confronted, and vanquished or
redeemed, before the true evil can be faced.
Each Dark Disciple has a weakness, sown from his own arrogance and
corresponding to his mistake. The one who discovers that weakness can
use it to remind the Dark Disciple of his humanity, or to break his power
if the Dark Disciple refuses redemption.
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Darth Vader is perhaps the most iconic Dark Disciple. His flaws are
pride and anger. He is ruled by those passions, as typified by using
the mystical powers of the Force to kill subordinates who question
his power or fail in their duties. Pride—his desire to overthrow his
master—leads him to seek a reunion with his son, leaving the door open
for that son to awaken feelings in him that he had long buried. Whereas
Darth Vader succumbed to his passions and fell to the Dark Side, his
son, though tempted, resists. That resistance proves to be the example
Darth Vader needs to struggle anew against his own mistake.
Saruman, chief of the Order of the Istari in The Lord of the Rings,
represents another face of the Dark Disciple. Like his eventual master,
Sauron, Saruman was a servant of the Vala Aulë; like many of Aulë’s
servants, he was predisposed to covetousness. His lust for ring lore and
Sauron’s power led him to abandon his original quest in Middle Earth
and to become Sauron’s accomplice and servant, raising up armies of
orcs. His desire for power led to his weakness: His pride blinds him to
the anger he arouses in the primal forces of Fangorn. He sends all his
armies into Helm’s Deep in an effort to conquer Rohan, and leaves his
stronghold undefended against the march of the Ents. Gandalf offers
Saruman a chance to redeem himself, but Saruman is unwilling, and
so Gandalf breaks his staff and his power with it.
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The Deceiver
Moreover [the Noldor] were not at peace in their hearts, since they
had refused to return into the West, and they desired both to stay in
Middle‑earth, which indeed they loved, and yet to enjoy the bliss of
those that had departed. Therefore they harkened to Sauron, and they
learned of him many things, for his knowledge was great. In those days
the smiths of Ost-in-Edhil surpassed all that they had contrived before;
they took thought, and they made the Rings of Power. But Sauron
guided their labors, and he was aware of all that they did; for his
desire was to set a bond upon the Elves and bring them under his
vigilance.
—J. R. R. Tolkien, The Silmarillion
The Deceiver is a dark Oracle, an agent of evil sent to twist the hero’s
destiny and send him hurtling down the wrong path.
The Deceiver’s power stems from his ability to fool and manipulate
the protagonist. The Deceiver rarely has the power to stand up to a
protagonist in a fair fight once his lies have been revealed. Instead, the
Deceiver plays upon the weaknesses of his victims to encourage them
to destroy themselves.
To function, a Deceiver must gain the trust of a person of power and the
ability to influence that person. The victim falls under the Deceiver’s
influence due to the Deceiver’s evil power, but also due to a flaw or
weakness in the victim’s character. The Deceiver guides his victim to
wrong actions, but ultimately it is the victim’s choice. The Deceiver does
not make anyone do anything.
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Deceivers most often work on behalf of other powers. They are rarely
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Such sorcerers seek dominion over the earth, and they pursue this goal
by employing or making deals with dark powers and by seeking to
break the bonds of civilization. They seek to make men ignorant and
savage in order to make them easier to rule.
The Bringer of Darkness is not bent on destruction for its own sake. If
the world were destroyed, there would be nothing to rule and dominate.
Without a clear purpose behind the drive for domination, the Bringer
of Darkness can be a bit one-dimensional. It is therefore best to keep
him as a menace looming in the background, rather than a force that
confronts the protagonists directly. These characters most frequently
confront the protagonists through their minions, Deceivers and Dark
Disciples in their service.
On the other hand, a Bringer of Darkness with a fully formed motive can
become a truly memorable and terrible foe to a group of protagonists.
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Commentary
Jadis, the White Witch of The Lion, the Witch, and the Wardrobe,
is another Bringer of Darkness. The beautiful Amazon dominates
all Narnia with a wand that turns those who oppose her to stone
(reminiscent of Circe’s wand, which turns victims into swine). The
remaining, fearful subjects of her police state suffer a never-ending
winter. In addition to her wand and other sorceries, Jadis maintains
her power with an army of evil creatures, including wolves, giants,
dwarves, werewolves and ogres.
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The Unmaker
Fall’n Cherube, to be weak is miserable
Doing or Suffering: but of this be sure,
To do ought good never will be our task,
But ever to do ill our sole delight,
As being the contrary to his high will
Whom we resist. If then his Providence
Out of our evil seek to bring forth good,
Our labour must be to pervert that end,
And out of good still to find means of evil;
Which oft times may succeed, so as perhaps
Shall grieve him, if I fail not, and disturb
His inmost counsels from their destind aim.
—Satan to Beelzebub upon the Fall, John Milton, Paradise Lost
Unmakers seek to bring about the end of the world and the destruction
of all things.
The key to the Unmaker is not his motive, but the methods he employs.
They are what give each Unmaker a unique flavor. In a sense, the
Unmaker is a metaphor for a fear or darkness in ourselves. Additionally,
though powerful, the Unmaker is not without limits. There are certain
rules to how he must accomplish his ends, and these rules are almost
always tied to the method the Unmaker employs.
Cob, the villain of The Farthest Shore, is a symbol of the fear of death.
To defeat death, Cob breaches the wall between worlds. This act grants
Cob eternal life of a sort, but also slowly strips away all that is good and
worthwhile in the world. Without the intervention of Ged and Arren,
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Commentary
Cob would exist forever, but there would be no real life. Cob plays upon
Your primary sorcerous villains will be Dark Disciples. They are the
most human of the villainous types, and therefore the easiest for us to
understand. The ability to understand motivations is what separates a
villain from a force of nature. Dark Disciples are also reflections of the
choices and potential future facing the protagonist.
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A Deceiver whom the players know about but cannot touch due to his
political influence can be one of the best, most maddening villains
players will ever face. Such a villain will take great care and cunning
on the players’ parts to attack.
Deceivers have Beliefs based upon subverting their victims and getting
them to do something in the interest of the Deceiver or his master. If the
victim is not a player character, he should be a relationship of a player
character.
The Bringer of Darkness and Unmaker are more plot elements than
villains. They are forces of nature, and the player characters are usually
beneath their notice. They seek the destruction of the protagonists in
an impersonal way. They are the big picture problem tied inextricably
into the fabric of the setting. It just so happens that the protagonists
stand in their way. Should the protagonists’ actions be brought to their
attention, the Bringer of Darkness will take personal interest in their
destruction. They will send monstrous minions, Deceivers and their
servant Dark Disciples to carry out the task. Because their motivations
are typically one-dimensional, it is best to keep Bringers of Darkness
and Unmakers in the background. The players should see and feel the
results of their actions but shouldn’t come face to face with them until
the final climactic moments.
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Questions, Questions
How does magic take shape in your game? Does it work subtly or
blatantly? Are speech and gestures required to use the power?
What limitations bind the magic in your game? What can’t it do? What
does it excel at doing?
The answers to these questions will enrich your world and help keep
magic arcane and mysterious.
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Arcane
Library
The Arcane Library
This section contains 12 chapters detailing new magic systems,
variations of extant systems and a couple of new magical powers.
The Gifted chapter presents rules for using characters who possess
the Gifted trait but are untrained in any sorcerous art. It introduces
an element of magical mayhem into the game—something for
lovers of young adult fantasy fiction.
The Religion chapter talks about ways to codify Faith into religion.
It describes the powers of gods and pantheons and offers small
variants for the versatile Faith mechanics.
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Folklore teaches you when it’s time to yoke up the virgins in your
village and toss salt at them as they plough furrows in circles to keep
out disease.
Blood Magic isn’t a full magic system per se. It is an optional subsystem
that you can tack on to nearly any of the systems in this book or to
canon Burning Wheel. Blood Magic provides the awful details on using
ritual torture and murder to fuel your other magics.
Danger
This book is not a list of pretty new toys to be dumped into your game.
Do not toss in all of the options on top of Faith, traditional Sorcery,
Elven Songs, Dwarven Art and Orc Rituals!
After you’re comfortable with the new elements, introduce more systems
and have fun!
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Sorcerous Skills
The Stacks
Sorcerous-type skills—Alchemy, Aura Reading, Death Art, Enchanting,
Practical Magic, Sorcery, Spirit Binding and Summoning—cannot be
learned just by unskilled testing. In order to acquire one of these skills, the
first test toward learning the skill must come from Instruction. Thereafter,
all other tests needed to learn the skill can come from Beginner’s Luck
or Instruction.
System Review
Before you can introduce a system into your game, the whole group
must have a chance to review it. At least two players should read the
chapter and explain the positive and negative aspects of that type of
magic. If the group doesn’t think the system is a good fit, they may
decline to allow the system into the game.
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Gifted
When I originally designed the Burning Wheel magic system, I
intended sorcerers to be rare individuals. Inspired by Ursula K. Le
Guin’s fiction, I wanted them to possess a special quality that gave
them access to their power. The Gifted trait is the first conceit of the
Burning Wheel Sorcery rules. It sets the first limit—a restriction on
learning the magic of Sorcery. Sorcerers, summoners, enchanters
and death artists all must be Gifted in order to work their wonders.
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Raw Talent
Gifted
It is possible to create a character who is Gifted but untrained in any
art. In standard Burning Wheel canon, this condition means that the
character possesses untapped potential. He needs a sorcerer to teach
him.
There is another way to play this. In this case, the Gifted trait indicates
that the character possesses the ability to work great magic, but also a
raw talent and wild power.
Stress
When an unskilled and Gifted character fails a Steel test, his powers
manifest in unanticipated ways. Roll on the table below to generate a
trait. The trait is applied regardless of whether or not the character
would otherwise be eligible for it. The trait is temporary. It lasts until
the end of the scene in which the character was stressed.
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If the player is stressed again in a future scene, he may decide not to roll
Gifted
on the table and let the previous trait manifest again, or he may choose
to gamble and roll again on the table.
The specific effects of traits like Child Prodigy or Lesser Muse must
be decided upon when the trait is rolled. If the player is stressed again
and opts to use the previously generated trait, those modified abilities
remain the same as when they first manifested. If the trait is cast off
for a new trait, but then later rolled again on the table, the player may
assign the benefits to new abilities or the old ones as he sees fit.
Lesser Muse grants +2D to a skill. If I roll it once and choose Cooking,
it grants a +2D bonus for the scene. If I’m stressed again and I roll
Lesser Muse again, I can choose to apply the muse to a different skill, like
Research or whatever I need at the time.
The traits on the Gifted Stress table can be found in the Character
Burner and the Monstrous Trait List in this book.
Concentration
The untried hero may spend a persona point to add his Will dice to a
Beginner’s Luck test.
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Specifically Gifted
Another option for the Gifted trait is to make it specific to one or two
sorcerous skills. The character may learn and use skills for which he is
Gifted, but not any others.
For example, if a character is Gifted for Sorcery, he may not use Art Magic.
I recommend this option for campaigns which use multiple spell casting
variants, like Art Magic, Sorcery, Death Magic and Enchanting.
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Corruption
Corruption is a new emotional attribute designed to emphasize
the effects of magic upon its users in settings where magical lore is
unnatural or forbidden.
The more the sorcerer calls upon his power, the more corrupted
he becomes—in body and soul—and the more twisted and vile he
grows.
Starting Corruption
The Corruption emotional attribute starts at B0. Everyone has the
potential to travel down this path. Those who wield magic or truck
with dark powers hasten the speed at which they travel. Increase
the starting Corruption exponent using the following list:
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Using Corruption
The corrupted use their Corruption to aid their actions during play. It
works similarly to Greed or Spite in that regard. It may only be called
upon when the character is undertaking a vile, dark or corrupt act.
This can be due to overt actions or simple intent. The group is the final
arbiter of whether an act is degenerate enough to warrant help from the
chittering gods who dwell in the shadows of men’s dreams.
The Temptation
• For one fate point, a sorcerer may call upon dark powers to help
him. Corruption may then help any stat or skill test, whether one
of the character’s own abilities or a comrade’s. Help gives 1D for
exponent 4 or lower, 2D for exponent 5 and higher. The help is from
an outside force, like fallen gods or lurking demons. This bonus is in
addition to standard FoRKs and help.
• For one persona point, a sorcerer may substitute his Corruption for
any skill or stat in any test.
• For one deeds point, a sorcerer may add his Corruption exponent to
any skill or stat test.
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Corruption
The corrupted player may always substitute Corruption for Forte to
pass tax tests if the player desires. If dice are lost due to a failed test,
Forte is reduced, not Corruption. If using the Art Magic or Religion
rules in combination with this emotional attribute, Corruption must
be used to pass tax tests.
Advancing Corruption
Corruption advances like a skill, but like Greed, routine tests always
count for advancement—even when advancing Corruption from
exponents 5 to 10. For exponent 5 and higher, routine tests equal to the
exponent count as one category of advancement filled. Therefore, from
exponent 5 and higher, the attribute advances if any two of the three
categories—routine, difficult or challenging—are filled.
You earn tests for advancement when Corruption itself is rolled (when
it replaces a stat or skill), when the attribute is used to help another test
and when certain situations arise in the game. The replaced stat or skill
does not earn a test for advancement when you spend persona points
for replacement or when using the Corruption Brings Strength rules.
The aided stat or skill earns a test for advancement as per the standard
testing, helping and advancement rules.
When the Corruption attribute advances, the character’s body and soul
change. See the Corrupted Body and Soul rules below.
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Situational Tests
Corruption
Tests for advancing Corruption are also earned through actions in play.
If the character meets any of the conditions below, the player must mark
down the advancement as if he had passed a test at the appropriate
obstacle.
Obstacle 1 Corruption
Lying or committing a willful falsehood. Casting a spell.
Obstacle 2 Corruption
Learning a new spell. Summoning an imp for any purpose. Physically
causing harm to another person.
Obstacle 3 Corruption
Casting a spell that affects another person. Learning a new facet or
school of magic. Summoning a greater imp for any purpose. Paying
tribute to a demon. Discovering a marked item.
Obstacle 4 Corruption
Mutilating an animal, human, Elf, Orc, Dwarf, etc. Casting a spell
with harmful intent. Summoning a lesser demon for any purpose.
Commanding a demon to perform a social service (as per Summoning).
Owning a marked item (as per Enchanting).
Obstacle 5 Corruption
Murder, by any means. Summoning a demon for any purpose.
Commanding a demon to perform a physical service that leads to the
injury of a person (as per Summoning). Being Marked by a demon (as
per Summoning).
Obstacle 6 Corruption
Torture—to cause physical and emotional pain to a subject so as to
extract information or derive pleasure from them. Summoning a
greater demon for any purpose. Commanding a demon to perform a
physical service that leads to the death of a person (as per Summoning).
Paying a physical price for a service (as per Summoning).
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Obstacle 7 Corruption
Necrophilia. Commanding a spirit service from a demon (as per
Summoning). Owning many marked items (as per Enchanting).
Obstacle 8 Corruption
Necrophagia. Selling the soul of another to an otherworldly power.
Obstacle 9 Corruption
Being possessed by a being with Spirit Nature.
Obstacle 10 Corruption
Selling your own soul to an otherworldly power.
If a character already has the trait he’s rolled, then tough luck. He’s
earned no benefit from his debauched ways.
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Corruption
Corrupted Body and Soul Traits Table
Roll Result Primary Trait Alternate Trait
Corrupted Life
Corruption draws other souls to its foul light like moths to flame.
Corrupted characters are often the focus of the attention of dilettantes
and seekers of knowledge, but also of hunters and exterminators.
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Marked items often possess some magical power of their own. It’s more
likely a curse than a blessing. Use the Enchanting rules to determine
the nature and power of the item. The obstacle of the enchantment
cannot exceed the margin of failure of the Resources test. Assume that
a proper antecedent was used to create the item.
Note that just seeing such an item counts as a test toward advancing
Corruption (Ob 3), and owning one counts even more so (Ob 4).
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Practical Magic
In this form of magic, there are no spells, no sustaining, no casting
times, no flash, no great effects. It is a simple magic. A sorcerer is
less a thunderous god and more a potent, skilled mortal who can
overcome tasks that vex and belabor the mundane.
Practical Process
When using the Practical Magic rules, the Sorcery skill may be
used as a proxy to test against obstacles that fall under one of the
skills in one of the sorcerer’s schools of magic. The Sorcery skill
rolls are open-ended.
There is no “duration” for these spells. They last as long as the skill
test would otherwise last. So if you make a pot using Sorcery rather
than Blacksmithing, it lasts as long as a pot would last.
Players may not use the Sorcery skill as a stat or for Beginner’s
Luck tests.
Weaving Charms
A sorcerer player can earn a 1D advantage to his Sorcery test if he
names the spell he is casting and describes the effect. For practical
magic, the effects must be simple and low key. This is not the stuff
of high-energy magic.
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Weaver’s Balm is a charm to aid using practical magic for Weaving. The
charm soothes the fingers of the weaver. The Spring Steel is a charm for
practical Sword skill magic. The spell both lightens and strengthens the
blade of the caster.
Tools
Tools and raw materials are required for individual tests as per the
standard skill rules.
When using Sorcery to count for Blacksmith, you must have tools and
metal to work with.
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Practical Magic
In order to gain power in a certain realm, the sorcerer must study a
school of magic. Schools of magic provide access to the expertise of
certain groups of skills. They are a part of the Sorcery skill.
Practical Magic may be used with general, Mannish and Roden skills
only. Skills specific to any other character stocks are not part of this art.
The player may purchase additional schools of magic using resource points.
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Wises Restricted
Wises may not be folded into the Sorcery skill. They are not a part of
its practical magic application.
Adoption
Practical Schools of Magic Obstacle
Academic 8
Artisan 6
Artist 4
Craftsman 9
Forester 8
Martial 6
Medicinal 7
Military 5
Musical 4
Peasant 6
Physical 4
School of Thought 5
Seafaring 6
Social 13
Sorcerous —
Special 9
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Adoption Time
Practical Magic
Adopting a new school of magic requires one full skill practice cycle
for that category. No other skills may be practiced or learned during
that time. Both tests must be made during that span of game time.
If I want to adopt the peasant school, I must practice it for three months.
If both tests succeed, the character may now cast spells in this school
of magic.
Will Failure
If the Will test is failed, the character cannot adopt this school.
Resources Failure
If the Resources test is failed, the character has researched or
uncovered a perverted version of the school. Resources is taxed as
normal. In addition, the margin of failure for the test is added as an
obstacle penalty when casting spells in the school.
If I fail the Resources test to adopt the Peasant school of magic by one, I
have a +1 Ob penalty to all Sorcery tests in that school.
This perversion can only be corrected by completely relearning the
school from another practical magician with a higher skill exponent
who knows the school.
Tax
When casting a Practical Magic spell, the caster must resist tax equal
to the Sorcery skill test obstacle. Test the caster’s Forte against the
skill test obstacle. In the case of a versus test, the Sorcerer’s Forte test
obstacle is equal the number of successes rolled by his opponent. If the
test is open, then the tax obstacle is 1.
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If the Forte test is passed, there is no ill effect. If the test is failed, Forte
is temporarily reduced by a number of dice equal to the margin of
failure. If Forte reaches zero, the character is incapacitated.
If the Sorcery test is successful, he passes out after completing his task.
If the test is failed, he passes out before completing the task.
No Turning Back
Once you start using magic in place of a given skill for a Duel of Wits,
Range and Cover, Fight or any other series test, you cannot return to
the mundane for any instance of that skill until the end of the conflict.
A sorcerer player can opt not to test if he feels that the tax would be too
much for him, but in this case any opponent would get to test against
him unopposed for that action.
Practically Gifted
At the outset of your campaign, you may decide if Practical Magic can
be used with or without the Gifted trait. If used with the trait, it’s a
rare art just like Sorcery in standard Burning Wheel. This has the
additional effect of making magic very low-key for the campaign world.
If used without the Gifted trait, magic is more easily accessed, but since
this isn’t a powerful art, it shouldn’t be overwhelming. Rather, it has the
effect of creating a magic-rich world in which many different types of
people know a little sorcery. If you limit the schools of magic available,
individual groups will have magical specialties and unique flavor.
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Practical Magic
sorcerous skills and hence those arts. Allowing that loophole to remain
makes Practical Magic the supreme magical art. Experiment with that
loophole at your own risk!
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Religion
Religion is dealt with very lightly in Burning Wheel. The Faith
rules assume all deities in the game are of equal power, and the
powers they grant are uniform. This chapter provides guidelines
for introducing a variety of faiths and powers into your Burning
Wheel game.
In our experience, we’ve found that the Faith rules are much more
interesting when we impose limits. The rules described in this
chapter provide limits and strictures for the extant Faith rules.
They create a sense of religious order and structure in the game
world to help differentiate adherents.
Theism
Before proceeding, you must decide how your culture’s religions
view their deities. Is there one chief god and a handful of minor
ones? Are there many entities with a variety of duties and spheres?
Or is there a singular super-religion that derives all its power from
the same source?
Monotheist
A monotheistic society worships a singular divine entity who
espouses a singular ideology. He is not universal and omnipotent;
he is powerful, but limited. Miracles are then limited to the god’s
idiom.
In these cultures, the priest has a patron who favors him, but he
may call upon the aid of other powers so long as he performs the
proper rituals.
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Supertheist
Religion
Supertheism describes a single, overarching, all-encompassing ideology.
Divine power is universal, and all power is derived from a single source.
Using Burning Wheel’s unadulterated Faith mechanics produces a
supertheistic culture. Even if there are multiple gods in play, all entities
have the same power and influence.
Nature
Fire, Wind, Oceans, Water, Earth, Sun, Fertility, Time, Volcanoes, Sky,
Mountain, Chaos, Ice, Darkness, the Moon, the Underworld, Grain,
Spring, Twilight, Dawn, Rain, Storms, Thunder, Earthquakes, Rivers,
Hills.
Society
Contracts, the Written Word, Travel, Trade, Law, Military, Harvest,
Protection, Medicine, Augury, Magic, Agriculture, Trade, Temples,
Necropoli, Ships, Markets, Roads, Craft, Architecture, Crime.
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Chief Deities
These are singular entities who head up a whole pantheon or exist on
their own as the sole representatives of their religion. They’re powerful.
When determining their nature, choose one domain from each sphere,
plus at least two more domains from any of the three.
Odin, Zeus and Ahura Mazda are examples of chief deities. Odin’s
spheres are justice, magic, the sky, death and family (in the form of the
All-Father).
Deities
Deities have one domain in each of the three spheres.
Thetis is one of the 50 Nereids, a sea nymph and the mother of Achilles.
Her domain is the Aegean Sea.
Dagr is the god of day. He is the son of Delling, the god of twilight. His
mother is Nótt, the goddess of night.
Ammit is she who dwells in the Hall of Ma’at. Her domain is divine
retribution. When Abubis weighs the hearts of the dead, those who fail
are given to her to devour.
Faith in the Nature of God
Once you have a god and his spheres of power delineated, you have also
described the sphere of influence for his worshippers’ Faith abilities.
This doesn’t restrict the categories of miracles described on pages 524
and 525 of the Burning Wheel. It does restrict where and how those
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gods of revenge are only empowered when their followers are seeking
vengeance and not altruism.
Divine Afflictions
Afflictions are curses and hindrances handed down from the gods for
angering them with your mortal concerns. These rules, if used, replace
the standard rules for failure for Faith.
If a priest fails a Faith test, the GM has two options. He may give him
a pass and inform him that his patron has failed to heed his cries. The
failure has no additional adverse effect. Or he may hit him with an
affliction! Use one of the following:
The GM grants persona points equal to the Faith test’s margin of failure
to one character of his choosing. This character must be opposed to the
faithful character’s goals. He may be a PC or NPC.
So a tax test for a minor miracle (Ob 5) that reduces Forte two below zero
knocks him out and does a B10 wound to the character.
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Awful Revelation
Your patron stuns you with an awful revelation. The GM may call for
the faithful to make a Steel test. The character’s hesitation is increased
by the margin of failure of the Faith test. If the test is failed, the player
may not Run Screaming or Stand and Drool from this revelation. He
may only Swoon or Fall Prone (and beg for mercy).
Enmity
Such profane utterances offend the faithful! The GM may turn a
relationship or named Circle on the priest character’s sheet from
favorable to hateful or rivalrous. This invokes the Enmity Clause
conditions for Duel of Wits! If no relationship is available, the GM may
assign one instead. Failure by one success indicates a minor relationship.
Failure by two or three successes indicates a important relationship.
Failure by four or more indicates a powerful relationship.
Infamy
Your arrogance defies reason! The deity curses you for having idly
called upon his power. The GM assigns you an infamous reputation.
The reputation is of a value equal to or less than the margin of failure,
at a maximum of 3D.
Isolation
Now you must walk in the desert alone. The worst affliction the deity
can impose on his follower is to cut him off from the divine conduit.
On the condition of a failed Major Miracle test, the GM may impose
isolation upon this character or an allied Faithful character. The
isolated character may not call upon the powers of this deity again
until he has atoned for this sin. He must take the Lost Faith trait until
he either performs a ritual of atonement or satisfies the requirements of
the Lost Faith trait.
Curses
The Curse is a new Faith miracle. It can be used by any of the faithful
on anyone who is opposed to the religion. It cannot be used on other
faithful members of your religion, no matter your differences of opinion.
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Rituals
The faithful may alleviate certain divine afflictions—enmity, infamy
and isolation—by performing the proper rituals to propitiate his god.
Test the Rituals skill. The obstacle for the ritual is one less than the
Faith test obstacle that got him into trouble in the first place. The player
may get help and may use linked tests from Doctrine or Resources.
If you earned your isolation from an attempted major miracle (Ob 10), it
is an Ob 9 Rituals test to atone.
If the player does not have the Rituals skill, he may hire a priest to
perform the ritual for him. In this case, he must pass a Resources test to
fund the ritual. The obstacle to donate to the priest’s cause is the same
as the failed Faith test obstacle.
Faith in Dead Gods is a variant of the Faith rules. You may replace
the Faithful trait and Faith emotional attribute with the Faith in Dead
Gods trait and emotional attribute. This attribute behaves in a manner
similar to Faith. Use the following rules for the specific characteristics
of the ability.
The power of your dead gods is diminished, and faith in them only
grants the faithful miraculous power over himself and other believers.
The character may heal the believing sick, and bend the minds of the
believing wayward. However, he has no dominion over non-believers
and apostates—he cannot affect them with the power of the dead ones.
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Faith in Dead Gods only affects the character himself and other believers.
These believers must have an appropriate Belief that clearly states they
adhere to the doctrine that the faithful preaches. It otherwise is tested
and advances like Faith.
Closer to God
As his Faith in the Dead Gods rises, the faithful grows closer to his
ancestors. Time seems to fold around him and he begins to exist in the old
temple as if it were new. Once his Faith in Dead Gods reaches exponent
10, the faithful joins his strange deities in the void in which they reside.
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I Am God Dt 12 pts
Chief Deities rule over gods, men and all the creatures of their many spheres.
Powerful beyond understanding, they are not to be trifled with. If this entity
should ever lose a Duel of Wits against a being of equal or lesser stature, he
receives a major compromise in addition to the compromise determined by
the state of his opponent’s body of argument.
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Art Magic
Art Magic is a variant of the standard Sorcery mechanics presented
in the Burning Wheel. This system does not use a set spell list.
Instead, the sorcerer gathers his art, skill and inspiration together
and calls upon the eldritch powers to obey his will and aid him as
he requires.
Gifted
Characters must be Gifted to use Art Magic.
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Effects
What does the sorcerer want his spell to do? There are a host of effects
to choose from in Art Magic: Hinder, Advantage, Arcane Knowledge,
Sorcerous Weapon, Destroy with Sorcerous Fire, Evoke, Arcane Action,
Illusion, Trait and Transform. Multiple effects can be combined in a
single spell.
Hinder
The magician may hinder one or more of the target’s abilities. When
using this effect, the player must name which specific ability (or
abilities, depending on the breadth of the spell) he is targeting.
Advantage
The sorcerer may use his art to grant himself and his allies aid. Using
this effect, he may add advantage dice to stats, skills, Steel, Resources,
Circles or stride (stride is increased by 1 per advantage die added).
Multiple abilities may be targeted using the breadth modifier.
Recursive Curse
A Sorcerer may not directly or indirectly give advantage dice to
Sorcery, Enchanting, Summoning, Spirit Binding, Death Art or any
other similar spell casting art.
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Arcane Knowledge
Art Magic
The sorcerer may plumb the wells of magic in his search for knowledge.
To use the Arcane Knowledge effect, test Sorcery. In this case, Sorcery
counts as a proxy for any academic skill in the skill list. The obstacle
for the effect is the same as the skill test obstacle for the academic skill,
plus breadth and duration.
Sorcerous Weapon
The sorcerer may summon forth an eldritch weapon to wield against his
enemies! He may call forth the sorcerous equivalent of a sword, spear,
axe or mace. This may be wielded in Fight like a normal weapon—it
requires use of a weapon skill or Beginner’s Luck. Rather than using
Power as a base for the weapon damage, use the sorcerer’s Will exponent.
Add the weapon power from the appropriate conjured weapon. Also, use
the weapon’s length, speed, Add and VA categories for the appropriate
weapon type.
Death’s Axe
This spell effect summons forth a shimmering silver black axe. The
obstacle is 4. Use the stats for the Sweet Axe. The weapon may also be
conjured as a spirit weapon at +2 Ob.
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Illusion
A sorcerer may use his magic to create illusions to confuse or deceive.
Make a versus test between Sorcery and the victim’s Perception (with
the attendant double obstacle penalty). Be sure to add obstacle penalties
to the Sorcery test for breadth and duration. If the sorcerer wins the
versus test, his victim believes the illusion to be true.
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simulacra. It may only be used to frighten, confuse, deceive, bamboozle
or otherwise fool them into thinking something is real when it is not.
Illusion costs three actions in Fight.
Evoke
Using the Evoke effect, the sorcerer can force a versus test between his
Sorcery skill and a target’s physical stat, martial or physical skill or
the Health attribute. When using this effect, the sorcerer must declare
his intent to shove, grab, immobilize, knock down or similar. He may
not use this effect to directly injure the target. Any other effects of this
spell come from the results of the physical reaction of the target—if he
is pushed into a freezing pond, for example.
A wizard could use the Evoke effect to keep a team of Orcs from pulling up
a tree: Sorcery versus Tree Pulling. He could stop an enemy sorcerer from
being able to draw enough breath to cast a spell himself: Sorcery versus
Health. Or he could knock a bird off its perch: Sorcery versus Speed.
To cast the spell, make a versus test between Sorcery and the target. Be
sure to add the obstacle modifiers for breadth and duration.
Arcane Action
Using the Arcane Action effect, the sorcerer may overcome the material
world around him with his arcane power. Sorcery may be used to pass
any simple physical test—pushing, leaping, grabbing, thrusting. The
obstacle for this effect is 1 plus the obstacle of the test at hand. Success
indicates that the wizard has passed the test as if he had been testing
the appropriate ability. Failure on the skill test also counts as a failed
spell!
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Transform
A wizard may transform himself into an animal. Obstacles are as
follows: Mundane, harmless creature (like a bird or a fish), Ob 3.
Mundane, effective or threatening creature (like a wolf or a bear), Ob 4.
The wizard is completely transformed into that creature. He may not
cast other spells while so changed.
Breadth
Breadth describes how much the spell affects. Does it affect the caster,
or the whole town? Choose the breadth of your spell from the list below.
The parenthetical “(One Ability)” listed with Self and One Person
indicates you can affect one ability on yourself for no penalty or one
ability on another character for +1 Ob. If you’re affecting an object, use
the Single Target breadth.
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Duration of Spell
Art Magic
There are five possible durations for an Art Magic spell: one test,
conflict, session, adventure and campaign. Choose the duration for your
intended effect from the list below.
A one test duration indicates the effect lasts for a single roll or a series
of rolls as per the Let It Ride rule—anything short of a conflict like
Fight, Range and Cover or Duel of Wits. One goal, no change of venue,
no introduction of new problems.
A conflict duration indicates the effect lasts for one Fight, Range and
Cover, Duel of Wits, Pursuit or Chase. This is a nice hefty duration,
because those mechanics indicate that the character is doing something
important.
A session duration is the simplest to measure. The effect lasts until the
end of the session. That’s it.
The adventure duration remains in effect until the group has completed
some agreed-upon future goal—slay the dragon, rescue the princess,
break into the bank.
Lasting Effects
The effect may last beyond the duration of the spell if the spell changed
the environment in some way. For example, you may conjure a scourging
fire to burn a forest. After one scene, the fire is gone, but the forest
remains burnt.
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Casting Time
The casting time for a spell is a number of actions equal to its obstacle.
Spells that cause versus tests have their own rules: Evoke costs two
actions to cast, Illusion costs three.
In Fight, use the Cast Spell action. In Range and Cover, A sorcerer
may cast up to 20 actions of one spell during one volley instead of
performing one of the standard actions. Dangerous!
Schools of Magic
Using Art Magic, sorcerers are trained at various schools and taught to
favor one form of magic over another. To form your school, select three
effects of the ten offered. For example, evocation, illusion and arcane
knowledge. These are the areas in which you specialize.
Take the seven remaining effects and order them from 1 to 7—from
most desired to least desired. These are the magical arts outside of
your ability. You may cast spells outside of your school, but the order
indicates the obstacle penalty added on top of the spell’s obstacle—from
+1 to +7 Ob.
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unlearned effects. You can only know a number of effects equal to or
less than your current Sorcery skill exponent.
If you fail this test, you cannot learn this art magic effect. Ever.
If you pass the test, after the time allotted, the sorcerer founds a new
school of magic and may remove the obstacle penalty from one effect
outside of his current school.
If you fail the test, the sorcerer has founded a corrupted or distorted
version of the school. All spells in that school are cast at an obstacle
penalty equal to the margin of failure of the Research test.
Incantation
If the sorcerer player names his spell with an appropriately florid name
or offers a bit of chant or verse for the spell, then he gains +1D to cast
the spell.
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Consequences
Art Magic has five possible prices that can be paid for each spell. If
the sorcerer fails to properly cast an Art Magic spell, he suffers one of
the following consequences: Tax, Hindrance, Enmity, Infamy or an
Unintended Effect.
Tax
If the spell is failed, the GM may call for a tax test (as per the standard
rules). The sorcerer must pass a Forte test with an obstacle equal to
the obstacle of the spell. Margin of failure temporarily reduces Forte.
If Forte is reduced to zero, the character is incapacitated. If Forte is
reduced below zero, the character suffers a wound equal to the obstacle
multiplied by each die below zero. Sorcerers recover taxed Forte the
rules described in the Sorcery chapter of the Burning Wheel.
Hindrance
The GM may apply an obstacle penalty equal to the margin of failure.
The hindrance has the same duration and breadth as the intended spell.
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Even the birds have heard about what a bastard you are.
Art Magic
Unintended Effect
The GM twist the intent of the spell so that it has an unintended (and
unhappy) effect. The unintended effect could be that the original effect
is not what was planned for, or the original spell doesn’t activate at all.
Instead birds fly from your mouth, or devils peel themselves from the
walls or the house catches fire, etc. The only limit here is how evil your
GM feels in the moment.
This rule is optional for Art Magic. It’s beneficial to the sorcerer player,
but it requires that he do a substantial amount of bookkeeping—he
must track the spells he’s cast and the number of times he’s cast them.
If the player doesn’t want to do that, don’t use this rule!
Versus Sorcery
The GM can call for Art Magic tests to be resolved using simple versus
tests. The sorcerer player states the spell he’s casting and declares his
intent, then he makes the versus test. If he succeeds, he may describe
how his magics have overcome his opponents.
This process mirrors the one described on page 425 of the Burning Wheel.
Bloody Sorcery
Sorcery can also be substituted for a martial skill in the Bloody Versus
test described on pages 426-427 of the Burning Wheel. Sorcerer counts
as using a longer length weapon and a shield.
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Enchanting
Enchanting is the art of imparting an otherwise mundane object
with magical properties. The skill can be used in one of two ways—
to temporarily and quickly imbue an extant item with power, or to
create and enchant a new item.
Imbuing
Imbuing requires the Enchanting skill, an Enchanting tool kit and
another complementary skill.
Complementary Knowledge
When imbuing an item with power, the enchanter must use a
complementary store of knowledge (or power) in order to guide
his will. The complementary skill provides the spark of magic
that the enchanter then blows on like an ember so it blossoms into
fire. Complementary skills must be one of the following: Doctrine,
Sing (or any other art), Folklore, Ancient History, Obscure
History, Ancient Languages, Astrology, Demonology, Symbology
or Empyrealia. One or more of these skills must be forked into
the Enchanting roll. The item being enhanced or the power being
bestowed must relate to or draw from the complementary skill.
Enchanting isn’t enough. There must be art and knowledge as well.
Imbuing Process
The magician uses the Enchanting skill (plus forks and help) for
imbuing. Imbuing requires hours equal to the obstacle. The player
can reduce time by working quickly or increase it by working
carefully. The imbued power lasts for one test or series test. An
item may be imbued for multiple effects with multiple rolls, but
you must roll for each effect. Let It Ride doesn’t count in this case!
Failure indicates that the item cannot hold the power. The time is
wasted, but the materials remain.
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Imbuing Effects
Enchanting
Choose one of the following effects to imbue into your target object:
Ramne the wizard brews up some special tea for his adventurer friends.
When drunk, it negates the +1 Ob penalty for a Superficial wound.
Imbued Duration
In order to create the magical effect while imbuing, the magician must
create an object—a concoction, a painted sigil, a delicate scroll, etc. The
imbued magic remains until it’s used or the item is damaged, destroyed
or otherwise corrupted. Once lost, the magic is gone forever. The imbuing
process must began again.
Antecedents
True Enchanting requires a core or root substance that possesses a
similar nature to the power to be infused into the creation. This root
substance is called an antecedent. In game terms, an antecedent is a
trait extracted from a creature and repurposed for the enchantment.
Identifying Traits
The obstacles to identify the traits of a creature or substance using the
Alchemy or Taxidermy skills are as follows: Character traits, Ob 1.
Call-ons, Ob 2. Die traits, Ob 3.
Aura Reading may be used to identify traits as well. See the Magical
Skills section for details on identifying traits using Aura Reading.
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Extracting Antecedents
The obstacle to extract a trait for an antecedent is equal to the point
cost of the trait. Unpriced lifepath traits are Ob 4 to extract.
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Enchanting
An antecedent is extracted for a specific enchantment. It cannot be used
for more than one enchantment, nor can it be used for multiple purposes
within the same item. A player must declare their intent—the nature of
the enchantment—when extracting an antecedent.
Enchanting
When a sorcerer player wishes to create an item of power, he tests his
character’s skill plus bonus dice accrued from the following choices:
Vessel, Name, Antecedent, Effect, Internal Duration, External
Duration, Trigger, Frequency of Use, Target, Side Effects, Recharge and
Modularity. It’s a big list with many options. A variety of interesting
devices can be created!
Enchanting is separate from imbuing. You may not combine the two
in a single item.
If you give the vessel a unique name, successfully creating the vessel to
be enchanted grants +1D to the Enchanting roll.
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Antecedent Trait
The enchanter must obtain a trait which represents the source for his
enchantment. The trait, separated from its source, is the antecedent.
Antecedents are meant to be figurative and metaphorical, not literal.
Use the following modifiers for Enchanting using certain antecedents:
The blood of a character with the Evil trait could be used to make a
compass that detects evil in others. The hair from the head of a child
with the Aura of Innocence can be woven into a chain that renders the
speaker glib. The husk of a B’hemah’s Brass Skin can be used to forge
some very potent armor!
Basic Enchantment Effects
There are 11 different effects an enchanter can bestow upon an item:
make magic, advantage, obstacle, negate penalty, grant skill, grant stat,
trait transference, test tweaks, weapon enchantments, magic armor and
useful magical device. Multiple effects can be combined in a single
enchantment.
Make Magic Ob 1
An enchanter may invest his work with a dweomer or faerie fire. It
casts no light and has no mechanical advantage, but each dweomer is
unique to the enchanter who creates it, like a fingerprint. This is an
Ob 1 effect.
Disadvantage Ob 1 + disadvantage or Ob 4
This device can impose an obstacle penalty to a stat, a skill, Health,
Steel, Circles or Resources tests. The ability targeted must be
determined at the time of enchanting. Rather than a set obstacle
penalty, the item can impose a double obstacle penalty. This effect
is Ob 5.
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Enchanting
An enchanter may negate obstacle penalties like dim light, Superficial
Wounds or Obfuscate. The obstacle is 1 plus the value of the penalty.
An enchanter may not create an item which grants the Enchanting skill.
The Greed, Grief, Spite, Loathsome and Twisted, Gifted, Faithful and
Chosen One traits may not be transferred.
Test Tweaks Ob 2
The enchanter can imbue the item with a bit of fighting spirit stolen
from the source creature for the antecedent. Thus you can create doors
that resist being opened, pictures that seduce onlookers or gloves that
grab things they shouldn’t. When activated, the item causes a versus
test between itself and its target. The ability that the item uses comes
from the source creature. During the enchanting process, choose a
stat, skill, Health or Steel attribute that the item will challenge. This
is an Ob 2 Enchanting effect.
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Steel tweaks: Steel is not generally used in versus tests. If the enchanter
wants to build a Steel tweak, he can use this effect obstacle, but
no versus test is made. The item simply causes its target to make a
standard Steel test.
The quality of the magical armor protection is run of the mill and may
be damaged when 1s are rolled. The enchanter may create the armor
as Superior Quality for a cost of +2 Ob.
If you possess a coronet that provides helmet protection for the head and
it is damaged, the Jeweler skill may be used to repair it.
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Enchanting
Tools, Ob 2: Despite its unlikely appearance, this item may be used as
tools for a specific skill.
Spell Matrix, obstacle equal to stored spell: Use the item to store a spell
that can then be released when the wielder chooses. Once the magic
is released, it’s as if the spell has been cast at that moment. Use the
spell’s own effect, breadth, duration and area of effect. If appropriate,
the owner of the spell matrix may direct the spell.
Sustained spells may not be placed into a spell matrix unless the item
is also a sustainer.
Sustainer, Ob 4: This item sustains one Sorcery spell. You choose its
purpose when the sustainer is created or first activated. Thereafter it
may only ever sustain that particular spell.
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Target
Whom does the effect affect?
The target groups are meant to be exclusive. You can affect a crowd of
people or three abilities. If you want to bestow three abilities to a crowd
of people, that’s two separate targets that must be paid for individually:
+4 Ob and +4 Ob.
Most of the Internal Durations are self-explanatory. The tricky ones are
described below.
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Enchanting
The item’s power fails if a specific physical condition is met (or is
unmet). Physical conditions are varied—the item can’t be wet, the
item can never touch the ground, the item must always be held,
the owner may never refuse a handshake. This is the most dynamic
duration category; it’s a lot of fun. These conditions can heavily
influence the behavior of the character. The enchanter can develop
his own physical condition for his item. It must not be obscure, but
neither should it be very common.
Failed Test
This item holds its enchantment until a specific test is failed. The
enchanter may determine the nature of the test—what stat, skill or
attribute is in question. The test or type of test must relate to the use
of the item or to the antecedent. If an ability test of that type is failed
while the character possesses the artifact, its power fades. It may not
be used again unless it is recharged.
Multiple Uses
Items with the Multiple Uses internal duration hold their enchantment
for a variable number of uses. Some may never run out, some expire
after only a few uses. Each time the item is used after the first, roll a
Die of Fate. If the die comes up a 1, the item’s powers have expired. It
cannot be used again unless it is recharged.
In other words, how long are you frozen if I hit you with my freezie wand?
Duration of Effect Obstacle Modifier
No External Duration —
One test/instantaneous +1D
One conflict or series test —
Session +1 Ob
Adventure (multiple sessions) +2 Ob
Campaign +3 Ob
Forever +4 Ob
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Trigger
What activates or triggers the enchantment? How is the magic evoked
from the item? Potions benefit from the somatic component bonus—one
must drink them. A magic wand that emits bolts of fire at the caster’s
mental command requires the Mind Meld penalty. Magic swords merely
need to be held, so they don’t have a trigger.
No Trigger
Use this entry for items that don’t require triggers, like certain magic
swords, magic helmets, sustainers or multipliers. Do not get cheeky
with this and create wands of ever-burning-gouts-of-fire.
Ritual
The ritual requires that the user perform some lengthy task before the
item can be used. The task takes at least its own scene to perform—it
cannot be performed in a conflict. The task also requires a successful
test of its own using Doctrine, Ritual, Etiquette or something similar.
The obstacle for the ritual is 2. If the test is failed, the item may not be
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used for its intended effect. The creator of the item may describe the
Enchanting
format of the ritual and the skill needed to activate the item.
Recharge
Most enchanted items lose their power after a period of time or number
of uses. The internal duration determines how much power the item
has in it. Once that power is used up—once the duration expires—the
item is rendered inert.
The enchanter may build a charm into his creation so that, once the
internal duration expires, he may recharge it. Adding the recharge
option to an item increases the Enchanting obstacle by +1 Ob.
The creator must detail how the item is recharged. This process must
require a test of an appropriate ability, a quest for some rare item or a
change of ownership.
Modularity
Would you like to design the item so it can be further enchanted and
enhanced in the future? If yes, increase the Enchanting obstacle by +1 Ob.
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Enchanted Failures:
Enchanting
Sacrifice, Curses and Perversion
If the Enchanting roll is failed, the GM may choose one of the following
results—Sacrifice, Curse or Perversion—appropriate to the item’s
nature and the margin of failure for the test.
If none of these options tickle the GM’s fancy, he may opt to simply have
the Enchanting test fail with no further consequences. Consequences
can be such fun though.
Sacrifice
These corrupted items require a sacrifice in order to be used. In this
case, the sacrifice counts as an additional trigger for the item. This
sacrifice can come in a variety of forms: blood, wealth or harvest.
Blood
In order to squeeze an effect from the item, the user must either use
it to spill blood or spill blood onto the item itself. Note the margin of
failure from the Enchanting test:
Blood must be spilled Margin of Failure
The user must inflict or sustain a superficial wound with the item 1
The user must inflict or sustain a light wound 2
The user must inflict or sustain a midi wound 3
The user must inflict or sustain a severe wound 4
The user must inflict or sustain a traumatic wound 5
Must inflict or sustain a mortal wound 6
Wealth
If the item requires wealth as a sacrifice, the user must offer the item
or the appropriate gods a certain amount of gold and gems. Note
the margin of failure for the Enchanting test. This is the obstacle for
Resources tests to sacrifice wealth to the item (or its patron gods).
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Harvest
The enchantment may require an offering of harvest. The margin
of failure from the Enchanting test is the obstacle for a Farming or
Animal Husbandry test required to activate the item. This represents
the necessity to harvest the grain and raise the livestock.
Harvest can be used with a margin of failure of five or less. Blood can
be used with a margin of failure of up to six. Wealth can be used with
any margin of failure.
Curses
The item can be cursed so that it becomes so desirable that it destroys
the relationships of those who use it. It is coveted by its owner, who
believes it to be mighty and powerful and anyone else who holds it.
To give up the cursed object, the character must pass a Will test with an
obstacle equal to the Enchanting obstacle. If another character offers
to purchase or trade for the item and is rebuffed by the owner, they
become cursed and gain the benefit of the Enmity Clause when dealing
with the bearer of the cursed item. Cursed items always cause a Greed
test in Dwarves.
Perversion
A perversion twists the nature of the item. A perverted enchantment’s
effect changes to the opposite of the intention of the enchanter. If the
item was meant to heal, it harms. If it was meant to protect, it makes
vulnerable. If it was meant to aid, it hinders.
Enchanting Time
Time to enchant an item is the obstacle in the indicated increment (3
hours, 4 days, etc.). You may reduce the time by working quickly.
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Failure by a margin of one to four successes requires the complete time
to manufacture. Failure by five or more requires a just day or so of
mucking about before you make a complete mess of things.
GM-Created Items
GMs may create items for their campaigns at will. Use the steps described
in this chapter, but no Enchanting skill test is necessary. Be creative, but
also be conservative. Magical artifacts are very potent in Burning Wheel.
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Spirit Binding
Spirit Binding is the art of calling forth the spirits that dwell in the
earth, sky, rivers, stones, rain, roads and even the homes of Men,
Elves, Dwarves and Orcs.
Spirit Binding has no set spells or list of spirits that the summoner
can call. Instead, the summoner has a range of locations—
determined by his lifepaths—in which he can bind spirits. The
skill is as follows:
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for Immanence, Need, Medium and Domain. Total the Strength and
obstacle modifiers.
All of the dice rolled for a Spirit Binding test are open-ended.
These entities are not intelligent by human measure; they are not
sympathetic and have no desire to befriend living creatures. They are
nature. In order to command them—to tap their primordial power—
one must use sturdy and clever magics. One must reach into their
domains and bind the spirits to one’s will!
Spirit Strength
A spirit’s Strength determines both how old it is and how potent it
will be when it manifests through its medium. Spirit Strength ranges
from exponent 1 to 10. Whenever the spirit is tasked to accomplish
something, use its Strength dice for the test. Spirit Strength dice are
always open-ended.
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Strength
The base obstacle to bind a spirit is its Strength exponent. The spirit
binder player determines the Strength of the spirit that he is attempting
to bind and thus sets his base obstacle for the test.
Reveal Information
Reveal information about the medium or domain: Strength 3.
Service: Hinder
Strength 2 spirits hinder their targets with a +1 Ob penalty. Strength 4
spirits impose a +2 Ob. Strength 6 spirits impose +3 Ob. Strength 8
spirits impose +4 Ob. Strength 10 spirits impose +5 Ob.
Service: Help
Strength 1 spirits grant 1D of help. Strength 5 spirits grant 2D of
help. Strength 9 spirits grant 3D of help. A spirit may not help you
with a Spirit Binding test.
Service: Harm
Here are a few examples of using a spirit to harm: A Strength 4 spirit
of lightning does IMS: B4, B7, B10 (VA: 8). A Strength 4 spirit of fire
does IMS: B3, B6, B9 (VA: 5). A Strength 4 spirit of earth, wood or
stone does IMS: B3, B5, B7 (VA: 1).
Immanence
Immanence describes how close to the spirit world the character is.
Consult the following list of traits and apply the appropriate modifier.
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Immanent, +1D
Spirit Binding
Characters with the following traits contain within them a portion of
the spirit world: Spirit Nature, Immortal, Essence of the Earth, Cold
Black Blood, Stink of the Ancient.
Pre-Immanent, No Modifier
Pre-Immanence indicates the character contains a sliver of the spirit
world in him. He stands firmly between two worlds, the mundane
and the divine. Pre-Immanent characters are marked by one of the
following traits: Odor of Spirits, Ancestral Taint, Stone’s Age, Shaped
from Earth and Stone, Second Sight, Touch of Ages, Mark of the
Beast, Haunted, Tainted Legacy or Fey Blood.
Domains, +3 Ob
Summoning forth the power of the entire domain—the lake, the
house, the sea, the castle, the mountain, the road, the caldera, the
north wind, the storm, the desert—incurs a +3 Ob penalty. Spirits
of the domain may equally affect everyone and everything in their
domain.
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Need
The obstacle for summoning a spirit increases the more and the sooner
you need it.
Hurried, +1 Ob
If the spirit is being summoned to aid in a versus test or to overcome
an immediate obstacle—the summoner needs aid to overcome an
opponent—then apply a +1 Ob penalty.
Fight, + 3 Ob
If you are in a Fight and need to summon a spirit, add +3 to the Spirit
Binding obstacle. This costs two actions.
Spirit Tasks
These spirits are forces of nature, not ghosts, animals or people. They
act on a different plane, with different energy and different intent.
Understanding them is difficult, mastering them even more so. Once
summoned, they may be bound to attempt one of three general types of
services: reveal, succor or serve.
Reveal
There are two aspects to the reveal power: Spirits Are Wise and Reveal
Unto Me This Fact.
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including any advancements made.
Succor
Spirits may be called on to protect the summoner (and his companions
if a partial domain or full domain is summoned). Succor protects from
Natural Effect sorcery and natural phenomena of equivalent force to the
ratings on the Natural Effect scale so long as the effect is appropriate
to the domain or medium. A spirit cannot protect against any effect
higher than its Strength. The Natural Effect list is on page 520 of the
Burning Wheel.
Service
Spirits may be bound to evoke a spooky atmosphere, perform a physical
service or induced to hinder, to help or to harm.
Spooky Stuff
A spirit may be tasked to influence its domain in a spooky, supernatural
manner. This is an Ob 1 service. This has no in-game mechanical effect.
Eerie silence falls in the forest. A clear pool roils. Fire burns cold.
Like an Ox
Spirits may be induced to perform a physical stat-based task. A spirit’s
physical stats are equal to the spirit’s Strength. This includes Locks,
Throws and Pushes, but not Strikes or anything causing direct harm.
Hindrance
Spirits may be induced to hinder. Such hindrance causes it’s targets
an obstacle penalty to all physical actions or Perception-based actions
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Help
Spirits may be induced to help a character with skill (or stat) tests
appropriate to the domain. Help as per the standard rules. Use the
Strength as the spirit’s skill or stat exponent: Spirits of Strength
1 provide 1D of help, Strength 5 provides 2D of help, Strength 9
provides 3D of help.
A spirit will never help a Spirit Binding test. They’re very jealous of
the power of the spirit binder and thus it is one thing they simply will
not do.
Harm
If appropriate to their idiom, spirits may be forced to harm another
character, object or structure. Such an attack must manifest within
the spirit’s idiom: rock slides, falling branches, lightning strikes and
bursts of flame, for example. The Power of such an attack is equal to
the spirit’s Strength plus the idiomatic material of the attack: water
is +0, stone and wood are Power +1, flame is Power +2, lightning is
Power +3. Factor the damage just like a melee weapon. Roll the Die
of Fate to determine actual damage: 1-2 Incidental, 3-4 Mark, 5-6
Superb.
Retribution
All spirit bindings—whether successful or not—have the potential to
bring retribution down upon the summoner. Spirits never forget that
they have been bound and commanded. As much as they can be said
to show emotion, they despise the summoner for treating them thusly.
Hence they will always try to return in kind what was asked of them.
Successful Binding
Binding Meets Obstacle
If the Spirit Binding test meets, but does not exceed, its obstacle, the
summoner will suffer retribution. The retribution is doled out at the
Strength of the spirit. See Retribution Suitable to the Task below.
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Spirit Binding
If the Spirit Binding test exceeds the obstacle, the margin of success
reduces the Strength of the spirit for purposes of retribution. See
Retribution Suitable to the Task below.
Failed Binding
When the spirit binder fails to meet the obstacle of a Spirit Binding
test, the GM has three options: He can benignly declare that there is
no answer to the call because there are no spirits available. No further
retribution is suffered. Or he can determine the player has angered a
spirit more powerful than he bargained for—see Anger of Ancients. Or
he can decide that the spirit has gone wild and will eternally plague the
summoner—see the Enmity Clause.
Enmity Clause
Alternately, the GM may declare that the summoner has raised
the permanent ire of his intended victim or driven the spirit of this
domain mad. This invokes the Enmity Clause. The spirit may now
enact retribution (at its original Strength) whenever the summoner
enters its domain until it is imprisoned.
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Obscure
A spirit bound to reveal will later attempt to obscure. Add its spirit
Strength as an obstacle against an appropriate Perception test or
Perception-rooted skill test of the GM’s choosing.
Hinder
Spirits can add their Strength as an obstacle penalty to an applicable
physical task. Spirits of wind can blow in your eyes. Spirits of fire can
make campfires refuse to light. Spirits of earth and water can trip up
or bog down characters (causing Speed test penalties, for example).
Steal
Spirits previously bound to succor or serve may take retribution by
fouling or stealing the summoner’s possessions: Wind will carry away
unlikely items (like the summoner’s staff), a muddy road will suck
under a precious boot, clouds will bring a sudden squall down while
the summoner is looking at a fragile, ancient map.
Harm
Spirits who are asked to do harm to others will invariably attempt
to do harm in return. A hillside spirit will roll a stone down upon the
summoner or smash him with a falling branch. Wind will kick up too
hard while the summoner is crossing a ledge and toss him off. Water
will heave and suck him under.
The Power of such an attack is equal to the spirit’s Strength plus the
idiomatic material of the attack: stone is Power +1, flame is Power +2,
lightning is Power +3. Factor the damage just like a melee weapon.
Roll the Die of Fate like a bow to determine actual damage.
Alternately, instead of doing direct harm, spirits may use their Strength
to Push, Lock or Throw the summoner at an inopportune time—like
when he’s crossing a lake or climbing a wall. The summoner may
resist with Power or Speed if appropriate.
Scope of Retribution
Everyone who has benefitted from the spirit’s service suffers from its
retribution. If the Spirit Binding test is failed, the GM determines the
targets of the retribution so long as they fall in the limits of the medium
and domain obstacles that the summoner player set out for the test.
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Timing of Retribution
Spirit Binding
Retribution rarely comes immediately, but it always arrives at the
worst possible moment. If a spirit is determined to kill its tormentor,
it is not enough to just murder him in his sleep. The spirit waits until
other people are relying on the summoner to save them, then makes
its attempt. Spirits detest being bound and commanded; they will
demonstrate their ire in the most wicked and vengeful ways possible.
Laws of Service
Listed below are a few limitations to bear in mind when dealing with
these nameless spirits.
•S
pirits are limited to their domains. The spirit of the pond knows
nothing of the hills, the wind knows nothing of what dwells beneath
the waves, the stone knows little of the birds on the wind, and the
fire knows only the taste of air and the fragrance of wood.
•S
pirit memories are long and their senses broad. They know much
of what transpires in their domains—but a fire just lit will only
know of the wood it eats and the air it breathes, nothing more. A
stone taken from its birthplace and dropped in a new land will only
know about himself and its past, nothing about this new place until
it has had a good long time to get to know its new neighbors. But a
river summoned forth to account for itself will know its length and
breadth, from source to mouth.
•S
pirits may only act in their elements. Wind may rise or fall, brooks
may run fast or slow, the earth may yawn, and fires may douse.
But branches never instantaneously grow around the enemies of the
summoner, rocks never roll across level ground, water never forms
into a wall and fire does not speak.
•S
pirits reveal through idiom. Spirits in general do not speak the
tongue of man. Rather, bubbles will rise in water, a path will end
abruptly in the forest, fire will flare (vaguely taking shape), wind
will blow from a certain direction.
•S
pirits act unseen. Demanding to be led from the forest while
standing still, awaiting a sprite to take you by the hand, will only
produce a very long wait. Walk with eyes half-closed while whistling
a merry tune and you will find yourself at the forest’s edge rather
quickly. Watching for ephemera will only serve to delay the act and
may anger the spirit further.
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•A
spirit bound must complete its task. It cannot delay or deviate
from the task given to it. Once its service is complete, then it is
released from the summoner’s spell.
•O
nce it is released from its service the spirit will exact retribution.
Being bound to the summoner and forced to act in his will is a
painful and arduous affair for a spirit. Invariably, this arouses a
retributive anger in the spirit. When a spirit does so it will take
payment in kind for the service stolen from it.
You can also use the chart to determine when retribution occurs. Spirits
have a long memories.
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Domain Bindings
Spirit Binding
Domain bindings are a ritual spiritual bond the summoner has with
an archetypal location. They are to Spirit Binding what affiliations are
to Circles.
For example, if the summoner grew up on a farm (and has the Farmer
lifepath), he takes the domain binding Farms. Whenever he is on a farm, he
may conjure its spirits, even if it isn’t the farm he grew up on. A character
who has never been at sea cannot conjure while at sea. A character who has
never been to a mountain prairie cannot call its spirits to him.
Domain Traits
The following traits each grant the spirit binder a bound domain, in
addition to any other qualities the individual traits provide. If the
trait doesn’t specify or connote a geographic location, the player may
choose a domain for the trait before play begins:
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Spirit Binding
Additional domain bindings may be bought at levels 0-3 during
character burning. Also, the spirit binder’s starting domains may be
increased in rank in character burning. There are four levels of Domain
Bindings:
Advantage dice from a domain binding may only be used when the
summoner is conjuring within the appropriate domain. You may only
have one binding per domain.
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Binding Traits
Characters can also earn bindings through traits earned in play. If the
group decides a player should earn a die trait related to a binding, then it
counts according to these rules. In general, the traits should start at level
0, but if the recipient character already has a binding, definitely increase
the level by one when you instantiate it as a trait. Further trait votes
(earned by really playing it up) can increase the level as is appropriate.
Spirit Marks
As the spirit binder practices his craft, the spirits start to imprint
themselves on him. They leave their mark, and he becomes more spirit-
like. This benefits the summoner tremendously—it gives him greater
sway over the spirit world—but it is dangerous to his own soul.
Spirit marks apply to a medium, not a domain: Fire Walk With Us,
Teeth of Granite, Ghost of Trees, Whispers of Water, Destiny of Wind,
Pebble in the Pond. Spirit marks are more versatile than domain
bindings. They can be used in a variety of domains, so long as the
appropriate medium is present.
The spirit binder player may devise his own spirit marks.
There are three levels of spirit marks. A character does not automatically
start with any. They must be purchased prior to play.
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Spirit marks can also be earned in play like reputations. The group
Spirit Binding
votes on them when performing a trait vote.
Spirit Taint
If the total of all of the Spirit Binder’s spirit mark dice exceeds his
current Will exponent, he is in grave danger. If he fails his next Spirit
Binding test, he suffers retribution, and he gains the Ancestral Taint
trait.
Circination
To the uneducated eye, the summoner is forever scratching in the dirt
and wasting time puzzling over sigils and runes. He drags his staff in
complex patterns and then cries to the heavens. For what? Nothing ever
comes of it! Or so it seems…
Circination Per/Ag
Circination is the art of drawing circles and sigils which aid the spirit
binder in his art. There are three types of circles that may be drawn: the
summoning circle, the fortress circle and the prison circle. The summoning
circle aids in conjuring and binding spirits. The fortress protects the
summoner from retribution, and the prison traps unruly spirits. Circination
is tested like a regular skill: It is not open-ended and does not get combined
with anything special (except help or FoRKs) when tested.
Circles are specific to a spirit or ritual and may not be repurposed for
summoning spirits other than the ones they were originally intended for.
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Obstacles: Summoning Circle: The spirit binder may set his obstacle. The
Fortress obstacle is equal to the Spirit Strength to be deflected. The Prison:
obstacle is twice the Spirit Strength to be trapped.
FoRKs: Illuminations, Cartography, Calligraphy, Symbology, Painting, plus
appropriate wises
Skill Type: Sorcerous Tools: For summoning circles, no;
for prison and fortress circles,
yes.
If the circle is successfully drawn, the spirit becomes bound and trapped
within it. If the Circination fails, the spirit may enact retribution on the
spirit binder as if it had been commanded to serve.
Making Offerings
A spirit binder may make offerings to the spirits before he summons
them. Offerings must be appropriate to the domain and must be
important or vital to the summoner or those who live in the domain:
wine poured, harvest proffered and animals sacrificed.
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Spirit Binding
being summoned. Success grants +1D to the Spirit Binding test. Failure
causes Resources to be taxed, and there is no Gift of Kindness for an
offering.
Spirit Encounters
Spirits make great encounters, whether or not there’s a spirit binder in
the group. Here are two suggestions for bringing them into the game.
Wild Spirits
Wild spirits make great adversaries, especially for spirit binders. A wild
spirit is one who was summoned or disturbed at some point and now visits
harm and hindrance upon all who enter its domain. This is how forests
become lost and haunted, seas become unsailable and mountain passes
uncrossable. They also make the spirit binders who tame them famous.
Imprisoned Spirits
Though rare, it’s possible to stumble across the work of another spirit
binder—his circle and an imprisoned spirit within. Perhaps the domain
of the spirit has fallen to waste since it has been imprisoned for so long.
Freeing it will restore life to the place but might also invite retribution.
To free a spirit, you must damage or destroy the prison circle which
contains it.
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Summoning
This magical art focuses on the summoning of arcane,
supernatural, otherworldly and divine entities. Through his art,
the summoner sends out a call. An entity responds, the summoner
asks a service, the entity asks a price and the two forge a pact.
Summoning Process
Summoning operates similarly to the Circles mechanic described
in the Burning Wheel. A summoner has certain supernatural
“circles” from which he may call on favors. He uses his knowledge
of those circles, his skill in Summoning and his reputations within
the supernatural world to bring forth spirits.
Gifted or Not?
Summoning can be used by both the Gifted and the mundane.
Gifted characters use the rules as written. If a non-Gifted character
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equal to the order of spirit he wishes to summon. Once that circle is
drawn, he may summon using the rules as presented. This is separate
from any gate, fortress or prison circle he might draw.
Service
These spirits are not wish granters. A summoner cannot demand wealth
from a demon and expect for gold to instantly appear in piles beneath
his feet. A summoned entity must go forth, find and acquire that wealth
and return it to the summoner. The creatures described in this chapter
are limited by their stats, skills, attributes and traits. They are potent,
but not omnipotent. Consider this when asking for a service!
The nature of the service is used to determine the price the spirit asks
in return. Use the following guidelines to determine where your service
falls in this scheme.
Types of Service
Below is a suggested list of services for summoned spirits. The exact
form and degree of service is shaped by the entity that performs it.
Economic
A summoner may demand wealth from a spirit. This wealth can come
in many forms. It is not always just a pile of gold. If the spirit has
Resources, it may grant the summoner loans, cash and funds as per
the standard rules. If the summoner is asking for something more, like
an item or land, the spirit must go forth and procure it.
Social
A summoner may ask a spirit to go forth and convince another person
of something—love, fear, respect, promotion, etc. Love and affection
may be earned through the machinations of a spirit. This is a rather
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complex and open-ended task, the means of which are left entirely to
the spirit. Assassination, bribery, arranged marriages and worse are
not out of the question.
Empowerment
Empowerment is a spiritual binding that grants the summoner or a
character of his choice one of the spirit’s stats.
Transference
Transference is the process by which the summoner or a character of
his choice may take on one of the entity’s traits. During the term of
service, the creature does not have access to the transferred trait.
Revelation
Revelation is a question answered. If the consulted entity does not
know the answer, it returns to its realm and seeks those who might.
Asking questions of creatures of this ilk is always unwise, yet some still
persist in doing so; the answers are always far worse than ignorance.
Revelation may be conveyed in the form of a dream or a vision. The
summoner may request the revelation for himself or another person.
Revelations always reveal truth. They may be obscure or confusing,
but they are never false.
Summoning Obstacles
The player chooses what type of service he requires and a corresponding
order that can perform said service. This sets the obstacle for the
Summoning skill test and the price for the service.
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Orders
Summoning
There are eight orders of supernatural, infernal, celestial and divine
beings: restless dead, sanctified dead, minor corporal spirit, corporal
spirit, major corporal spirit, minor deity, deity and chief deity.
Restless dead are ghosts of souls who have not been properly buried or
who have had their graves disturbed—this includes those disinterred
and bound by death artists. Sanctified dead are souls who have been
given the proper rites to send them to their final resting place. Corporal
spirits are entities that manifest physically before the summoner to
do his bidding. This includes imps and querubim who fall into the
minor corporal and corporal spirit categories. Dæmonim and seraphim
are categorized as corporal and major corporal spirits. Deities are the
saints, gods and divinities of this world. They are not tampered with
lightly!
Customize the orders to your game world. Minor corporal spirits might
be imps in one setting, gebbeths in another or animal companions in
still another. When Summoning is introduced into your game, decide
what forms these spirits can take.
The Summoned
The creature or spirit that appears before the summoner is a representative
of his order. His exact personality, body type and position are up to the
GM to decide.
Successful Summoning
If he met his obstacle, an entity of the appropriate type and of the GM’s
choosing appears before the summoner. He announces one of his many
names and the price of his help. He agrees to perform the service for
the price described for his order. No bargain is possible for this result.
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If the entity wins the Bargaining test, he raises the price one step. Do
not trifle with me, mortal man!
Use the following scale for duration: a single event, a day, a week, a
month, a year, many years, a lifetime.
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Failed Summoning
Summoning
If the summoner fails his test, there are three possible results. The
GM may declare that no spirit heeds his call: that the summoner has
angered his intended target or that something unintended has heeded
the call and appeared instead.
Angry Spirits
If the GM decides to bring in the intended entity, the creature is
angered by the summoner’s attempt to bring it forth. It does not have
to perform the service asked. It may return from whence it came after
berating the erstwhile Faust, or it may stay in the summoner’s world
and wreak havoc.
Unintended Summoning
The GM may bring in another creature of greater or lesser strength.
This is entirely the GM’s call. Consult the order list if you’re stuck for
options. Use a creature one order greater or lesser than the intended
target. The creature is not obligated to perform a service or bargain.
It may propose its own pact and price to the summoner if the GM
has something in mind. Otherwise, unless it is contained by a prison
circle, it may either return to whence it came or wander off into the
summoner’s world, causing chaos.
The Pact
The result of the summoner’s spell is a pact, a spiritual bond with the
spirit. This pact is as binding as a Duel of Wits result.
If it wins, the summoner gets what he asked for. Sometimes this is more
than he bargained for.
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Breaking a Pact
If one side fails to complete its side of the bargain, the other party is
freed from any obligation to the agreement. If it is the summoner who
breaks the pact, the spirit is free to remain in the material world for
555 days. During that time, it may take revenge on the summoner for
breaking his word, or it may attend to other matters. During this time,
it may not be summoned!
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appointed task, then the summoner is freed from paying the price.
The spirit may return to the summoner to attempt to strike up a new
bargain; otherwise it returns home.
Price of Service
Each spirit asks for a price dependent on its nature.
Summoner’s Soul
The ultimate price for a service is the summoner’s mortal soul.
Physical Price
The entity demands a physical sacrifice from the summoner. The eyes,
the tongue, a hand, an arm or a leg must be removed as part of the
bargain. The character must take an appropriate physical disfigurement
trait such as Maimed, One-Eyed or Tongueless.
Possession
The spirit may demand access to the summoner’s body and senses as
payment for its services. This state lasts for the same period of time as
the duration of the original service. The player who accepts this price
gains the Possessed trait for the term of the possession.
Tribute
As payment for services rendered, the summoner must build a shrine
to the sovereign powers of the spirit, commission a work of art in its
name, recover a lost artifact or fund a thousand rites to be spoken to the
patron gods. Whatever the final payment is, it is a costly endeavor and
must be completed lest the summoner violate the pact. The obstacle of
the Resources test is equal to the obstacle of the order of the creature.
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Mark
The summoner agrees to wear the insignia or mark of the spirit visible
on his person or flesh. For lesser orders like the dead or minor spirits,
the mark comes in the form of a symbol worn on the person. For other
spirits, the mark appears as a scar or tattoo. The mark can be anywhere
at all on the summoner’s body. It is immutable, will never fade and will
resist all attempts to efface it. The character must take the character
trait Marked by X (whatever the spirit’s name is). For deities, a mark
consists of a character trait as described above plus a reputation with
that spirit’s order. The reputation is infamous with that spirit’s enemies.
Duration of Service
A spirit wishes to serve for as short a span as possible. As such, when
the initial service for a price offer is made, the entity agrees to perform
a single service or task, or agrees to extend his protection or provenance
for the length of a single event.
Time of Payment
The time at which the price is to be paid must be negotiated between
the summoner and his servant. The player and the GM should work
out an appropriate time of payment as part of the Bargaining ritual.
Summoners may also have reputations among the spirits. His name
may ring out in the halls of hell!
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Summoning
All summoners begin the game with the restless dead order at
journeyman level for free. The value of this order may be increased or
additional orders may be bought during character burning using the
following prices:
Reputations cost 10 rps for 1D, 20 rps for 2D and 30 rps for 3D. The
reputation applies to one order of spirits for each die of its rating. So a
1D reputation applies to one order, a 2D applies to two orders and a 3D
reputation applies to three orders.
You may be Giver Of Tribute (1D) among the order of the restless dead
or Harvester of Souls (2D) among the sanctified dead and the minor
corporal spirits.
Reputations among the spirits do not count when factoring Resources
in character burning.
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The summoner gathers the price, pronounces his holy and mystic
binding to the order and then makes his payment. No test is required
to make the payment. If the price is paid, the summoner gains
a journeyman rank in that order. If the order offers multiple price
options, start with the lower price.
Before he can join the ranks of the sanctified dead, the summoner must
repair his family’s tomb as tribute, for example. To be bound to the
corporal spirits, he must cut off his hand.
Geas
Rather than pay a price, a summoner may submit himself before the
powers of the order and accept a geas. The orders send word through
signs and omens that the summoner must complete a quest.
In order to complete a goal, the player must write it into one of his
Beliefs and resolve it, earning a persona point. The GM determines
the nature of a goal, but the player may write his Belief as he sees
fit. Scale the goals according to the power of the order. A goal for the
sanctified dead is less dangerous than what deities demand.
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To increase the rank of your order, you may also submit to a more
arduous geas. The mechanics resemble those described above, but
each level requires more goals to be completed.
Circination
Circination for summoners is slightly different than for spirit binders.
Rather than draw a summoning circle, they draw a gate. A summoner
should have the prison drawn before he summons. If he does not, this
willful spirit will take its liberty before striking a bargain. He may
draw a fortress circle to protect himself as does the spirit binder.
Gates and prisons are specific to a spirit or ritual and may not be
repurposed or used for summoning spirits other than the ones for which
they were originally intended. Fortresses, however, may be applied to
any spirit or order. They may be reused.
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If the circle is successfully drawn, the spirit becomes bound and trapped
within it until the circle itself is physically damaged or altered.
True Names
All creatures have a true name. This fabled moniker grants intense
leverage to the summoner. A creature will never under any circumstances
give up its own true name. However, it will occasionally give up known
true names of its enemies.
Named Dt
This creature possesses and knows its true name. When its name is spoken,
it knows who the speaker is and where he is.
Knowledge of a true name grants the summoner +3D to summon that
specific spirit and +3D Bargaining tests or to the body of argument roll for
any Duels of Wits conducted against the creature.
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Summoning
Spirits of the dead have no corporal form. They are ghosts. As such,
they only have Perception and Will for stats; they also have traits and
skills. Beliefs and Instincts may be assigned by the GM. In general, use
the Beliefs, Instincts, stats, traits and skills the creature had in life. In
other words, pick a stat block for a Mannish, Roden, Great Spider or
Great Wolf character and drop the physical stats. Elves, Orcs, Dwarves
and Trolls may not be summoned as spirits.
There is one exception to this rule. If the spirit of the summoned dead
has been bound into his corpse by a death artist, the spirit heeds the
summoner’s call in the tattered trappings of his rotting flesh. He is mute
and in anguish. The GM can use the stats for the Risen Corpse unless he
has something worse in mind!
Restless Dead
The restless dead have two additional traits, Spirit Nature and Poltergeist.
Spirit Nature is described in the Monstrous Trait List. Poltergeist is
described below.
Poltergeist Dt
This creature is ethereal and may only affect the physical world through an
act of Will. If the creature wishes to touch, push, pull, slap, etc., test Will
against the obstacle rather than Power or Agility. If a test is failed, Will is
reduced by the margin of failure. The creature’s physical skills may also be
channeled through its Will. Test for the skill as normal. After the test, test
the creature’s Will against the obstacle. Will is reduced by margin of failure.
If Will is reduced to zero, the creature dissipates and may not reform or be
summoned for months equal to its Will exponent.
Sanctified Dead
The sanctified dead also have two traits, Spirit Nature and Rest in Peace.
Rest in Peace Dt
Spirits who have gone peacefully to death and whose bodies were properly
sanctified have great difficulty returning to and communicating with the
world of the living. They cannot use any physical ability or skill to affect
the material world. Those abilities are lost to them. Also, while they will do
whatever is in their power to aid the living, they are reluctant to undertake
any act that will disturb their peaceful rest or get them kicked out of heaven.
When bargaining with a summoner, spirits of the sanctified dead may
add +2D to a social skill. When in a Duel of Wits, add +2s to their body of
argument if their opponent’s request goes against their better judgment.
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Relationships with
Summoning
the Supernatural
There’s no rule that says a relationship has to be living or flesh and
blood. If appropriate to your game, players may have relationships with
gods, demons or the restless dead. The standard rules for relationships
apply. In general you do not have to summon you ghost friend but
extenuating circumstances might apply.
Second, if the completion of the task is in doubt, make a versus test (or
series of tests) between the creature and its intended target. Allow the
summoner player to act out and roll for his charge.
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Death Art
Death Art is a ritual magic, not a battle magic or a spell cast
instantaneously to mitigate some obstacle. Using this dark lore,
the sorcerer creates a menagerie of reanimated creatures to do his
bidding.
Gifted at Death
In order to use Death Art magic as a skill, the character must have
the Gifted or Cold Black Blood trait.
Mortal Soul
Death Art combines elements both physical and spiritual. Though
the physical aspect of the art—creating walking corpses—is
obviously important, the spirit is the prime target. When a death
artist wishes to animate a corpse, he is calling that creature’s soul
back into its body. He is trapping it in a cage of rotting flesh and
decaying bone, using the soul as a fuel for his evil deeds.
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Orcs, Elves and other immortal creatures may not have their corpses so
Death Art
defiled. Dwarves and Trolls, while not truly immortal, are certainly a
part of the land in a way that most mortals are not. It’s recommended
that they be exempt from this as well. And, while it’s not listed as a trait,
consider Dragons immortal as well.
Dead Flesh
Before we dig into the black magic of raising corpses to do your bidding,
we must discuss the physical state of the dead body. This is an important
consideration for the death artist.
Decomposition
The state of decay affects the obstacles for the Rise! and Ritual
Reanimation spells. The obstacle modifiers are listed with each entry
below.
10 days dead, +1 Ob
Up to 10 days after death, the body begins to putrefy and bloat. The
pressure of the gases inflates the body cavity and forces fluids to either
collect in the cavity or exit from various orifices. It’s a messy time.
20 days dead, +2 Ob
At this stage, the bloating ceases and the body collapses in on itself.
The fluids drain away and the flesh of the corpse turns to a creamy
consistency. Insects—particularly flies and beetles—swarm to the
body to consume it. The body is typically covered in a crawling cloak
of maggots.
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50 days dead, +3 Ob
After 50 days of decomposition, the corpse is a putrescent mass of
rotting flesh, inhabited by maggots, flies, wasps and corpse-eating
beetles. It is a barely recognizable horror of what it once was.
1 year dead, +4 Ob
After one year of death, the corpse is a ragged collection of dried,
leathery skin, hair and bones. It is very difficult to reanimate such debris.
In order to preserve a corpse and gain more life from it, the death artist
may use the Taxidermy skill. The obstacle for preservation is 1 plus
its current state of decomposition as described above. If the test is
successful, the corpse will not fall apart after a year has elapsed. The
sorcerer can squeeze another year of life out of it. It continues to age, of
course, but the sorcerer may also continue to preserve it after each year
by making the Ob 5 Taxidermy test.
Living Traits
If the corpse possessed certain traits during life, the sorcerer gains
advantage dice when casting the Rise! or Ritual Reanimation spells
on it. Add +1D to the Death Art roll for each of the following traits:
Aura of Malevolence, Cold-Blooded, Dreadful, Fearless, Horrific Aura,
Lost, Quiescent, Resigned to Death and Weak-Willed. After the corpse
is reanimated, all such traits are lost.
Physical traits that represent the creature’s form and function remain.
However, any trait that requires regeneration or organic manufacture—
the Earth’s Blood or Venom traits, for example—is lost upon the
creature’s death.
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Death Art
Each of the following traits add +1 Ob to the Rise!, Ritual Reanimation
or Death of the Spirit obstacle: Aura of Martyrdom, Aura of Holiness,
Entropic, Fey Blood, Iron Will, Misplaced Aura, Obscure Aura,
Stubborn and Wolverine.
Corpses that bore the Eldritch Sink trait in life may not be reanimated
or evoked.
Rise!
The most basic Death Art spell allows the sorcerer to command a corpse
to gather itself up, rise to its feet and heed his commands. This ability is
inherent in the skill. The obstacle is 4 plus the state of decomposition.
Advantage dice to the Rise! test can be gained from the victim’s traits
(see Living Traits). If performed in Fight, this spell costs one action
per obstacle point. In Range and Cover or Duel of Wits, Rise! takes one
volley to cast.
Failure indicates either that the spell did not take hold or that the
creature is reanimated, but it turns on the caster. The GM determines
which result is appropriate. If the creature turns on its prospective
master, use the Risen Corpse stat block.
The Rise! spell can be cast without tools and without preparation. If
the death artist wants more from his corpse servants, he must use the
Ritual Reanimation spell.
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Reanimated Corpse
Wi Pe Ag Sp Po Fo He Re Ste Mw Res Cir
B9 B1 B3 B3 B5 B5 — B2 B7 B11 — —
Stride 6 Hesitation 1
Su Li Mi Se Tr Mo
PTGS Base Rise! Obstacle: 4
B3 B6 B8 B9 B10 B11
Char Hungry Dead, Mute, Clumsy Walker
Traits
Die Reanimated Corpse, Hideous, Dead to Pain, Night Eyed
Skills Savage Attack B3
Weapons and Type/Name I M S Length VA WS
Damage Nails/Bite B3 B5 B7 Shortest — 2
Reanimated Corpse Dt
This trait grants the reanimated corpse the Wi B9, Pe B1, Ag B3, Sp B3,
Po B5, Fo B5 stat line and eliminates the Health, Resources and Circles
attributes. These creatures may not recover from injury. However, neither do
they bleed to death or suffer from any type of disease or poison. Also, these
creatures may advance extant skills, but they may not learn new skills in
play.
The Reanimated Corpse trait also gives the creature the mindless ability to
act in a mob. Up to five walking corpses may help each other at once with
any task, including dragging down their victims and eating them (in other
words, positioning and Lock actions). When one corpse helps another, it
adds helping dice as per usual, but it may not then act on his own.
Ritual Reanimation
Raising a corpse back to its unsteady feet is not the only feat a death
artist may perform. Given time and materials, he can reshape a corpse
into a grim horror capable of efficiently carrying out his maleficent
will. The base obstacle for Ritual Reanimation is significantly lower
than the Rise! spell.
This process requires a workshop for Death Art and a number of hours
equal to the obstacle of the spell to be cast to raise the corpse. The
sorcerer may work patiently, carefully and quickly as per the standard
skill rules.
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Decomposition
3 days dead —
10 days dead +1 Ob
20 days dead +2 Ob
50 days dead +3 Ob
1 year dead + 4 Ob
More than one year Not possible
Transmogrification
Enhance stat (2-4) +1 Ob per point
Enhance stat ( 5 and up) +2 Ob per point
Enhance skill (2-4) +1 Ob per point
Enhance skill (5 and up) +2 Ob per point
Add skill +1 Ob per skill
Monstrous corpse trait level 1 +1 Ob per trait
Monstrous corpse trait level 2 +2 Ob per trait
Monstrous corpse trait level 3 +3 Ob per trait
In Morti ad Vivo
Add Instinct +1D per Instinct
Add Belief +2D per Belief (max two)
I Am Night
Add Night Blooded Trait +2D
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Transmogrification
Death Art
The sorcerer may tinker with the strength, ability and adaptability of
his creation. The modifications and enhancements that may be made
to a corpse are listed below. Enjoy!
The player may increase skill exponents from the base numbers listed
with the body. Raising a skill from 1-4 increases the Death Art obstacle
by one for each die added. Raising a skill to 5 or higher increases the
Death Art obstacle by two for each die added.
Adding Skills
The sorcerer may imbue his creations with additional skills. Each skill
added increases the Ritual Reanimation obstacle by +1 Ob. Each skill
added opens at root plus 2. You may select from the following list:
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In Morti ad Vivo
Tinkering with the corpse’s composition is primarily a spiritual and
magical act. This process changes the nature of the creature. The more
qualities the death artist grants to his rotting monster, the more lifelike it
becomes. The more lifelike it becomes, the more willful and self-sufficient
it becomes, but also the more vulnerable it grows to fear and pain.
Revenge Is a Vulture
Reanimated corpses lose all of the Beliefs and Instincts they had in life.
The will and energy required to maintain such things in life are fuel
for the bindings which lock the spirit in the fleshy prison and power
its foul deeds. The soul is trapped in a hellish place between life and
death. It only knows pain, loss and sorrow. But it experiences them
without understanding. However, the more power the death artist
grants to his creation, the closer to life and remembering it becomes.
The death artist player may grant his creations Instincts and Beliefs in
order to gain bonus dice for the reanimation rituals.
The GM writes the Instincts and Beliefs. Even so the creature may not
act on its Beliefs until it either earns three Beliefs or is freed from the
spiritual bonds that bind it. Creatures with Instincts may use them as
they are triggered.
I Am Night
Applying the Night Blooded trait to a corpse—so it is only active at
night—grants +2D to the Death Art test to reanimate.
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This test requires a Death Art workshop. Success indicates that the
Death Art
corpse rises from the ritual pit, reborn to serve its new master.
Failure indicates that either the spell has failed and the corpse is
just rotting flesh, or that the death artist has called back something
malevolent and destructive to inhabit the body. In this case, the GM
may opt to have the corpse possessed by an imp or dæmon. Roll the Die
of Fate if you don’t have anything else in mind: 1–Lesser Imp, 2–Imp,
3–Greater Imp, 4–Lesser Dæmon, 5–Dæmon, 6–Greater Dæmon. The
possessing spirit transfers the Lawbreaker trait and one other trait of
the GM’s choosing (except Spirit Nature) into the corpse. The corpse
also retains any of the traits that the death artist was trying to impart.
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Abomination
Wi Pe Ag Sp Po Fo He Re Ste Mw Res Cir
B4 B2 B4 B4 B6 B6 — B3 B7 B12 — —
Stride 6 Hesitation 6/0
Su Li Mi Se Tr Mo
PTGS Base Reanimation Obstacle: 4
B4 B7 B9 B10 B11 B12
Char Hungry Dead, Mute
Traits Die Reanimated Corpse, Massive Stature, Hideous, Unfeeling, Brute, Night Eyed
Call Back-Breaking Labor, Lifting Heavy Things
Skills Savage Attack B4, Hauling B4
Weapons and Type/Name I M S Length VA WS
Damage Nails/Bite B4 B6 B9 Short — 2
Night Hunter
Wi Pe Ag Sp Po Fo He Re Ste Mw Res Cir
B3 B5 B6 B6 B3 B3 — B5 B7 B9 — —
Stride 8 Hesitation 7/4
Su Li Mi Se Tr Mo
PTGS Base Reanimation Obstacle: 5
B2 B4 B6 B7 B8 B9
Char Hungry Dead, Mute
Traits Reanimated Corpse, Hideous, Dead to Pain, Unfeeling, Fearless, Clawed, Nose of the
Die
Bloodhound, Night Eyed
Skills Savage Attack B5, Stealthy B4, Climbing B4
Weapons and Type/Name I M S Length VA WS
Damage Slashing Claws B2 B4 B6 Short 1 3
Re-Reanimation
Corpses that are dealt a Mortal Wound in play are once again freed from
their mortal coil. They die again and may not receive treatment, recover
or heal. They may, however, be rebound by Death Art. Oh hideous fate!
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Death Art
the one that reanimated it in the first place. The death artist gains a
+1D advantage to the test. The corpse creature also gains a Belief. It
may have up to three Beliefs. If the creature to be brought back already
has three Beliefs, the obstacle to control and maintain the creature as
described under the Inevitable, Immortal Army is increased by +1.
Toxification
The first step in this process is to begin killing the body. The death
artist must introduce toxins and poisons into the victim’s system and
slowly, but firmly, accelerate his path toward death.
Death Toxins
The victim must consume special alcohol or drugs, or specially
prepared meat. Preparing death toxins is an Ob 1 Death Art test.
Preparing a meal of poisoned meat is an Ob 2 test. These deadly
substances must be ingested. They may not be injected.
Once the poison is ingested, make a versus test between the victim’s
Forte and Death Art. If Death Art is successful, the process has begun.
Apply the margin of success as described under the You Should Be
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Dying heading. If the Death Art test fails, the victim falls ill and suffers
an injury equal to the exponent of the Death Art skill. But now, the
victim may not be taken down this path—he is resistant. He may, of
course, be killed and his corpse reanimated.
The victim is also now primed for further torment from the death artist.
Test Death Art versus the victim’s Will. If Death Art is successful, the
victim earns the Silent call-on trait and the Necrophagic character
trait. And he is now ready for the final step, evocation.
Soul Twisting
Extra successes may be spent to apply additional traits to the victim
from the following list: Dissent Parasite, Blood Lust, Aura of Fear,
Single-Minded and Fast Reflexes.
The time for the test is hours equal to the obstacle of the test plus any
extra successes applied for traits.
If you fail the test, something went wrong during the ritual. The victim
wakes up and witnesses the horror around him. He may attempt to
escape the death artist’s lair using speed, stealth or by force, whichever
is most appropriate to the situation. He may not be brought further
down the path to evocation.
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Death Art
Ghouls
Taking a subject through Toxification and the Living Death effectively
transforms him into a ghoul. However, he is not under the sorcerer’s
direct control. Ghouls are still alive and may think and act as they
please. Persuasion, Seduction, Soothing Platitudes and Intimidation
tests may be used to motivate them and Duel of Wits used to sway them.
Evocation
In the final stage of the ritual, the death artist rips the very soul from
his victim and transforms it into a deadly servant. In order for the soul
to be evoked, the victim must be tormented and then ritually murdered.
Make a Death Art test against an obstacle equal to the victim’s current
Will exponent plus his current Forte exponent. Describe your actions in
terms of things metaphysical, religious and ritual. Describe how you’re
transforming your victim into this new monstrous form.
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Successful Evocation
If successful, the death artist rips the very soul from his victim and
transforms it into a servant of his will, trapped in a living death. The
victim earns the following traits: Slave to the Power of Death, Corpse
Bound, Luminescent, Stillness and Heartless.
Extra successes from the evocation test may be spent to add traits or
to remove Beliefs and Instincts.
• It costs one extra success to remove a Belief or Instinct at this stage.
• The following traits cost one extra success each: Mesmerizing Gaze,
Horrific Aura.
• These traits cost two extra successes each: Celestial Sight and
Amulet Bound can be used to replace Corpse Bound.
• Gifted and Faithful cost three successes each. But can only be
imbued if the servant possessed the trait in life.
The victim retains skills he had in life. Die and call-on traits are lost
and replaced with those imparted by the Death of the Spirit process
(except as noted above). Character traits are retained. The slave’s stats
are equal to its stats in life, minus any dice from injuries sustained at
the time of this death.
Evocation Time
The evocation test takes days equal to the obstacle.
Failed Evocation
If the test is failed, the victim dies.
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are equal to his stats in life, minus any dice from injuries sustained at the
Death Art
time of this death. This condition overrides conditions from other traits like
Corpse Bound.
The Lich
The death artist may perform the Death of the Spirit ritual upon
himself. A necromancer who does so is under his own control and
begins the game with three Beliefs.
I Am in Command
A successful Death Art test to raise a corpse or spirit puts the sorcerer
in command of the creature. Commands must be verbalized, but all
implication and subtext is comprehended via the deep bond between
the death artist and his creation.
For example, the sorcerer may shout, “Get him!” and the creature will
know who “him” is.
Workshops
Death Art requires a workshop (20 rps) for the higher-end processes—
Ritual Reanimation and Death of the Spirit. This “workshop” consists
of either a laboratory or a ritual religious space depending on the idiom
of the art in your game. Acquiring the materials for such a setup is an
Ob 6 Resources test in play. It’s not cheap. It also puts the sorcerer’s
lifestyle maintenance test at Ob 4 minimum.
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Murders
Murder scenes are an obvious site of fresh corpses. However, it’s
difficult to predict where they’ll happen and thus they’re difficult
to exploit. Unless, of course, one arranges and performs the murder
oneself. Then this can become a most reliable source of fresh meat. To
arrange for a victim, use the Victim mechanics.
Graveyards
Finding a suitable graveyard calls for a Graveyard-wise test. The
obstacle should be from 1 to 3, depending on the frequency of such
places in your game. The wealthier an area, the more likely it is to
have a graveyard.
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Gibbets
Death Art
Gibbets are execution grounds, specifically scaffolding on which
criminals are hanged until they die. They’re an excellent source of
fresh bodies but suffer from being in rather public places.
Roll the die of fate to determine how old the corpse on the gibbet is:
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Death Art
Battle Sites Corpse Ages
1 1 year dead
2 1 year dead
3 Many years gone
4 Many years gone
5 Many years gone
6 Many years gone
Success indicates that the sorcerer keeps his children in check. They
will obey his commands unfailingly for the next session.
If he failed by three, he’s got to release three risen creatures; one spirit
and one fleshy creature; or one spirit with three Beliefs.
Tightening the Grip
Alternately, the sorcerer can opt to exert his will and force the creatures
to remain in his service. Doing so grants his creations a number of
Beliefs equal to the margin of failure. The Beliefs must be assigned to
the most valuable creation with the most Beliefs first, then to the next
most valuable, etc.
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You may choose to mix these options, releasing members of the horde
and tightening your grip on others in order to satisfy the margin of
failure for the maintenance test.
Freedom
Creatures who are set free or break free may act on their Beliefs. The
GM takes control of them, and generally they are not happy. Their
existence is one of torment and slavery. It’s not uncommon for them
to break free from the sorcerer’s control and simply throw themselves
upon him in an attempt to take his wretched life. That rarely ends well.
The truly smart ones crawl off to the hills and barrows and plot their
revenge. To die again in front of their former master only gives him
power over them again!
The GM may choose the best course for these monsters, guided by
their Beliefs and Instincts.
Belief Bookkeeping
Don’t keep a record of all of the creatures’ Beliefs. Simply note how
many Beliefs each monster has. When the creature is freed, write
up the proper odes to revenge and murder that such Beliefs would
encompass.
Instincts Bookkeeping
I do recommend tracking Instincts. They should involve a mix of
survival and revenge. For example:
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Death Art
The corpses do continue to decompose. Death Art does not inherently
preserve them. This does not lessen their effectiveness, per se, but after
a year or so of death, the creatures crumble to a useless pile of hair and
bone. Generally, it’s not going to be something you need to worry about.
But it is something to keep in mind.
Live in Infamy
Death artists are bad people. In every culture, tampering with the dead
and calling souls back to serve you (as slaves) is a great taboo. It’s ugly
business. These taboos are typically written into civil and religious
law. The penalties for breaking these laws are often as harsh as can
be—imprisonment or corporal punishment are typical.
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If your uncle’s corpse has been raised to serve a death artist and you
summon your uncle’s spirit, the walking corpse eventually shambles up
and heeds your summons.
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Folklore
The Folklore skill contains a wealth of knowledge and resources for
combatting the creatures of the night. Often, remedies are specific
to a particular culture. To allow for a range of possible cultures
and game worlds, these expanded rules describe some overarching
motifs for Folklore and how to use them to ward off the walking
dead and track down evil sorcerers.
Charms
A charm imposes a +1 Ob penalty to any activity against the
wearer by the target creature.
Wards
A ward is a place, object or symbol that keeps spirits, the living
dead and reanimated corpses at bay. These creatures may not
approach, attack or otherwise act against characters within the
protection of a ward.
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The more obscure and difficult to perform, the lower the obstacle for the
Folklore. Look through the following list. Choose two to five conditions
and criteria that appeal to you and that make sense.
The base Folklore obstacle is 7. Each condition that you choose from the
list below reduces the obstacle by one.
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Folklore
charm, ward or remedy. They’re all the same obstacle to discover,
but have different effects in play, and each has different conditions of
acquisition. Once you’ve chosen your conditions and set your obstacle,
decide how they fit together.
Significant Numbers
Certain numbers have mystical effects: 4 is bad luck in some cultures,
5 is a holy number in others. Choose a significant number.
Significant Metals
Certain metals are better at combatting the supernatural. Iron, silver,
gold and lead all have unique properties.
Significant Minerals
Salt, diamonds, quartz and a variety of other minerals are noted for
their protective powers.
Significant Dates
Holy days, birthdays of saints, equinoxes, solstices, full moons and
eclipses all influence the power of supernaturals.
Significant Geometry
Certain symbols—stars, perfect circles, equilateral triangles—contain
mystical potential.
Significant Architecture
The manner in which a building is constructed can be so pure and
powerful that it adversely affects the spell’s ill intent.
Significant Features
A lone tree on a blasted heath, a swiftly running stream, consecrated
ground or a mountain shaped like a jagged tooth can all act as
powerful wards.
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Folkloric Restrictions
These broad rules allow for the players to shape local color. If the
GM feels that some of the categories break the mood of the setting,
he may restrict them. The first level of restriction is requiring linked
wise tests to discover which criteria hold power in this place or culture.
The second level of restriction is to cut certain items from the game
outright. The culture might not hold animals sacred or have no great
architecture, for example.
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Blood Magic
Using pain, torture and murder, the sorcerer may gain bonus dice
to cast his bloody magics!
Torture
If a sorcerer captures a victim, he may torture the victim to fuel his
spells. The sorcerer aims to inflict injury—to draw blood—but not
to incapacitate or kill the victim. It’s the pain, suffering and blood
that grant the sorcerer power.
Test the Torture skill. The obstacle is equal to the victim’s Will.
Success indicates the victim suffers a wound equal to the torturer’s
shade and exponent. Extra successes reduce or increase the damage,
one pip on the PTGS per extra success. If the damage inflicts at
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If the sorcerer finds his victim’s Will too high, he may simply beat him
before the actual torture session begins.
The Beatings
Beating a character into submission entails doing injury to him in order
to inflict wound penalties to reduce the obstacle for Torture (or any
social skill).
Before beginning the torture itself, the sorcerer may dispatch his thugs
to beat the piss out of his victim or undertake the task himself. Make
an Ob 2 Brawling test. Success indicates you do Mark result damage to
your victim. One success over the obstacle means you can choose to do
an Incidental or Mark hit. Two successes over means you can choose an
Incidental, Mark or Superb hit. Failure indicates you inflict a Superb
hit on your victim.
The torturing player may make beating tests as often as he likes, but
the results of a test stand: Damage from a beating cannot be reduced or
spent. If a victim is killed or becomes too broken to be tortured, that’s
the sorcerer’s problem.
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Blood Magic
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Sacrifice
Torture pays out small benefits over time to the sorcerer, whereas ritual
murder grants a large one-time boost in power.
Altar of Sacrifice
If the sorcerer wins the test, he ritually slaughters his victim and gains
a pool of advantage dice equal to the victim’s current Will exponent.
The sorcerer uses these advantage dice for casting or resisting the tax
of a spell. You may allocate them as needed.
Destruction
A character who is ritually murdered may not be treated for his injuries
and may not make a recovery test. He or she is dead.
Perhaps the corpse will be put to some darker use—or his spirit
summoned to give testament to his fate.
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+1D Victims
Blood Magic
Child Prodigy, Aura of Innocence, Faithful, Fey Blood, Gifted,
Immortal (in any capacity) or Tainted Legacy traits add +1D to the
sorcerer’s bonus for murder or torture.
Bad Victims
Characters with Eldritch Sink, Atravieso or Entropic traits are useless
for blood sacrifice. They provide no bonus for murder or torture. In fact,
involving them in the ritual at all increases the obstacles for the spell
to be cast by +2.
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The Arsenal Method
The Arsenal Method limits the number of spells a sorcerer can
have on hand at any one time but allows him to return to home
base and change his current lineup, switching out spells for more
useful options.
Memories
A wizard may hold in his mind a number of spells equal to his
Perception minus one. He may cast them according to the standard
rules for Burning Wheel Sorcery.
Spell Books
If a wizard character possesses more spells than he can hold in his
crowded memory at one time, he keeps the extra spells written in
his precious, really-too-big-to-carry-around spell book or similar,
campaign-appropriate edifice.
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Sorcerer’s Arsenal
a grove of trees, tattoos, a gaggle of imps,
the spirit of your dead father. The rules
for accessing it remain the same as those
described below under the Changing Spells
rules.
Changing Spells
A wizard may trade out spells from his
current lineup for ones in his reserve during downtime—while other
characters are healing, working or practicing, for example.
My wizard has a Perception of B6; I can keep five spells in his head at
once. My must-haves are Eldritch Shield and Magesense. They always
come with me. We’ll be dungeoneering, so I also choose Wyrd Light,
Shards and Blessed Hands. I want to be able to light the way, heal my
friends and hurt my enemies. I leave Philosopher’s Perch and Binding
in the book for now. It’s a difficult choice, because I see how useful those
spells can be in a dungeon, too.
Spell Changing Options
If you’d like, you may also limit the number of spells that can be
changed at one time. I suggest limiting the wizard to one spell changed
per night of study. Set this limit with your group before starting play.
Pick any spell from the spell list and say, “I summon thee!” Using this
optional rule, a wizard adds to his arsenal by making a Sorcery test
equal to the spell’s obstacle. Add +1 Ob if the spell has a ^. Use Ob 5
if the spell uses a target’s stat. If the spell uses stat plus obstacle, use 5
plus the obstacle.
If he passes, he may add the spell to his spell book. If he fails, he may
never learn that spell. Wizards can learn spells during downtime or at
the start of a session. Only one spell may be added per session.
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Artifacts
Magical Artifacts
This section describes 27 magical artifacts for use in your Burning
Wheel game. The list contains items of varying power, from small
items like the Golden Tooth to powerful artifacts like the Burning
Wheel itself.
The hook recounts a bit of the item’s history and offers suggestions
for placing it in your game. The powers and limits were all built
using the Enchanting rules provided in this book. The antecedent
described is not a specific trait but a suggestive piece of a monster or
character. The antecedent entry is meant to spark the imagination
with ideas about the labors and quests necessary to create such
an item.
Acquiring Artifacts
A list of magical artifacts in a fantasy roleplaying game is a license
for gleeful gift giving. Don’t do that in Burning Wheel. Magic is
more powerful and more constant in this game than most others.
Game masters must restrain their generous impulses. In fact, they
must be downright stingy.
Family Heirloom
The Family Heirloom trait is an excellent way to begin the game
with a nice juicy magical artifact. Certain items are appropriate
for the trait; certain others are not. Belt of Flying, Boots of the
Hunter, Circle of Wisdom, the Dropping Ring, the Giant’s Tunic,
the Golden Tooth, the Helm of Protection, the Ivory Shield,
Band of Fortitude, Red Spectacles, Ring of Dexterity, Ring of
the Prophet, Rod of Iron, Serpent’s Spear, Staff of Light and the
Wand of Ages are appropriate.
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The other items from this list are either not powerful enough for
the trait, or much too powerful. For example, Distortion Dust is
expendable and therefore not a good candidate for a generational
heirloom. And don’t even think of taking the Burning Wheel or the
Ring of Power as your family heirloom.
If you’ve made enchanted items and want to make them available for
purchase in your game, the simplest way to price them is to compare
their abilities with one of our magic items. Find a comparable item
and use its price. In general, items that provide a minor effect like
a +1D or +1 Ob should be priced from 10 to 20 resource points,
depending on how expansive the ability is. The more broad it is,
the more expensive. For weapons and armor, pricing should start at
40 rps and climb from there. Any potent item, like the Belt of Flying
or the Giant’s Tunic, should be priced at 100 rps and up. More truly
powerful items simply shouldn’t be available through resource points
in character burning.
This is not a shopping list. It’s a list of suggested prices to use should
one of the items be available in your game.
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Magical Artifacts
Band of Fortitude
Magical Artifacts
Hook
The Band of Fortitude is said to
have been formed by a fair young
woman whose husband had been
falsely accused of a crime. He was
to be forced to fight for his life in
the gladiatorial pits. Knowing
she could not aid him with a
weapon or armor, she fashioned
this beautiful piece of jewelry to
sustain him through his brutal
labors.
Powers
When worn on the arm, the Band of Fortitude grants +1D to Forte for
any and all tests. If the Forte increase bumps up the average of Power
and Forte, increase the Mortal Wound tolerance. The band also increases
Health by +1D for tests resisting fatigue, weakness or disorientation.
Antecedent
The heart of a red ox.
Belt of Flying
Hook
This, broad, ornate belt tightens in
the front through a beautiful, silver
hoop. Its maker is unknown, but
rumors speak of a mad wizard who
raised an island out at sea to act as
his laboratory. He used this belt to
shuttle back and forth between his
refuge and the mainland.
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Powers
The Belt of Flying grants the wearer the power to fly on command.
Mechanically, this grants a Stride 13 and all of the abilities that flight
implies—being able to traverse obstacles, for example.
Limits
The belt is activated and used by verbal command—up, down,
forward, back, left, right, circle left, circle right.
The belt has the Multiple Uses internal duration. It may be recharged
after it fails by receiving a blessing from the God of Wind.
Antecedent
The pinion of a great eagle.
Powers
These beautiful, high soft leather boots grant +1D to Speed and increase
the Stride of the character by 1 when chasing, stalking or pursuing
another character or monster.
Limits
Multiple Uses duration: The power lasts so long as the soles of the
boots are intact. Each pursuit after the first, roll a die of fate. On a 1,
the boots’ soles are worn through and the power vanishes. They may
be restored by an Ob 3 Cobbler test.
Antecedent
The hide of a martikhora.
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Magical Artifacts
The Burning Wheel
Hook
The Burning Wheel or, more formally, the Wheel of Fire, is one of a set
of four god wheels. These wheels were given to the high priests of the
great religions by their patron deities to ensure their faiths’ primacy.
Across the ages, the wheels were lost or locked away, their powers
forgotten or feared.
Prophecy states clearly that the Wheel of Fire will come forth once more
during a time of epochal change. It will be the light that guides us into
the darkness. When the Lord of Fire sleeps, the Wheel will gutter low,
ebbing in power—ready to be summoned forth to ignite the hearts of
its followers.
Powers
The Burning Wheel is a wood and metal wheel, approximately two
hands in diameter. It has five irregular spokes emanating from a central
hub out into a hard rim. Blue-orange flames dance across its surface.
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The Wheel may douse any burning fire short of the sun, the stars and
earth’s blood. No test is required. The fire rushes in a gout back into
the wheel. If there’s ever a question, this counts as a physical action.
In addition, the Wheel contributes +5D to any Faith test or Sorcery spell
when conjuring or manipulating fire. It also adds +5D to any Faith test
or spell that affects human blood.
Limits
In order to use the Wheel, the bearer must be in contact with the
artifact. It must burn him. The Wheel causes a B5 injury every time it
is touched, unless the supplicant possesses the Resistant to Fire trait
or is protected by a minor miracle or similar spell. If the Wheel is held
by one who is not immune to its burning, the pain and heat increases
periodically by one damage pip until it is released (applied at intervals
as the GM sees fit)—B5, then B6, then B7, etc.
When gripped, the supplicant feels not only his own flesh burning but
the pain of all the souls tormented in hell. As such, holding the Wheel,
whether or not you are injured, causes a +1 Ob penalty to all actions
requiring calm and concentration—like spell casting and prayer. This
penalty can be permanently negated by passing an Ob 5 Meditation
test while holding the wheel—the +1 Ob penalty has been factored
into that number.
The Wheel was set alight by the god of fire, touched off with a sliver
of the sun. So long as the god of fire is ascendent, the Wheel thrives
and is powerful beyond compare. If the god of fire has been slain or
forced from power, using the Wheel brings a great cost. Invoking the
advantage dice to Faith and Sorcery causes a tax test. For Faith, the
tax is Ob 5. For Sorcery, the tax obstacle is increased by 5.
Antecedent
A piece of the heart of the god of the sun.
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Magical Artifacts
Circle of Wisdom
Magical Artifacts
Hook
The story of the Circle of Wisdom states that an elder advisor to a young
king knew that he would not live long into the boy’s reign. Therefore,
he collected all of his wisdom and that of the sages of the land. He
imbued this golden circlet with that understanding and bequeathed it
to his young charge. Now
the Circle of Wisdom is
passed from ruler to ruler,
a sign of the ruling line’s
dedication to discernment.
Powers
When worn, this golden
circlet opens the bearer’s
mind to the wise teachings
of a thousand scholars and
sages. It grants +1D to all
Will tests. It increases the
body of argument for a
Duel of Wits by one.
Antecedent
The beard of the greatest
scholar of the age.
Distortion Dust
Hook
Distortion Dust is a common accoutrement of sorcerers who must cast
their spells far and wide. It’s a deadly favorite of wizards of war, and
a quintessential element of those who communicate with whispers on
the wind.
Powers
Distortion Dust is a sorcerous powder that acts as an area of effect
multiplier for a spell. When spread before a spell is cast, the dust
increases the area of effect or breadth of the spell by one increment as
per the multiplier effect described in the Enchanting chapter.
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Limits
The dust must be tossed above the sorcerer as he casts the spell. This
adds two actions to the casting time. There is a finite amount of dust.
Use the Multiple Uses internal duration.
Antecedent
The eyes of an eagle, dried and ground into a fine powder.
Powers
This is a simple, elegant and effective weapon, wielded by generations
of heroes: Power 3, Add 2, VA 1, Long, WS 3, Heroic (gray) shade. It
is acceptable to use an alternate weapon form for this item. Use the
weapon’s superior quality stats and make it gray shade.
Antecedent
The blood of a god,
tooth of a dragon or
the heart of a dæmon.
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Magical Artifacts
Hook
Dwarven artificers cast the Dropping Ring in a wager with the trickster
god. The artificers won the wager. Since then, due to its odd limitations,
it has been passed from owner to owner down the ages. It has been
seen on the arm of a wealthy king, and once it was found by lucky
adventurers in the riches of a lost tomb.
Powers
When worn, this golden arm ring produces eight gold replicas of itself
every nine days. This grants the wearer a 2D fund for his Resources.
The fund is permanent and may not be taxed or lost until the Dropping
Ring itself is lost.
Limits
If the owner of this wondrous arm ring ever loses a son, he must lay
the ring on his progeny’s death bed or funeral pyre. If he does not, the
ring loses its magic. If he does, the ring retains its magic, but it may
never be owned by that character again. Another character may take
up the ring and benefit from it.
Antecedent
A drop of blood from a greedy Dwarf.
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Ebon Shunt
Hook
An Ebon Shunt is a piece of jewelry for sorcerers. It is not difficult to
make and is useful—a shunt can mean the difference between life and
death if something should go awry with a spell.
Powers
The Ebon Shunt is an irregular chunk of ebony, hung on a rough leather
cord. When worn around the neck, the shunt adds +1D to a sorcerer’s
Forte when resisting tax.
Limits
Should the sorcerer ever be taxed to unconsciousness, the ebony shard
bursts from the strain, and its power is lost.
Antecedent
The tongue of a black troll.
Eldritch Channeler
Hook
Eldritch Channelers are effective accessories for wealthy wizards. They
are simple, useful devices, and pretty, too.
Powers
This silver bracer is engraved with arcane symbols. When worn on
the left forearm, it grants +1D to Sorcery (or another appropriate spell
casting skill). The silver bracer also acts as heavy mail armor (4D) for
the left arm.
Limits
If any of the armor dice fail—come up a 1—then the power of the
Eldritch Channeler is broken and lost.
Antecedent
The scale of an Ophidian witch.
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Magical Artifacts
Giant’s Tunic
Magical Artifacts
Hook
Once, the land was plagued
with tyrannical giants. A
great hero went forth to the
giant’s hall and, through guile
and bravery, slew the giant
king. The hero’s friend and
companion, an enchanter of
some merit, skinned the fallen
king and made this tunic. The
hero in turn became lord of
his domain and, legend says,
never refused hospitality
to anyone who crossed his
threshold.
Powers
The Giant’s Tunic grants its
wearer strength and tough
ness beyond compare! While
worn, it adds +2D to the user’s
Power. This is factored into the wearer’s weapon damages and Mortal
Wound. It also counts as leather armor for the chest and arms.
Limits
Should the owner ever fail to show hospitality when asked, the power
of the Giant’s Tunic fades.
Antecedent
The skin of a giant.
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Golden Tooth
Hook
Back alley enchanters in grimy
citadels churn out trinkets and
baubles such as these so that
they can pay their rent and
soothe their failing minds with
rotgut.
Powers
Once i nsta l led i n t he
character’s mouth, the Golden
Tooth opens previously closed
doors! The tooth increases
the character’s Circles by
+1D. This does not count as a
reputation or affiliation.
Limits
The tooth must be implanted in the character’s mouth by a surgeon or
barber (Ob 2) for its powers to take root.
Antecedent
The tooth of a man with a familiar face.
Helm of Protection
Hook
A powerful warlord commissioned his enchanter to forge him a mighty
helm to aid him in battle. The farsighted enchanter thought carefully
about what would preserve his lord. In the end, he created what he
called a Helm of Protection. The warlord asked, “What are its powers?”
“Should you be wounded while wearing it, you will recover quickly.”
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Magical Artifacts
Magical Artifacts
indeed triumphant, but he was not unwounded.
His own generals turned on him at the moment of
victory. He bled to death from the injuries inflicted
by their knives.
Powers
The Helm of Protection adds +2D to the warrior’s
Health when recovering from or shrugging off a
wound he received in battle (while wearing the
helmet). The helmet counts as a superior quality bascinet (4D) and
imposes a reduced +1 Ob clumsy weight penalty to Observation and
Perception tests.
Limits
Should the helmet be destroyed by armor failure, the powers are lost.
Also, should the warrior ever show cowardice in battle—fleeing due
to a failed Steel test result—the helmet’s protection is lost to him.
Another character may take up the helm and be granted its benefits,
though.
Antecedent
The bone of a scarred, long-lived hero (with the Healthy trait).
Ivory Shield
Hook
Desperate in the buildup
before a great war, a young
captain went on his knees
to his estranged mother,
begg i ng for a id i n t he
coming battles. She was
a great enchantress. She
agreed to help him and sent
him on a quest to retrieve an
elephant’s bones. Upon his
successful return, she carved
him this beautiful shield. As
she presented it to him, she
inveighed her curse, “Never again will you disobey me. If you do, the
power of this mighty shield will be lost!”
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Powers
This great shield is made of ivory, imported from lands inhabited
by massive lumbering creature, carved with scenes of victory, and
enchanted by impossible magics. When worn, the shield grants +1D to
Command, Oratory and Steel. It grants +1D to Push actions in Fight.
It counts as a Power 3, Add 2, VA –, WS: 1, Short weapon when used
to shield bash. The shield itself is a great shield (5D) and counts as
superior quality.
Limits
Should the owner of this mighty device ever fail to obey his parents’
wishes, the shield becomes too heavy for him to bear. Another, more
filial son or daughter may come and carry it to battle.
Antecedent
The bones of an elephant.
Jade Amulet
Hook
Jade Amulets are prized artifacts.
Found in tombs and graves in certain
cultures, these innocuous devices
ward off the effects of hurtful magics.
Powers
This graven amulet is worn around the neck. It protects the user
against destruction by sorcery. Add +1 Ob to any damaging, harming
or hurting spells cast at the character. It does not affect the obstacle of
influencing-, controlling- or enhancing-type spells. The Jade Amulet
does not affect spirits.
Limits
The amulet protects the character so long as he never eats animal
flesh. He may eat fish and honey, but not meat, milk, eggs or cheese.
Antecedent
The fingernail of a saint.
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Magical Artifacts
Ring of Dexterity
Magical Artifacts
Hook
Swordsmen, archers, craftsmen and pickpockets alike all covet this
precious ring. It is said it will make a master of any man who wears it,
but that it will also rob him of his friends.
Powers
When worn on the index finger of the right hand, this ring grants the
bearer amazing Agility. Add +2D to any Agility test taken. This bonus
affects skill roots for skills learned when wearing the ring; aptitude for
Agility-based skills; and Reflexes.
Limits
If the character clasps right hands with another character, the ring
loses its power.
Antecedent
The finger of a master juggler missing his right hand.
Ring of Power
Hook
A simple band of gold that contains a reservoir of power, it is seductively
potent, but also cursed and corrupt.
The Ring of Power is the final piece in a set of 20. The other rings each
contain portions of this ring’s power, but none of them contain all of
its might.
Powers
The Ring of Power has many, varied abilities. When worn, it grants:
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Lastly, the ring contains a spell matrix for the Elven spell song Threne
of the Chameleon. When the ring is worn, the spell is cast with 5
successes over the obstacle.
Limits
The Ring of Power is a cursed item, as described in the Enchanting rules.
Also, any use of the item requires a Will test of an obstacle equal
to the bearer’s own Will. If the test is failed, the character earns the
Corrupted trait and Corruption emotional attribute. Each subsequent
Will test counts as a test for advancement of the Corruption attribute.
The maker of the ring knows when it is used. When it is used, he may
make an Aura Reading test at Obstacle 10 minus the user’s Corruption
exponent to locate the user.
Antecedent
The soul of a dark god.
Powers
When worn this ring grants its wearer the miraculous ability to walk on
water as if it were solid. The ring bearer will not sink, and if submerged,
he’ll bob to the surface like a cork.
Water, even when solid, is far from stable. Consider smooth water like
ice. Rough or wavy water is uneven and difficult ground. Speed tests
under these conditions suffer a +1 Ob or greater disadvantage.
Antecedent
The bladder of a Deep One.
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Magical Artifacts
Rod of Iron
Magical Artifacts
Hook
This enchanted piece of metal was imbued with power to protect its
wizardly creator from ruffians.
Powers
The Rod of Iron grants its bearer the power and force to strike down
his enemies. It bestows a B5 Brawling skill. It counts as a weapon—
Power 2, Add 2, VA 1, WS 3, Short—and as a +1D shield if used with
Shield Training.
Antecedent
A flake of B’hemah flesh.
Serpent’s Spear
Hook
This ancient spear was built by the warrior-smiths of an extinct race of
Ophidian men. It is bronze in hue and carved with sinewy symbols. The
spear is made of a metal that no metallurgist is able to replicate. It is
said to bend and warp in combat, but it always returns to its true shape.
Powers
The Serpent’s Spear has the following stats: Power 2, Add 2, VA 2,
WS 3, Longer. It grants +1D to Strike against Block or Counterstrike. It
contains a concealed hook—a viper’s tooth, if you will—that grants +1D
to Push. It also contains a concealed whip-chain that may be used to
Lock another character when engaged to the spear-bearer’s advantage
at spear-fighting distance at no penalty and without changing weapon
lengths. Lastly, the Serpent’s Spear may be thrown as a javelin.
Antecedent
The spine of a snake-man.
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Silk Armor
Hook
Silk armor appears to be run
of the mill heavy mail, but
upon closer examination, one
can see that all of the links are
forged of lighter gauge wire
and interwoven with thick
threads of scarlet silk.
Powers
The silk armor counts as
superior quality heavy mail
for all locations except the
head. Clumsy weight penalties
for Stealthy and Swimming
are negated. Throwing and
missile weapon skill penalties
are reduced to +1 Ob for full
sleeves. There’s no penalty for
half sleeves. The Speed penalty for leggings is reduced to +1 Ob for full
leggings and reduced to nothing for half leggings.
Antecedent
The silk from a giant spider.
Spirit Weapons
Hook
The demon hunter’s sword was a deceptively simple device. It looked
like a blade of plain manufacture, but for the single rune carved into
the blade. Yet when wielded against a demon, no magic could deflect
its stroke.
Powers
A spirit weapon is a material weapon of any type—knife, sword, axe—
that has been imbued with special power so that it not only affects flesh
and bone, but spirits and magical creatures as well.
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Specifically, spirit weapons can harm creatures with the Spirit Nature
Magical Artifacts
trait, and they are not deflected by the Turn Aside the Blade spell or any
other spell that controls or deflects metal. Spirit weapons are considered
to be arcane or spirit devices, not material ones.
The spirit weapon doesn’t do extra damage or provide bonus dice. Aside
from its spirit-harming capability, it counts as a normal weapon.
Antecedent
Enchanters need the blood, bone or scales of a creature who possesses
the Spirit Nature trait in order to create spirit weapons.
Staff of Light
Hook
The Staff of Light is an otherwise normal cedar staff. It may be used as
an aid to walking or as a cudgel, if a weapon is needed. The first Staff
of Light was reputedly made by an old mage who was tired of casting
Mage Light at the behest of his less magically inclined friends.
Powers
This powerful staff contains the Mage Light spell (which will dispel
moonlit darkness). The light is triggered by striking the butt of the staff
on the ground. Once struck, it slowly wells up to full brightness, so as
not to blind the bearer.
Limits
Only characters with the Gifted trait may use this item. If the bearer
loses his grip on the staff, the light winks out. If the staff is broken,
the magic is lost.
Antecedent
The tail of a firefly.
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Talismans
Hook
The old man spent his life collecting trinkets, baubles and curios. He
wore them around his neck on chains. And though he walked alone
through the haunted forest, and dwelt in the ghost-plagued ruins, he
was never molested by the spirits.
Powers
There are two types of talismans used by summoners: Talismans of the
Orders and Talismans of Protection.
Talismans of Protection
Talismans of Protection are also specific to an order of spirits. These
devices increase the obstacle of tests made by spirits of that order
against the summoner. In a Duel of Wits, this only applies to the body
of argument roll.
Antecedent
Talismanic antecedents must come from a being of the approximate
power of the spirit in question. A querub’s tongue can protect against
anything weaker than or equal to it in power. Odin’s eye is sufficient to
compel even other chief deities.
Thor’s Hammer
Hook
Thor’s hammer, Mjolnir, is a fabled work of great power. Every so often,
it goes missing or is stolen by the giants. Once Thor sobers up, he goes
and fetches it and the thieves get a good thrashing.
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Powers
Magical Artifacts
Power 1-4, Add 2, VA 2, WS 2, Short. Grants +3D advantage for
Hammer and Throwing skills. Mjolnir is a heroic (gray shade) weapon,
but the bearer of this awesome power may opt to do mundane (black
shade) damage if he so chooses. The wielder may also choose the
weapon power for the weapon before he strikes. This requires no time
or action on the part of the character. The player may simply state the
power and the shade of his strike.
Also, Mjolnir may be thrown. It counts as a great bow for range and
positioning. It does damage as a thrown weapon. Once thrown, Mjolnir
only requires one action to recover in Fight, no matter the distance it
was thrown. The wielder simply reaches down to pick up the weapon
and it appears in his hand.
Lastly, the hammer may be slipped inside the bearer’s jacket and be
concealed. When held inside a jacket, against the chest, the hammer is
no bigger than a pendant placed in a pocket. But why would you hide
such a magnificent thing?
Limits
There is a flaw in the design, however. Mjolnir may not be used to
Great Strike. It is a one-handed weapon. The short, angular haft is
too small for both hands.
Antecedent
Blood, sweat and breath from a Master of Forges.
Wand of Ages
Hook
The Wand of Ages is an irregularly shaped, polished switch of yew.
Rumors say it was created by an enchanter who was envious of the
Elves’ ability to commune with trees.
Powers
This wand, when placed against the trunk or branch of a tree, allows
the bearer to speak to the ancient spirit and gather its wisdom. When
so used, the bearer gains a G5 Forest-wise.
Antecedent
Ancient Seneschal’s sap.
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Wizard’s Staff
Hook
In some cultures, a young neophyte must make his own staff before
he is officially given the mantle of wizard. A wizard’s staff is no mean
thing. It is a magical device that aids in concentration. Making one
requires a sturdy sample of good wood, and a curious donation from
the young apprentice’s master.
Powers
This rugged oak staff acts as a sustainer for one spell of the owner’s
choice. Once a spell is sustained in the staff, the device may only sustain
that particular spell.
Antecedent
The blood of a patient wizard.
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Lifepaths
Using the Lifepaths
Each lifepath ages the character and grants him time, trait points,
resource points, stat points, leads, skills and skill points. These are
the building blocks of every character.
Character Stock
Herein are the templates for five fantasy character stocks to choose
from: Wizards, Dark Elves, Roden, Trolls and Great Wolves.
Time
The Time column indicates how long in years it takes to walk this
particular path. Years are totalled after all lifepaths are chosen to
determine the age of the character.
Resources (Res)
Players use resource points (rps) to purchase material possessions,
land and spells, and to build relationships and acquire affiliations
and reputations.
Statistics (Stat)
Stat points are garnered from two sources: lifepaths and age. Once
all of a character’s lifepaths have been chosen, his age is determined
and used to find his Starting Stat Pool. Also, many lifepaths give
the character a bonus point toward either a mental or physical stat.
Leads
A lead indicates a setting that the player may jump to from his
current lifepath. If, for example, the current lifepath lists Exile and
Society under leads, the player may choose his next lifepath from
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the Exile or Society settings, or he may remain in his current setting.
For each lead chosen, add one year to the character’s age—unless you
are a Great Wolf.
Skill
Each lifepath presents a set of skills that may be learned. The player
may only choose skills from the lifepaths his character has walked. If a
player wants different skills for his character, he has to choose lifepaths
that offer those skills.
Skills not described in this book may be found in the Character Burner
in the Burning Wheel rulebook.
Trait
Traits are details that differentiate characters—quirks, affectations and
odd abilities. Burning Wheel is designed so that players can take on heroic
personae—traits help to give them depth and life.
Dark Elves, Roden, Trolls and Great Wolves have certain traits that all
members of their race must take. They are free and mandatory. They are
listed in the Common Traits section of each lifepath set.
Traits will affect game play. Some will do so often and drastically; these
cost the most points. Others will affect game play infrequently or in subtle
ways; these are less expensive.
All traits listed on a lifepath cost one point. The first trait listed with each
path is mandatory. Additional traits on the path may be purchased (for
one point each) by the player during character burning.
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The Weather Witch
THIRI HTET, 27 year-old, weather witch
Gifted Child (Servitude), Bondswoman (Young Lady), Pirate, Weather Witch
STATS
Will B4 Perception B4 Power B3
Forte B4 Speed B4 Agility B4
ATTRIBUTES
Health B4 Steel B5 Mortal Wound B9 Hesitation 6
Reflexes B4 Circles B2 Resources B1 Stride 7
SKILLS
Astrology B3, Field Dressing B3, Pirate Cove-wise B2, Knives B3, S ea‑wise
B3, Superstition-wise B2, Summoning B3, Spirit Binding B4, Folklore B3
TRAITS
Misunderstood, Gifted, Spirit Familiar (Cat, Nagarr), Lucky, Problem with
Authority, Weather Sense, Nose Ring
GEAR
Clothes, Finery, Traveling Gear, Knife
CIRCLES
Pirate Gang (1D Aff), Spirit-talker (1D Rep w/ pirate gang), Sao Thiha (pirate
boss, minor), May Myat Koh (noble lady, minor, forbidden)
SUMMONING ORDERS
Restless Dead ( Journeyman)
DOMAIN BINDINGS
Shrines, River, Sea
BELIEFS
One day, I shall be captain of this fleet and we shall be the greatest flotilla
ever known.
On our next raid, I shall capture a fine young man and make him serve me.
I must earn the trust of spirits before I demand their favor.
INSTINCTS
Always protect Nagarr.
Keep my finery clean and dry.
Always watch the horizon for weather.
Wizard Burner
The Wizard Burner contains new lifepaths, traits and skills for
wizards and other magically inclined characters. You do not have
to include everything you see here in your game. Pick and choose
what is appropriate and effective. For example, you could choose to
include the College of Magic and not the Death Cult. Or you might
decide to only add the Gifted Child lifepath and exclude all others.
Peasant Setting
Name Time Res Stat Leads
Speaker of Names 7 yrs 20 +1 M Outcast, Peasant, Village
Skills: 6 pts: Spirit Binding, Circination, Paths-wise, Spirit-wise,
Domain‑wise
Traits: 2 pts: Well Traveled, Brook No Fools, Fey Blood
Requires: Augur, Crazy Witch, Neophyte Sorcerer or Elder
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Lifepaths
Villager Setting
Court Setting
Name Time Res Stat Leads
Court Enchanter 8 yrs 20 +1 M Outcast, City Dweller
Skills: 5 pts: Etiquette, Astrology, Alchemy, Enchanting, Excuses-wise
Traits: 2 pts: Late, Harried
Requires: Senior Student, Neophyte Sorcerer, Apt Pupil or Wizard’s
Apprentice
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Outcast Setting
Name Time Res Stat Leads
Demented Inventor 7 yrs 15 +1 M Peasant, Villager
Skills: 6 pts: Mad Invention-wise, Mending, Enchanting, Blacksmith,
Whitesmith
Traits: 2 pts: Demented, Tinkerer
Requires: Rogue Wizard, Apt Pupil or Wizard’s Apprentice
College of Magic
Some cultures are so rife with magic, schools have grown to cull and
refine all of the wayward magelings running about. Inevitably, these
schools grow into powerful institutions, staffed by a cadre of the most
potent men and women in the land.
If using the standard Sorcery rules, pick one element and one impetus
that the school does not teach. Spells containing either may not be taken
in character burning.
Schools of Magic
For games using Art Magic or Practical Magic, the College of Magic
should have a set repertoire of two or three schools it teaches its students.
Players may only choose from those options when purchasing schools
during character burning.
Leads To
In order to make this easy, and to avoid rewriting the entirety of the
Lifepaths of Man, use the requirements of each College of Magic
lifepath as the indication of leads to this setting. For example, Senior
Student requires Junior Student or Sorcerer. Therefore, Sorcerer can
lead to College of Magic.
Born Peasant, Villager Born, City Born, Born Noble and Son of a Gun
can all have leads to the College of Magic. You may limit this list based
on what is appropriate to your campaign. For example, the nobility
might not practice magic in your setting, in which case Born Noble
would not lead to this setting.
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Lifepaths
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Researcher 10 yrs 15 — Court, Religious, Outcast
Skills: 12 pts: Research, Composition, Cartography, Cryptography,
Doctrine, Apothecary, Ritual, Death Art, Foreign Languages, Dark
Arts‑wise, Elven Songs-wise, Orc Rituals-wise, Dwarven Art-wise
Traits: 2 pts: Myopic, Bookworm, Speaker of the Secret Language
Requires: Adjunct or Scholar. May only be taken once
Leads To
Use the requirements on the Death Cult lifepaths as the indication
of leads to this setting. For example, Spy requires Cultist; therefore,
Cultist can lead to the Death Cult.
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Lifepaths
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408
Lifepaths
Wizard Traits
Evil Char
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410
Lifepaths
Lunatic Nimble
Manhunter Numb
Character Burner page 335. Character Burner page 337.
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A character with this trait feels the Versatile Dt 4 pts
pain of his familiar. If the familiar The Master Sorcerer places his
suffers a light or greater wound, confidence in the art of sorcery. It
the master suffers a light wound. is a versatile and potent art, and
If the familiar is ever killed, the he knows it intimately. If using Art
master suffers a traumatic wound. Magic, reduce by one the number
In the game, the character is of tests required for Weaving Magic
physically unharmed, but mentally into the Fiber of my Being. If using
traumatized. Recovery and the standard Sorcery rules, reduce
Treatment are as per a standard his practicals aptitude by one. If
traumatic wound. This wound does using Practical Magic, he may take
not bleed out. an additional category of magic. In
A familiar uses the following stats: addition, the player earns a persona
Wi G2, Pe G3, Ag B4, Sp B5, Po B3, point for pushing his character’s
Fo B3, Hea B4, Ref B4, Ste B5, magic in a dangerous or untried
MW B9 direction.
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Lifepaths
Magical Skills
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Obstacles: Summoning Circle or Obstacles: See the Enchanting
Gate: The player sets his obstacle chapter.
according to how many advantage FoRKs: A craft skill appropriate to
dice he hopes to earn. If successful, what’s being created. Linked tests
the test grants advantage dice are appropriate.
for Spirit Binding or Summoning Skill Type: Sorcerous
equal to the obstacle. Fortress: Tools: Yes and no. See the chapter.
For Spirit Binding, the obstacle
Sorcery Perception
is equal to the spirit Strength to
This is not a revision of Sorcery
be deflected. For Summoning,
but an expansion. In your game,
the obstacle is 1 plus the obstacle
the Sorcery skill can count for the
penalty the sorcerer wishes to
standard version of the Sorcery skill
imposes on the spirit. Prison:
described in the Burning Wheel or
For Spirit Binding, the obstacle
count for Art Magic or Practical
is twice the spirit’s Strength. For
Magic described in this book. Pick
Summoning, the obstacle is equal
one form that the skill represents
to the Will exponent of the creature
in your game. All iterations of
to be imprisoned (plus any
the Sorcery skill, no matter what
penalties for shade differences).
lifepath they are earned from, count
FoRKs: Illuminations, Cartography,
as this form.
Symbology, Ritual and appropriate
wises. Obstacles: See the Art Magic or
Skill Type: Sorcerous Practical Magic chapters in this
Tools: No. book or the Sorcery chapter in the
Burning Wheel.
Death Art Will/Forte FoRKs: Aura Reading, Astrology,
Death Art is a black practice that Empyrealia, Demonology and
teaches the sorcerer how to animate appropriate wises.
corpses and turn them into walking Skill Type: Sorcerous
abominations. Tools: No.
Obstacles: See the Death Art chapter.
Spirit Binding Will
FoRKs: Summoning, Folklore and
Spirits abound. They infuse the
appropriate wises.
world around us, and those who
Skill Type: Sorcerous
know their secrets may call them
Tools: Yes and no. See the chapter.
forth and bind them into service.
Enchanting Per/Ag Using this skill, a summoner may
Enchanting is a school of sorcery call forth a spirit and set it to a task.
that focuses on imparting magic To summon and bind, the player
to inert, physical things. There are totals his dice from Spirit Binding,
two sides to Enchanting: imbuing a domain binding, a spirit mark,
and full-blown enchanting. Imbuing summoning circles and any
allows the mage to temporarily offerings. He tests those dice
infuse an item with a small amount against an obstacle that combines
of power. Enchanting allows the the spirit’s Strength, the task, the
mage to create powerful, enduring summoner’s own Immanence, the
artifacts.
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Lifepaths
415
The Bladesmith
DUVAINEL, 175-year-old Dark Elven Bladesmith
Born Citadel, Novice, Shaper, Bladesmith, Griever, Liar
STATS
Will B6 Perception B5 Agility B6
Speed B4 Power B4 Forte B6
ATTRIBUTES
Health B8 Steel B6 Mortal Wound B11 Hesitation 4
Reflexes B5 Resources B3 Circles B4 Stride 8
Spite B5
SKILLS
Elven Script B2, Etching B3, Mending B2, Elven Artifact-wise B2,
Craft‑wise B2, Woodcraft B3, Smithcraft B3, Riddle of Steel B5, Sorrow
of Truth B5, Falsehood B4, Soothing Platitudes B4, Persuasion B3,
The Twisted Tongue B4, Song of the Sword B4, Antiphon Union Training
TRAITS
Born Under the Silver Stars, Essence of the Earth, Fair and Statuesque, First
Born, Grief, Keen Sight, Loyal, Long Fingered, Acute, Spite, Dark and Imposing,
Compulsive Liar, Glib
GEAR
Elven Smithy, Elven Clothes, Elven Shoes
RELATIONSHIPS
Thanguron (Romantic, Hateful), Morfinnor (Family, Hateful)
BELIEFS
I must create a weapon for Thanguron to use against my father, Morfinnor.
I will build my reputation as the finest weaponsmith in the citadel—enough
so that every etharch will desire my blades.
My weapon will teach my client the truth: A blade’s sole purpose is to bring
misery to its wielder and all those around him.
INSTINCTS
Always take my time when crafting.
Always create items of the highest quality.
Sing the Sorrow of Truth into all blades that I forge.
The Path of Spite
Dark Elves
The Path of Spite is walked by those Elves who have turned their
Grief and sorrow into Spite and bitterness. These dark souls see
the world as coming to nothing but ruin and wreckage. There is no
good left in it for them, nor will there be for anyone else in the end.
Dark Elves are a subset of Elves. In order to create one, you must
start with the Elven lifepaths. Who was your character before he
or she turned? Choose a few lifepaths from the Elven settings and
then make the jump into the Dark Elven paths.
Leads to Spite
To make things fun, any Elf lifepath may take a lead into the Paths
of Spite, provided the Elf have at least an exponent 3 Grief at the
time of the switch. Once on the path though, you may never go back.
Playing a Dark Elf requires sanction from the GM and the other
players.
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Lifepaths
Assassin 15 yrs 6 +1 P —
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Lifepaths
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Dirge of Night Ob 3
Shadows lengthen and deepen to an impossible shade of darkness. This
spell counteracts any sight-boosting trait or spell like Keen Sight or Eye of
the Eagle. In addition, anyone searching the shadows or darkness suffers
a +1 Ob penalty. Dirge of Night can only be sung at night or a place of
shadows—an ancient forest, indoors, etc.
Duration: The Dirge of Night fades come morning or if bright light floods the
area it affects.
Actions: 8
Fugue of Discord Ob 5
When sung this song interrupts spells and songs being cast. It acts as a
distraction to any song or spell currently being sustained. The area of effect
is the Dark Elf’s presence. If a character attempts to sing or cast while a
Fugue of Discord is in effect, they must add the Dark Elf’s extra successes
from the Fugue of Discord to their obstacle.
Duration: The effect lasts while the song is sung. The Dark Elf may continue
to sing for as long as he or she likes and may act but may not otherwise
speak (or sleep, eat or drink).
Actions: 12
Keen of Terror Ob 3
When this dirge is sung, any character without the Spite or Hatred attribute
within the presence of the caster must test his Steel. Extra song successes
increase the obstacle for the Steel test. Use the hesitation options as
described under Intense Sorrow.
Actions: 3
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Lifepaths
Supplication to Shadows Ob 4
The shadows hold no secrets or sorrows from us. This supplication adds +1D
to Stealthy. Successes over the obstacle count as additional advantage dice. It
can only be sung and used in an area of shadow or darkness.
Duration: Until the character steps into direct sunlight.
Actions: 4
Rules of Spite
Spite is complex. It is a dangerous mixture of indignation, self-
righteousness and fury. Whether right or wrong, the spiteful prove
themselves with a point: They are not above revenge, deceit or even
murder to ensure that they get what they believe is their’s by right.
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Lifepaths
Starting Spite
In order to take the Griever lifepath and earn the Spite trait, the Elf must
first have at least a B3 Grief attribute. Before taking the lead to the Path
of Spite, factor all of the criteria for starting Grief as per the normal rules
for Elves. If the character qualifies for a B3 Grief, he may walk the path.
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Once the Elf character takes the Griever lifepath, Grief is transmuted
to Spite.
Add one to starting Spite for each of the following traits: Slayer, Exile,
Feral, Murderous, Saturnine, Femme/Homme Fatal, Cold and Bitter.
If the character has taken Bitter Reminders, each 10 rps spent adds one
to starting Spite.
— Has the character been betrayed by his friends? If so, add one to
the starting Spite exponent.
— Is the character lovesick or broken hearted? If so, add one.
— Has the character been abandoned by those he held dear? If so, add one.
— Has the character been abused or tortured? If so, add one.
— Does the character still respect or admire someone on the other
side? If so, subtract one from the starting exponent.
— Does the character still love someone on the other side? If so,
subtract two from the starting exponent.
Spite may not start above exponent 9. This emotional attribute obeys all
of the limitations described in the Setting Your Game’s Starting Power
Level on page 104 of Burning Wheel.
Five points of Spite may be spent to shade shift from black to gray shade
during character burning. This may only be done at the GM’s discretion.
Limits of Spite
At exponent 10 Spite, the Dark Elf commits suicide.
He may also choose to take any reputation gained via his lifepath traits
as an infamous one or he can choose to keep these traits and reputations
as they are. There are a lot of options for playing Dark Elves who still live
among their brethren and are therefore still bound to all their obligations.
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Lifepaths
Intense Sorrow
Characters within the presence of a Dark Elf singing must pass a Steel
test. If in Fight, the effect takes hold after a number of exchanges equal
their Will exponent. In Range and Cover or Duel of Wits, the effect is
triggered at the start of the second volley of singing. Outside of conflict,
the effect grips its listeners after a few moments. If the listener fails the
Steel test, he hesitates, as per the standard rules, but with some interesting
choices: Stand and Drool, Exact Revenge or Weep Bitterly.
In Spite of Grief
Dark Elves may use traditional Elven spell songs and skill songs that
they learned in their previous life. However, they may never use any
song rooted in Grief. These characters no longer possess that attribute
and therefore can no longer use abilities based on it. And, of course, they
may no longer sing laments (except under one specific condition; see
the Spite to Grief heading). Those who have died received the payment
they deserved!
Deeds of Spite
Like Elves, Dark Elves may use deeds points to channel their emotion
into their actions. A deeds point can be used to add the Spite exponent
dice to a roll. This counts as a difficult test for advancement for Spite.
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Obstacle 1 Spite
Being lied to. Betraying an Instinct. Being interrupted while at work.
Obstacle 2 Spite
Being robbed. Going against a Belief. Suffering incompetence.
Reflecting on the bitter reminders of your old life.
Obstacle 3 Spite
Being accused of a crime you did not commit. Being maliciously
attacked or wounded (midi wound or less). Navigating bureaucracy.
Obstacle 4 Spite
Having your home destroyed or ruined. Being personally betrayed.
Suffering a severe wound.
Obstacle 5 Spite
Fighting in a bloody battle. Being captured by your enemies. Suffering
a traumatic wound.
Obstacle 6 Spite
Being imprisoned for a crime you did not commit. Losing a bloody
battle. Being mortally wounded.
Obstacle 7 Spite
Being forced to flee your homeland by incursions of interlopers and
idiots. Having to kill your friend whose mind has failed to see the
truth.
Obstacle 8 Spite
Being tortured. Being betrayed by your family. Forced to ally with the
enemy in order to get one damned thing done.
Obstacle 9 Spite
Watching a friend succumb to Grief. Attempting a great endeavor and
failing. Attempting to give in to Hatred and failing.
Obstacle 10 Spite
Realizing that the Path of Spite breeds nothing but hatred and division,
and that this divergent path will be the end of Elvendom—but walking
it anyway. Betraying friend, family, kith and kin—precipitating their
destruction and end—because they failed to see matters your way.
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Lifepaths
Spite to Hatred
A Dark Elf player may attempt to turn his boiling spite into blazing
hate. At an appropriate or dramatic time in the story, he may make a
challenging Spite test to turn Spite irrevocably to Hatred. This is the only
time Spite is ever rolled directly. Pass or fail, this counts as a challenging
Spite test for advancement! If done in Fight, it requires two actions.
In Range and Cover or Duel of Wits, it costs one action. Otherwise, it
occupies a short scene on its own.
You may spend artha, but FoRKs are not available. Other Hateful
creatures present and attuned to the Elf’s anguish can help.
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Any Elven songs possessed by the character are now forgotten. Dark
Elven songs are kept and are now rooted in Hatred or Will (rather than
Spite or Will). The Dark Elf may learn Hatred-based skills. He uses
the rules for advancing Hatred on page 240 of the Character Burner. If
the character should ever earn the Void Embrace trait, he may turn his
Hatred to Blasphemous Hatred.
Spite to Grief
In play, Spite may be turned back to Grief. To do so, the Dark Elf player
must learn a lament from another Elf character whom he has hurt in the
course of play. He must then pass a test for the Lament of Mourning at
an obstacle equal to his Spite plus one. He may spend artha as per the
standard rules, but he also must have at least one helping die from an
Elven character whom he has hurt in the course of play. If the Lament is
successful, the Spite exponent is transformed to Grief. Mark a challenging
test for Grief. If the test is failed, mark a challenging test for Spite.
Even worse, these enchanted items tend to bear ill will to their masters.
GMs should embrace this and ensure that failure results involving the
items are the most tragic, most sorrowful outcomes possible.
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Lifepaths
Bitter Reminder— Dark Elf characters may purchase items from the Elven
Resources list on page 156 of the Burning Wheel. Each 10 rps spent
on these items adds +1D to starting Spite.
Bitter Poison— One dose of this ingested poison causes the victim to lose
1D of Health per day for five days. If Health drops to zero, the victim
dies. If not, the victim recovers his Health at 1D per week.
Spiteful Poison— One small cut from a needle or blade so poisoned is
enough to kill. If an Incidental hit is delivered from a blade or barb
with this poison, roll a die of fate. On a 1-2, the victim is poisoned. If
a Mark hit is delivered, the victim is poisoned on a 1-4. Superb hits
always deliver the poison. If poisoned, the victim must pass an Ob 5
Health test. If failed, the victim—unaware that he or she has been
poisoned—will exhibit no symptoms for eight hours or more, after
which time he or she will fall into a swoon and die. If somehow detected
in the interim, the poison can be countered using the Song of Soothing.
If the victim passes the Health test, the victim’s Forte is taxed by four.
Recover as per the Sickness rules, but in days instead of hours.
Lock Picks— These tools are required to use the Lock Pick skill.
Long Knives— These insidious weapons count as daggers and are designed
to cause maximum harm to their targets. Pow 2, Add 1, VA –, WS 3,
Short. Can be concealed like a dagger or knife.
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Lifepaths
Morlîn Weapons— Weapons made of the Dark Elven black metal count
as superior quality. You may modify the weapon thusly:
• For an additional +15 rps, you may add an additional point of
weapon speed or VA to the weapon’s stats.
• For +30 rps, you may add +1 Power to the weapon.
However, to qualify for this bonus, you must name the weapon and it
must be unique in your campaign. For example, if you take a black
metal dagger with VA 2, it can be the only one of its type.
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These individuals have made a choice and believe in it with the utmost
conviction. Having turned away from mourning and sadness, they have
focused on rage, hatred and malice. To them such a transformation
represents a natural evolution of an eternal life lived in an endlessly
decaying world.
Dark Elves work well as NPC villains and as an element in an Orc or Troll
cohort. However, playing a Dark Elf in a group of otherwise innocent
player characters can be very risky. I recommend outing the Dark Elf
during character burning. You can incorporate them into Elven society:
having just gone over to Spite, how do they cut their ties? Or make them
a disguised element in an adventuring group who is destined to betray
his friends—but only so long as everyone is in on and agrees with the
ultimate reveal.
When playing with Spite, try to walk the line between the Grief of the
Elves and the outright Hatred of the Orcs. It’s not easy, but the best path
that I have seen is a kind of seething, righteous anger. Dark Elves aren’t
like the Orcs yet. They still care. They still want the world to be right.
Yet it drives them mad to watch the fools ruin it—over and over again.
Oh, and it’s not just Elves whom they despise; it’s everyone. Including you.
434
The Missionary
Pedri of the Tighearnach nest, 28-year-old Roden Missionary
Born to the Fields, Sister, Hermit, Missionary
STATS
Will B5 Perception B5 (B6) † Agility B4
Speed B4 Power B3 Forte B4
ATTRIBUTES
Health B4 Steel B6 Mortal Wound B9 Hesitation 5
Reflexes B4 Resources B0 Circles B2 Stride 8
Faith B5 (Harvest Vow)
SKILLS
Philosophy B2, Suasion B3, Doctrine B2, Read B2, Write B2, Meditation B2,
Shrine-Wise B2, Prayer-Wise B2, Preaching B4, Foreign Languages B2,
Below-wise B2, Brawling B2, Man-wise B2, Astrology B2, Rhetoric B2,
Oratory B2, Foraging B4*, Books-wise B2, Lost Secrets-Wise B2, Field
Dressing B4*, Herbalism B3*, Field Dressing B3*
TRAITS
Aecer’s Likeness, Coat of Fur, Communal, Enlarged Incisors, Tail, Large Ears,
Skittish, Thoughtful, Zealot, Vegetarian, Ordained, Faithful, Boring, Graceful
GEAR
Traveling Gear, Robes of the Ordained or Clothes, Honeyed Oatcakes,
Blood Blossom
RELATIONSHIPS
Tighearnach (Powerful, Father, Hateful)
REPUTATIONS
Wound Mender 1D
BELIEFS
My father is keeping me from my calling; I will change his mind.
I will spread the word of Aecer to those Below; they shall hear or be destroyed.
I will learn the language of the people to whom I’m preaching.
I must protect Aecer’s fields and forests from the encroaching human settlements.
INSTINCTS
When preaching, always repeat my points until they get it.
Always read any new religious texts I find.
Never leave an injured creature without care.
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Baker 7 yrs 12 — —
Skills: 4 pts: Baking, Firebuilding, Bread-wise, Cooking
Traits: 1 pt: Fragrant, Sweet Tooth
Requires: Hand, Miller or Beekeeper
Weaver 8 yrs 15 —
Skills: 6 pts: Weaving, Sewing, Embroidery, Soothing Platitudes, Singing
Traits: 1 pt: Calloused
Requires: Apprentice
Crafter 10 yrs 20 +1M/P —
Skills: 5 pts: Jargon, Instruction, Apprentice-wise, Blacksmith, Carpenter,
Potter, Mason
Traits: 1 pt: Diligent
Requires: Apprentice
Healer 8 yrs 10 +1 M —
Skills: 6 pts: Herbalism, Field Dressing, Apothecary, Ugly Truth, Hurt-wise
Traits: 1 pt: Compassionate, Bedside Manner
Requires: Hermit, Albino, Sawbones, Hand, Woodsen, Farmer or Beekeeper
Trader 8 yrs 16 — Exile
Skills: 6 pts: Haggling, Appraisal, Accounting, Conspicuous, Village-wise
Traits: 1 pt: Opportunist
Requires: Trader may not be your second lifepath.
Deputy 4 yrs 6 +1 P Exile, Society
Skills: 6 pts: Conspicuous, Spear, Bow, Brawling, Shield Training †,
Trouble-wise
Traits: 1 pt: Alarmist
Requires: Deputy may not be your second lifepath.
Sheriff 8 yrs 8 +1M/P —
Skills: 6 pts: Command, Intimidation, Interrogation, Sword
Traits: 1 pt: —
Requires: Deputy, Bandit King, Bruiser or Mastermind
Mayor 10 yrs 20 — —
Skills: 7 pts: Oratory, Persuasion, Law, Etiquette, Haggling, Petitioner-wise
Traits: 1 pt: Practiced Smile
Requires: Sheriff, Healer, Baker, Meadmaker, Negotiator or Philosopher
Restrictions: Character must be 17 years or older to take this lifepath.
Brother/Sister 5 yrs 14 +1 M Exile, Society
Skills: 6 pts: Doctrine, Read, Write, Meditation, Shrine-wise, Prayer-wise
Traits: 2 pts: Ordained, Faithful
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Nests of Roden
Skills: 5 pts: Suasion, Preaching, Foreign Languages, Intimidation,
Below-wise, Brawling, Man‑wise
Traits: 2 pts: Zealot, Righteous
Requires: Brother/Sister
Father/Mother 7 yrs 15 +1 M —
Skills: 6 pts: Aecer-wise, Oratory, Illuminations, Calligraphy, Singing,
History, Research, Cartography, Poetry
Traits: 2 pts: Portly, Patient
Requires: Brother/Sister
Abbot/Abbess 10 yrs 30 +1 M —
Skills: 5 pts: Administration, Accounting, Conspicuous, Etiquette
Traits: 1 pt: Revered
Requires: Father/Mother
† This skill is a training skill. It costs 2 points to open and may not be advanced.
Below Setting
Lifepath Time Res Stat Lead
Born Below 6 yrs — — Society
Skills: 3 pts: General
Traits: Roden Common traits plus 2 pts: Tunnel Vision
Pinky 2 yrs 2 –1 M —
Skills: 3 pts: Soothing Platitudes, Below-wise
Traits: 2 pts: Confusing Rant, Distracted, Clumsy, Lucky
Scavenger 4 yrs 3 — Exile, Society
Skills: 5 pts: Inconspicuous, Scavenging, Survival, Appraisal, Junk-wise
Traits: 1 pt: Acquisitive
Scratcher 6 yrs 4 +1 P —
Skills: 4 pts: Ditch Digging, Tunnel-wise, Mending
Traits: 1 pt: Hacking Cough, Deep Sense
Snitch 4 yrs 3 — Exile, Society
Skills: 4 pts: Inconspicuous, Falsehood, Haggling, Secret-wise
Traits: 1 pt: Cowardly
The Gauntlet 1 yrs 4 +1 P Society
Skills: 5 pts: Brawling, Soothing Platitudes, Hazing-wise, Pecking Order-wise
Traits: 1 pt: Victim
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Apprentice 6 yrs 5 +1 P Exile, Society
Skills: 3 pts: Mending, Blacksmith, Bribe-wise
Traits: 1 pt: Gopher
Requires: The Gauntlet
Kidnapper 7 yrs 10 +1 M Exile, Society
Skills: 7 pts: Inconspicuous, Knots, Haggling, Cudgel, Intimidation, Child-wise
Traits: 1 pt: Ruthless
Requires: The Gauntlet
Fingers 6 yrs 5 +1 P Exile, Society
Skills: 4 pts: Sleight of Hand, Inconspicuous, Knives, Streetwise
Traits: 1 pt: Light Touch, Cocky
Requires: The Gauntlet
Sneak Thief 7 yrs 6 — —
Skills: 5 pts: Stealthy, Lock Pick, Knives, Roof-wise, Window-wise
Traits: 1 pt: Cool Headed, Soft Step
Requires: The Gauntlet
Bladesmith 8 yrs 20 +1M/P Society
Skills: 7 pts: Haggling, Instruction, Weaponsmith, Knife-wise, Sword-wise
Traits: 1 pt: Secretive
Requires: Apprentice
Burglar 8 yrs 10 +1 M/P —
Skills: 7 pts: Observation, Climbing, Throwing, Locksmith, Loot-wise
Traits: 1 pt: Quiet, Confident
Requires: Fingers, Sneak Thief, Shadow, Corsair or Bushwhacker
Bruiser 6 yrs 8 +1 P Exile, Society
Skills: 7 pts: Appropriate Weapons, Intimidation, Extortion,
Shield Training †
Traits: 1 pt: Mean, Dumb
Requires: The Gauntlet
Fence 7 yrs 20 +1 M —
Skills: 7 pts: Appraisal, Haggling, Falsehood, Antique-wise, Fake-wise
Traits: 1 pt: Poker Face
Requires: Scavenger, Snitch or Sneak-Thief
Sawbones 8 yrs 15 — Exile
Skills: 5 pts: Field Dressing, Apothecary, Poisons, Haggling
Traits: 1 pt: Practical, Impersonal
Requires: Poisoner, Albino, Healer or Pinky
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Lifepaths
Nests of Roden
Skills: 6 pts: Persuasion, Deal-wise, Haggling, Intimidation, Ugly Truth
Traits: 1 pt: Calm Demeanor, Good Listener
Requires: Kidnapper, Deputy, Corsair, Missionary, Fence or Perverter
The Brain 9 yrs 13 +1 M Society
Skills: 13 pts: Soothing Platitudes, Read, Write, Research,
Astrology, Strategy, Logistics, Falsehood, History, Obscure History,
World Domination-wise
Traits: 2 pts: Genius, Condescending, Frustrated
Requires: Hermit, Mayor or Scratcher
Restrictions: The Brain cannot take the Pinky lifepath.
Mastermind 10 yrs 30 +1 M, P —
Skills: 11 pts: Intimidation, Persuasion, Oratory, Falsehood, Command,
Below-wise, Sword, Clique-wise, Nest-wise, Traitor-wise
Traits: 3 pts: Ambitious, Ruthless
Requires: Negotiator, The Brain, Bandit King or Abbot/Abbess
The Pope 11 yrs 75 +1 M, P —
Skills: 9 pts: Extortion, Intimidation, Read, Write, Composition,
Church‑wise, Papal Bull-wise, Pope Joke-wise
Traits: 1 pt: Most Holy, Faithful
Requires: Father/Mother or Visionary
† This is a training skill. It costs two points to open and may not be advanced.
Exile Subsetting
Lifepath Time Res Stat Lead
Carnivore 4 yrs 5 +1 P Below, Society
Skills: 5 pts: Hunting, Tracking, Trapper, Bow, Forest-wise
Traits: 1 pt: Gnawing Hunger, Blood Thirsty
Requires: Born to the Fields
Scrub 3 yrs 3 –1 M, P Field, Society
Skills: 5 pts: Inconspicuous, Soothing Platitudes, Kick Me-wise,
Bully‑wise, Nest-wise, Below-wise, Village-wise, Cat-wise
Traits: 3 pts: Abused, Pack Rat
Requires: Born Below
Hermit 10 yrs 2 — Field, Society
Skills: 8 pts: Philosophy, Astrology, Rhetoric, Oratory, Foraging,
Books‑wise, Lost Secret-wise
Traits: 3 pts: Thoughtful, Pack Rat, Boring, Farts
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Bushwhacker 5 yrs 5 +1 P Field, Below, Society
Skills: 4 pts: Appropriate Weapons, Intimidation, Stealthy, Ambush-wise
Traits: 1 pt: Desperate
Corsair 7 yrs 15 +1M/P Field, Below, Society
Skills: 8 pts: Pilot, Rigging, Knots, Navigation, Mending, Ship-wise, Bay-wise
Traits: 1 pt: Ruthless, Sea Legs
Requires: Bushwhacker, Sheriff, Bandit King, Trader, Negotiator or Bruiser
Bandit King 7 yrs 15 +1 M/P Field, Below, Society
Skills: 6 pts: Intimidation, Command, Sword, Bandit-wise, Caravan-wise
Traits: 2 pts: Scheming, Daring
Requires: Bushwhacker, Sheriff or Bruiser
Albino 10 yrs 25 +1 M —
Skills: 7 pts: Astrology, Ugly Truth, Read, Write; either Sorcery or
Spirit Binding
Traits: 2 pts: Albino, Gifted, Misunderstood
† This skill is a training skill. It costs 2 points to open and may not be advanced.
Society Subsetting
Lifepath Time Res Stat Lead
Initiate 3 yrs 2 — Exile
Skills: 3 pts: Doctrine, Society-wise
Traits: 2 pts: Broken
Cultist 4 yrs 4 +1 M —
Skills: 5 pts: Rhetoric, Suasion, Cudgel, Conversion-wise
Traits: 1 pt: Zealot, Defensive
Requires: Initiate
Shadow 6 yrs 6 +1 P —
Skills: 6 pts: Stealthy, Observation, Inconspicuous, Climbing, Tail-wise
Traits: 1 pt: Cautious
Requires: Initiate
Arsonist 6 yrs 6 — —
Skills: 6 pts: Arson, Firebuilding, Inconspicuous, Firebombs, Arson-wise
Traits: 1 pt: Pyromaniac
Requires: Initiate
Murderer 6 yrs 7 +1 P —
Skills: 5 pts: Knives, Stealthy, Intimidation, Inconspicuous, Garrote
Traits: 1 pt: Murderous, Single-Minded
Requires: Initiate
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Lifepaths
Willard 5 yrs 5 — —
Nests of Roden
Skills: 4 pts: Animal Husbandry, Inconspicuous, Ratiquette
Traits: 2 pts: Rat Speak, Bitter, Weird
Requires: Initiate
Perverter 8 yrs 10 +1 M Field, Below, Exile
Skills: 6 pts: Disguise, Preaching, Inconspicuous, Falsehood, Dupe-wise
Traits: 1 pt: Scheming
Requires: The Brain, Cultist or Missionary
Poisoner 6 yrs 7 — —
Skills: 5 pts: Poisons, Inconspicuous, Apothecary, Toxin-wise
Traits: 1 pt: Nauseous
Requires: Initiate
Guardian 6 yrs 9 +1 P —
Skills: 8 pts: Appropriate Weapons, Brawling, Armor Training †,
Shield Training †, Intimidation
Traits: 2 pts: Merciless, Loyal
Requires: Murderer, Willard or Perverter
Preacher 8 yrs 15 +1 M —
Skills: 6 pts: Preaching, Conspicuous, Symbology, Obscure History
Traits: 2 pts: Obsessed, Righteous
Requires: Cultist, Missionary or Hermit
Visionary 10 yrs 30 +1 M Exile, Below
Skills: 11 pts: Oratory, Command, Astrology, Research, Interrogation,
Torture, Observation, Poetry, Cult-wise, Inner Workings-wise,
Undermining-wise
Traits: 4 pts: Megalomaniac, Imperious Demeanor, Visionary Faith, Dreamer
Requires: Albino, Preacher, Abbot/Abbess or Mastermind
† Indicates the skill is a training skill. It costs two points to open and may not be advanced.
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The Burning Wheel Codex
Roden in Brief
• Enlarged Incisors: Pow 1, Add 2, VA —, WS 2, Shortest.
• Coat of Fur: Call-on trait for Health and Forte in weather and wet.
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Nests of Roden
Common Traits
Aecer’s Likeness Dt
Roden claim they were created in the image of their god, Aecer. Covered
in short fur, they bear large ears and long tails. Their elongated feet are
thickly padded, making shoes unnecessary. Pronounced incisors curve
down from their extended snouts.
Roden have fast metabolisms that take a toll on them over time. Roden
live shorter lives than humans, reaching old age by 40. They have a
Stride of 8.
Communal Dt
Roden prefer the company of others and safety in numbers. They live in
close-knit villages made up of large extended families and refer to their
homes as “nests.” It is quite rare to find one alone, and usually such
loners are exiles. All Roden start with a 1D affiliation with their family
nest. Name the nest and its location.
Enlarged Incisors Dt
Roden incisors grow continually through life and need to be filed
regularly. These incisors are quite sharp and can be used to bite
opponents if the situation becomes desperate. Pow 1, Add 2, VA –,
WS 2, Shortest.
Tail Char
Roden tails range from 1/2 to 1 pace long. Field Born often have furry
tails, while those Below often have bald ones.
Large Ears Dt
Roden have large, sensitive ears that sit atop their heads. These give
them excellent hearing: +1D to Perception rolls involving hearing.
Factor this bonus into Reflexes.
Skittish Dt
Roden instinctively fear loud noises and surprises. Increase hesitation
by one for Steel tests caused by fear or surprise. Hesitation for more
than one action indicates the Roden must flee.
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The Burning Wheel Codex
Lifepath Traits
Abused Char Back-Breaking Labor
Burning Wheel page 314.
Acquisitive Char
Bedside Manner Char
Ambitious Char
Beespeaker
Alarmist Dt Burning Wheel page 315.
Deputies aren’t necessarily cowards,
but they know the best way to Bitter Char
deal with trouble is to bring in
reinforcements—fast! “Shout when Blood Thirsty C-O
surprised or hesitating” must be A Carnivore’s blood runs hot, and
added as an additional fourth he is quick to anger. He relies on
Instinct. confrontation to deal with most
problems. Call-on for Intimidation.
Albino Dt He must enter combat in aggressive
This Roden has white fur, pink stance.
eyes and is sensitive to sunlight.
The Albino suffers +2 Ob to all Broken
Inconspicuous tests and carries an Burning Wheel page 316.
infamous reputation among Roden.
Calloused Char
Combine this infamous reputation
with other appropriate similar Calm Demeanor
reputations. Burning Wheel page 317.
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Lifepaths
Nests of Roden
Burning Wheel page 322.
Clumsy
Burning Wheel page 319. Faithful
Burning Wheel page 325.
Cocky Char
Feared Dt
Compassionate Char For good reason or not, this
character is feared by all who know
Condescending Char him. +1D to Intimidation. Choose a
1D infamous reputation.
Confident Char
Fragrant Char
Confusing Rant Dt
Pinkies are a bit “off” in their Frustrated Char
thinking and tend to be socially
awkward. People who speak to Genius C-O
one often come away dazed by Your every idea is unique and
a bombardment of trivia, non brilliant—every plan sure-fire and
sequiturs and bad jokes. During a flawless. It is only a matter of time
Duel of Wits, this trait grants the before such brilliance is properly
character +3D to Incite. The only recognized and rewarded. Genius
hesitation option is to “Stand and is a call-on for one non-martial or
Blink.” All attempts to Intimidate athletic skill of the player’s choosing.
or Command a character with
Gnawing Hunger Char
Confusing Rant are at +2 Ob. Also,
Ranters are at a +2 Ob to all Oratory Good Listener C-O
and Rhetoric tests. The Negotiator seems to pay
attention to and understand what
Cool Headed
people say. This encourages others
Burning Wheel page 320.
to continue speaking and open up
Cowardly to him. This trait may be used as
Burning Wheel page 320. a call-on for Haggling, Persuasion
and Seduction.
Daring Char
Gopher Char
Deep Sense
Burning Wheel page 321. Hacking Cough Char
Dumb Char
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The Burning Wheel Codex
Loyal Ordained Dt
Burning Wheel page 334. This Roden is one of Aecer’s
Lucky Ordained. He is responsible for
Burning Wheel page 334. carrying out the rituals and rites.
Ordained characters are always
Mean Char treated with respect by the Field
Roden. 1D affiliation with the
Meek Char Roden faithful.
448
Lifepaths
Nests of Roden
see glowing green orbs staring back.
Ruthless Char Reduces penalties for dim light by
one step.
Scheming
Burning Wheel page 344. Vegetarian Char
Thick Skin
Burning Wheel page 350.
Thoughtful Char
Toiling C-O
Laborers are used to working
long hours doing the same
mindless, repetitive tasks. Call-
on for any skill when doing
mindless, repetitive tasks.
Tough
Burning Wheel page 351.
Tunnel Vision Dt
The Below is a dark place
and those who live there have
adapted. Your character can see
as normal in low-lit areas but
not in complete darkness. Those
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The Burning Wheel Codex
Special Traits
Clawed Dt 3 pts Night Eyed Dt 4 pts
The Clawed trait produces hard, With this trait, a Roden is able to see
elongated fingernails that can be even in complete darkness. However,
used as tools or weapons. Pow 1, daylight causes a +1 Ob to all tests.
Add 2, VA -, WS X, Shortest.
Pouched Cheeks Dt 2 pts
Club Tail Dt 2 pts These cheeks are wonderfully
This tail is thicker and stiffer than elastic and can be used to carry a
most. It can be a surprising weapon surprising amount of fruits, nuts
during a melee. Pow 2, Add 2, VA – and vegetables. Consider it feasible
WS 2, Long. May not be combined to place up to six apples in each
with Whip Tail. cheek. Knives and other sharp
objects are carried at the bearer’s
Coat of Darkness Dt 5 pts
own risk!
Some of those Below have adapted
almost supernaturally to the dark. Sharpened Incisors Dt 4 pts
When attempting to move unseen in This Roden’s teeth are extra sharp.
areas of darkness and shadow, this Pow 1, Add 2, VA 1, WS X, Shortest.
fur adds +2D to the roll. May not be
combined with Fur of the Fields. Visionary Faith Dt 5 pts
Visionaries draw their power from
Extra-Long Fur Char their followers, not divine favor. This
trait grants a B3 Faith attribute. The
Fur of the Fields Dt 5 pts attribute may not be increased with
Roden with this trait have a the Faith questions; instead, it is
wondrous coat of fur that allows increased by purchasing a Visionary
them to blend into any field or Cult. Any miracles performed with
woodland terrain. When attempting Visionary Faith only affect the
to Stealth in such areas, this fur believers and nothing else.
adds +2D to the roll. May not be
combined with Coat of Darkness. Whip Tail Dt 4 pts
These tails are typically one or two
Naked Char paces longer than most others and
Roden with this trait have no fur, tend to be slender. Pow 0, Add 1,
and their pink skin is laid bare, VA –, Longer, WS 3,. May not be
though whiskers still poke out from combined with Club Tail.
their muzzles. Sunburn is common
and clothing is required.
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Lifepaths
Roden Skills
Nests of Roden
Firebombs Perception/Agility
The Arsonist learns how to mix ingredients to create incendiary bombs. The
Mark result damage is listed with each type. If the explosion hits a character,
roll the die of fate to determine IMS (like a spell). This skill does not cover
the distribution of such bombs. That would come from Agility, Throwing,
Artillery or simply inconspicuous placement. When igniting such a device,
roll the die of fate. On a 1, the bomb malfunctions. Roll again immediately:
Odd, it detonates; even, it’s a dud.
Obstacles: Small, bottle-sized incendiaries (Mark B6), Ob 1. Incendiary bomb
(Mark B8), Ob 4. Fat Boy (Mark B10), Ob 6.
FoRKs: Alchemy, Herbalism, Munitions, Arson
Skill Type: Craftsman Tools: Yes.
Preaching Will
Preaching relies upon religious doctrine, real-life anecdotes and folk wisdom.
Obstacles: Most common Will among the audience members. Preaching can
also be used in the Duel of Wits for Incite and Dismiss actions.
FoRKs: Intimidation, Falsehood, Doctrine, Soothing Platitudes
Skill Type: Social Tools: No.
Garrote Agility
A garrote is a two- to three-foot length of cord strung between two small
wooden handles or leather loops. Roden use it to throttle victims to death. To
use this skill, the would-be-murderer must attack from stealth or surprise
(or against a victim already in a Lock). Test Garrote versus Power or Agility
(victim’s choice, but at double obstacle). If the attacker lands a 2D or greater
Lock, the victim loses 1D Forte every exchange thereafter. If Forte reaches
zero, the victim falls unconscious.
FoRKs: Brawling
Skill Type: Martial Tools: Yes.
Fields of Faith
The Great Gatherer, Aecer, is the benevolent deity of the Field Roden.
Through her grace and love, the fields are fertile, the children are strong
and lives are peaceful. Aecer is the Lady of the Harvest and the Seasons.
She maintains the proper cycles of day and night, planting and gathering,
and birth and death.
All Field Roden are brought up with a great respect for Aecer. Piety is
the greatest virtue, followed by humility and patience. Services are held
weekly, and it is very embarrassing to miss one.
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The Burning Wheel Codex
Guiding and governing the Field Roden according to Aecer’s will are the
ordained: Abbots and Abbesses, Fathers and Mothers, and Brothers and
Sisters. These are holy vessels blessed directly by the paw of Aecer. To be
so honored is a wondrous gift, but with it comes a heavy responsibility
for the welfare of all those among the Fields.
Finally, all of the ordained are taught to look forward to the return
of the Leavers to Aecer’s Nest. Such is their duty to their lost kin that
missionaries regularly depart for the human lands, hoping to find and
return with those from the Below.
Vows of Aecer
During character burning, any ordained Field Roden may choose one
of the following Sacred Vows for free if he has the Faithful trait. Only
the most zealous and devout should consider this option. A vow must be
written as one of the character’s Beliefs. One cannot take another vow
of Aecer if he has previously broken a vow. Broken vows result in an
immediate loss of any blessings, plus further punishment. See below for
the specifics of each Vow:
Harvest Vow
The Fields are an essential part of the Roden’s Faith. By taking this
Vow, Aecer shares with the ordained secrets of life and death. Her
blessing results in +1D to the following skills: Farming, Foraging,
Herbalism, and Field Dressing. Breaking the cycles of Aecer by either
452
Lifepaths
Nests of Roden
injured will break this Vow. Punishment includes loss of benefits as
well as loss of one point of Faith.
Vow of Poverty
Poverty instills humility, one of the pillars of Aecer. In exchange for
the Vow of Poverty, the ordained gains +1D to all Suasion and Oratory
tests. However, if the ordained shows signs of greed or avarice, he will
find himself shunned by Aecer. The Vow is broken, and he receives
both the Suspicious and Greedy character traits.
Missionary’s Vow
The role of the missionary is to return the Leavers to Aecer’s Nest.
Aecer supports those who take the Missionary’s Vow by blessing
them with an Aura of Holiness trait. In return, the missionary must
successfully convert at least two Leavers per season. Should he fail
to live up to his end, the missionary will lose this trait and instead be
granted the Untrustworthy and Guilty Conscience character traits. In
addition, reduce the Faith exponent by one.
Thus, when the Leavers found themselves forced into the Below, they
believed it to be the fault of Aecer. She betrayed and abandoned them
for reasons no one ever was able to explain. She sent them a prophet to
punish them for a sin they never understood.
Long years in the dark allowed much time for thought. Minds turned in
on themselves as those in the Below sought answers to twisted riddles.
Yet they only came up with twisted answers. Their faith warped along
with their culture.
Those Below no longer have faith. What remain are bitterness, conspiracy
and doubt, along with empty souls. They blame Aecer for their misery
and wretched condition. Contrary to the beliefs of the Society, those
Below blame her for committing them to a vision that they never had a
chance of completing.
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The Burning Wheel Codex
The Visionaries promise that when the Roden recover what was lost to
humans, Aecer will welcome them back into her nest and fill them with
her love once again.
Thus, the Society works toward the downfall of humankind. They toil
in secrecy, fueled by doctrine perpetually spouted by the Preachers. A
murdered merchant here, a torched village there—the Society pulls one
brick at a time away from the foundations of human civilization.
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Lifepaths
Nests of Roden
take another Vow of the Society if he has previously broken a vow.
Broken vows result in an immediate loss of any blessings, plus further
punishment. See below for the specifics of each vow:
A Change of Faith
During character burning, there is the possibility that a devotee of one
Faith converts to another Faith. This is certainly a possible outcome
among the Roden, especially considering the amount of zealous
Missionaries and twisted Perverters who travel abroad.
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The Burning Wheel Codex
Roden Resources
Resources Rp Cost Traveling Gear ...........................1
Arms ..........................................5 Shoes .........................................3
Roden Throwing Blades ............15 Tool Kit.......................................9
Wooden Shield ...........................2 Firebombs.................................20
Leather Armor .........................10 Robes of the Ordained ................1
Plated Leather Armor ..............15 Honeyed Oatcakes ......................5
Chain Armor ............................20 Dandewine .................................5
Workshop .................................20 Blood Blossom ............................5
Animal herd..............................10 Roden Property...... See Description
Clothes .......................................1 Visionary Cult ....... See Description
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Lifepaths
Wooden Shield— While armor might be very rare for Roden, they often
Nests of Roden
use shields to protect themselves in battle. These shields are made from
strong wood and offer 2D of protection as target shields.
Roden Property— A den for a single Roden, 2 rps; a nest for a small family
of Roden, 7 rps; a nest for a large group of Roden, 10 rps. Apiary for
the beekeepers, 10 rps. Fields for harvesters, 15 rps.
Visionary Cult— The devotees of the Visionary, they follow his guidance and
do his bidding. Most are clever and work inconspicuously among the
Field and Below, being very careful to avoid suspicion. Only a Visionary
may purchase a Cult. A Cult counts as an affiliation. Each die spent in
the affiliation also grants +1D to the Visionary Faith trait. If the cult is
lost, destroyed or abandoned, the Visionary loses access to these dice.
Firebombs— In order to purchase firebombs, the character’s last lifepath
must be in the Society. Players may purchase six bottle-sized bombs
or one medium-sized incendiary bomb. If a player’s last lifepath was
Arsonist, he may purchase the firebombs for 6 rps. See the Firebombs
skill description for more information.
Robes of the Ordained— These are the humble wool robes worn by Aecer’s
Ordained. Brothers and Sisters wear brown; Fathers and Mothers wear
green; and Abbots and Abbesses wear pumpkin.
Honeyed Oatcakes— These are a delight for any traveler! Sweet and
crunchy, filling and healthy, they don’t spoil and make for good meals
while on the road. They add +1D to any Forte or Health tests made
within 1 day of consumption.
Dandewine— Made from dandelions and infused with other secret liquids
and spices, dandewine is featured at every Field Roden social event.
Surprisingly, it’s nonalcoholic, but it has wondrous effects. Reduce
hesitation by one and also decrease by one all social skill tests obstacles
made against those drunk on the wine.
Blood Blossom— Known in the Fields and Below for its great healing
powers, blood blossoms have been the staple of Roden healers for ages.
Harvested only at the summer equinox, they are prepared immediately
and stay usable for up to a full year. These flowers will add +1D to any
Herbalism or Field Dressing tests.
Animal Herd— Although the Field Roden do not keep animals, their kin
Below have long known the taste of flesh. A herd may include goats,
pigs or chickens. This counts as property for the purposes of factoring
Resources.
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The Burning Wheel Codex
Roden in Play
Faith makes a good central theme for a Roden campaign. Their history is
based upon the tragedy of misplaced belief and a vow that could never be
fulfilled. Their various cultures straddle the fracture this deluded promise
created. The Field Roden desire to return the wayward and reunite the
race; the Society will never look back and won’t rest until their prophecy
of their savior comes true; those Below have lost all faith and mock those
who rely on any power aside from their own.
Incorporating Roden with other races to create a campaign can be great fun
as well. A Missionary can join Dwarves in an attempt to reclaim lost mines
and convert those Below. A Preacher can recruit humans to help topple an
enemy city. A Burglar can join a band of outlaws in an effort to expand
their territory. An Albino can quest with a worldly party throughout
the lands, looking for an answer to the Roden’s dilemma. These are
basic campaign goals, and there are surely many more you can imagine.
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Lifepaths
Nests of Roden
a Roden could participate in. To reclaim two-thirds of a population
scattered across the lands is an epic in the making. Which faction will
succeed—if success is even possible—is up to you.
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The Brood Mother
HULDRA, 60-year-old Troll Brood Mother
Born Wild, Manhunter, Brute, Brood Mother
STATS
Will B2 Perception B4 Agility B4
Speed B4 Power B7 Forte B6
ATTRIBUTES
Health B4 Steel B6 Mortal Wound B13 Hesitation 8
Reflexes B4 Resources B0 Circles B1 Stride 7
SKILLS
Man-wise B3, Intimidation B3, Brawling B4, Nursing B3, Ugly Truth B2
TRAITS
Massive Stature, Claws, Fangs, Night Blooded, Night Eyed, Tough, Troll Skin,
Voracious Carnivore, Brute, Misshapen, Witch Flesh, Hammer Hands
GEAR
Sack, Rags
RELATIONSHIP
Sineon, human father of my child (minor, romantic, forbidden)
PROPERTY
Cave hole
REPUTATIONS
Cruel She-Troll (1D infamous reputation)
BELIEFS
I will bear this child to term and deliver it to Sineon on his wedding night.
I will not suffer the presence of any trolls near my village.
When in the village, I am Solveig the Fair and no one can resist my charms.
INSTINCTS
Always approach strangers while wearing my Witch Flesh.
Take revenge on those who spurn me.
Keep my sack close at hand.
Troll Lifepaths
Wild Setting
Lifepath Time Res Stat Leads
Born Wild 5 yrs 2 — Pit
Skills: 2 pts: General
Traits: Troll Common traits plus 1 pt
Bogey 7 yrs 1 +1 P Cave
Skills: 3 pts: Brawling, Forest-wise, Stealthy
Traits: 2 pts
Bridgehaunt 10 yrs 2 +1 P —
Skills: 2 pts: Bridge-wise, Intimidation
Traits: 1 pt: Stubborn
Manhunter 7 yrs 2 +1 M/P Pit
Skills: 2 pts: Man-wise, Village-wise
Traits: 1 pt
Forlorn 13 yrs 1 +1 M —
Skills: 1 pt: General
Traits: 2 pts: Solitary, Addled, Slow
Brute 15 yrs 2 +2 P Pit
Skills: 2 pts: Intimidation, Brawling
Traits: 1 pt: Brute
Requires: Bridge Haunt, Mine Haunt, Manhunter, Dwarf Hunter,
Battering Ram or Mattock
Brood Mother 33 yrs 10 +1 M, P Cave, Pit
Skills: 3 pts: Nursing, Ugly Truth
Traits: 2 pts: Misshapen, Grotesque, Witch Flesh
Requires: Brute, Dread Stone or Bellower
Bull 45 yrs 5 +1 M, P Pit
Skills: 3 pts: Torture, Extortion
Traits: 2 pts: Boor
Requires: Brute or Ironshield
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Lifepaths
Mountains of Trolls
Cavedweller Setting
Lifepath Time Res Stat Leads
Born to Dark Caves 5 yrs 2 — Pit
Skills: 2 pts: General
Traits: Troll Common traits plus 2 pts
Dweller 4 yrs 1 +1 P Wild
Skills: 2 pts: Climbing, Rock-wise, Brawling
Traits: 2 pts
Mine Haunt 12 yrs 1 +1 M/P Pit, Wild
Skills: 2 pts: Mine-wise, Brawling
Traits: 1 pt
Dwarf Hunter 6 yrs 3 +1 M, P Pit
Skills: 3 pts: Dwarf-wise, Throwing
Traits: 1 pt: Stubborn
Dread Stone 30 yrs 4 +2 P —
Skills: 3 pts: Camouflage, Stealthy
Traits: 3 pts
Requires: Mine Haunt or Dwarf Hunter
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Pit Setting
Lifepaths Time Res Stat Leads
Born to the Pit 4 yrs 1 — Cave, Pit
Skills: 1 pt: General
Traits: Troll common traits plus Vile Language and 2 pts
Tortured 3 yrs — — —
Skills: 1 pt: (No skills: skill point must be spent on other lifepath skills)
Traits: 3 pts: Tasting the Lash, Numb
Ox 9 yrs 1 +1 P —
Skills: 2 pts: Ditch Digging, Hauling, Mining
Traits: 1 pt: Back-Breaking Labor, Tasting the Lash
Battering Ram 6 yrs 1 +1 P Wild
Skills: 2 pts: Brawling, Throwing
Traits: 1 pt: Hardened
Mattock 7 yrs 7 +1 P Wild
Skills: 3 pts: Hammer, Formation Fighting†
Traits: 1 pt: Brutal
Requires: Ox, Battering Ram, Dwarf Hunter, Manhunter or Brute
Ironshield 8 yrs 6 +1 M/P Wild
Skills: 3 pts: Shield Training†, Intimidation
Traits: 1 pt: Unflinching
Requires: Mattock or Brute
Bellower 16 yrs 4 +1 M, P —
Skills: 3 pts: T
orture, Lash (as weapon skill)
Traits: 1 pt: Where There’s a Whip, There’s a Way; Tough as Nails;
Bellowing
Requires: Bull or Ironshield
Warlord 56 yrs 10 +1 M, P —
Skills: 3 pts: C
ommand, Strategy: 1 pt: General
Traits: 2 pts: Insidious Cruelty, Wickedly Clever
Requires: Bellower
† This is a training skill. These skills cost 2 points to open and may not be advanced.
464
Lifepaths
Mountains of Trolls
Starting Age Mental Pool Physical Pool
1-5 years 3 pts 11 pts
6-12 years 4 pts 14 pts
13-19 years 4 pts 17 pts
20-27 years 4 pts 19 pts
28-57 years 4 pts 20 pts
58-80 years 4 pts 19 pts
81-124 years 4 pts 18 pts
125-213 years 5 pts 17 pts
214-390 years 5 pts 16 pts
391-712 years 6 pts 15 pts
Troll Round Up
• Massive Stature: Stat maximum exponents: Will 6, Per 6, Agi 5, Spd 5,
Pow 9, For 9. Minimum Power and Forte of 4
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Mountains of Trolls
Born of stone and sorcery in the dark ages at the dawn of time,
these fell creatures now roam the earth destroying and devouring
anything that crosses them. They are simple of mind, have no craft
save murder, warfare and scheming, and are impossibly tough.
Troll Life
In this age, Trolls are generally found in one of three places: in the
lost and far-flung wilds hunting the unfortunate, in the caves and
mines sunk deep into the earth or in terrible armies allied with
all that is corrupt and wicked—set upon the destruction of all
civilization.
Trolls in the wild will occasionally form gangs. These serve the
dual purpose of efficiently ravaging outlying countryside while
intimidating other Trolls into joining the pack. Inevitably, these
gangs are loose confederations of a handful of lazy and difficult
to motivate individuals, so they dissolve as quickly as they form.
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Lifepaths
Mountains of Trolls
Common Traits
Black Nails Dt
Trolls typically have massive, craggy claws used for digging and tearing.
They don’t often use their claws as a weapon, favoring the use of their stony
fists to subdue prey. However if a Troll has another character in a Lock and
chooses to do damage (rather than increase the Lock), add +1 Power to the
damage of the attack due to the claws gouging into the victim.
Fangs Dt
A Troll’s mouth is a mass of misshapen teeth and fangs. He may bite. Pow 1,
Add 2, VA –, WS: 2, Shortest.
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Night Blooded Dt
Nocturnal by nature, Trolls typically shun the sunlight, for it will undo the
sorcery which gave their night-stalking ancestors life. Exposure to the sun
causes the Troll’s stony roots to consume him and crush him from within.
Night Eyed Dt
Born of the stuff of night, Trolls can see perfectly well in the darkness and
suffer no penalties for nighttime conditions. However, rain and haze do
affect them like other characters, and bright light imposes a +1 Ob penalty.
Massive Stature Dt
Trolls are the definition of Massive Stature: barrel-chested, hulking beasts
with long thick limbs and shoulders like towering cliffs. The largest of their
number grow twice as tall as humans, but even the smallest adults are rarely
less than seven feet in height.
Increase all weapon lengths by one for the Troll.
These great lumbering beasts must have minimum Power and Forte
of 4. The maximum exponents for Power and Forte are 9. The maximum
exponents for Agility and Speed are 5. Stride is 7.
Stone’s Age Dt
Trolls were born of stone and sorcery and to these roots they remain closely
tied. Though not immortal, these creatures age very slowly and are capable
of living for long centuries—if they can survive their own violent tendencies.
However, the weight of granite in their blood has detrimental effects.
Their view of the world is dim and ponderous and their ability to intuit or
empathize is minimal. A Troll may not have a Perception or Will exponent
higher than 6.
Tough Dt
Trolls are the embodiment of tough. Round up when factoring Mortal
Wound.
Troll Skin Dt
Troll Skin is resilient and leathery. It provides 1D of armor to the limbs and
head, 2D to the chest.
As he gets older, a Troll’s flesh often hardens into a stony mass. Thus, the
Troll Skin trait maybe upgraded to Scaly Skin or Stone Skin for just a few
trait points. See the Troll Special Traits list. This skin cannot “fail” and
become damaged like armor: 1s are discounted in this case. VA works as
normal against this armor.
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Lifepaths
Lifepath Traits
Mountains of Trolls
Addled Char to the walls of the citadels of their
enemies and even use their own
Bellowing C-O
bodies to batter down walls. Use this
The sound of this Troll’s voice is
trait as a call-on for Power when
unimaginably loud. Use as a call-on
trying to break, smash or knock over
for Intimidation and Command.
something.
Boor Char
Insidious Cruelty Char
Bull Trolls have forceful
personalities, perhaps verging on the
Mind Numbing Work Char
barest of leadership qualities, but
mitigated by ill moods, bad jokes
Misshapen Char
and a predilection for overbearing
violence. Numb
Burning Wheel page 337.
Brutal Char
Slow
Brute Dt Burning Wheel page 347.
This Troll is so tough (or alternately,
stupid) that he doesn’t know Solitary Char
when to give up. When taking die
penalties from wounds, mental stats Stubborn
do not count for the purposes of Burning Wheel page 348.
incapacitation.
Tasting the Lash
Grotesque C-O Burning Wheel page 349-350.
Call-on for Intimidation and
Tough as Nails
Conspicuous when displaying your
Burning Wheel page 351.
deformity.
Unflinching Dt
Hardened
Ironshields are the bodyguards and
Burning Wheel page 329.
retinues of the Troll legions. They
Hauling C-O are trained to stand guard and lay
Ox Trolls are the beasts of burden down their lives for their Warlord
in the Troll legions. They haul master. This trait reduces hesitation
impossible loads for interminable by 4 for fear and pain.
journeys. Use this trait as a call-on
Vile Language
for Power when pushing, pulling or
Burning Wheel page 237.
hauling loads.
Wickedly Clever C-O
Heaving C-O
Warlords quickly grow to
The lowest rung for Troll soldiers
understand that the world sees
in their great legions is that of the
Trolls as mindless brutes, good
Battering Ram. These massive
only for absorbing and dealing
brutes haul forth great war engines
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devastation. Outsiders forget that her character traits are replaced
Trolls can evince intelligence. Troll with Beautiful, Wholesome, Apple-
Warlords use this prejudice to their Cheeked, etc. Any other traits
advantage—playing the part of the requiring physical expression (like
dumb automaton while scheming Horns or Claws) are temporarily
and plotting behind their thick lost to the human form. No test
masks. Call-on for Strategy and is required to transform, but the
Tactics when unveiling a surprising change requires a full scene, during
stratagem or ploy. which the magic slowly takes effect.
Once the Brood Mother reveals
Witch Flesh Dt
her true nature to her victim (or
The Brood Mother knows a bit
is perhaps accidentally spotted
of magic, rumored to have been
transforming), the victim will never
handed down from an old giantess
see her the same way again—and
in ages past. This magic, called
can never be fooled by the Witch
Witch Flesh, grants the ability to
Flesh of this Brood Mother again.
transform into a handsome young
man or woman. The disguise is Where There’s a Whip…
impenetrable. The brood mother Burning Wheel page 354.
retains her stats and attributes, but
Special Traits
Trolls have a host of special traits exclusively available to them. They
may also choose from the General Trait list, but they may not take: Aura
of Innocence, Cadaverous, Chronologue, Diminutive Stature, Faithful,
Family Heirloom, Fleet of Foot, Gifted, Joan of Arc, Quick-Witted, Sight
of the Bat or Street Smart.
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Lifepaths
Mountains of Trolls
In place of his clawed feet, this Troll This Troll eats anything—soil,
possesses a pair of bony hooves that stone, wood, metal and flesh. He is
give him a kicking weapon (Pow 1, indiscriminate in his choices and
VA 1, WS 1). The Troll also walks in fact cannot help himself from
with a distinctive gait and makes sampling his surroundings. Add +1
quite a racket when treading on VA to bite attacks.
hard surfaces. Any Speed or Stealthy
tests made while on stone, ice or Earth Blood Dt 3 pts
really hard, smooth wood are at a No matter how badly wounded, this
+1 Ob. (May not be combined with Troll will always heal. Cuts will
Webbed Fingers and Toes.) close, bones will knit and even lost
limbs will regrow. This Troll can
Crystalline Spines Dt 3 pts never fail a Health test for Recovery
A growth of crystalline spines (though he can roll poorly, in which
sprouts from the back and shoulders case maximum healing time is
of this Troll. The spines are sharp required for the wound to close).
to the touch and break off and The only way to destroy this beast is
lodge themselves in the flesh of the to put him to the fire.
unwary, causing great discomfort.
Any creature that grapples or Enemy of the Sun Dt 4 pts
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Lifepaths
Mountains of Trolls
mental giant among his peers and is Two small, bat-like wings protrude
appropriately hated and feared. from the Troll’s shoulders. Flap,
flap.
Tusks Dt 2 pts
This Troll’s lower canine teeth Webbed Fingers and Toes Dt 1 pt
protrude into formidable tusks. Stride 5 when swimming.
The beast may use these sharpened
weapons to gore the unwary. Add +1
Power to the Troll’s bite attack when
it is at hands fighting distance. This
trait may be combined with Fangs or
Toothy Maw.
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Choosing Skills
In general, Trolls create nothing except misery and woe. This is reflected
in their lifepath lists. However, they are sentient creatures and not
inexorably bound to this fate. They may, if given the opportunity, break
away from this. Therefore, General skill points may be used to purchase
any skills from the skill list except: Enchanting, Sorcery or Summoning.
Troll Skills
Bridge-wise
Camouflage Perception/Agility
Using this skill, a Troll may take on the appearance of his surroundings and
remain hidden. The Dread Stone love to build up false stone walls around
themselves and then wait for an unsuspecting passerby to wander into reach.
Using this skill effectively requires that the Troll remain motionless while
camouflaged. Test this skill as a Stealthy skill.
Obstacles: Camouflage is used in versus tests against Observation.
FoRKs: Stealthy
Skill Type: Forester Tools: No.
Extortion Will/Perception
Bull Trolls sometimes learn that it is more fruitful to let their victims live to
extort food and shiny bits from them over the years. This way they can get
more than a single meal out of them!
Obstacles: Obstacles are equal to the Will of the victim.
FoRKs: Intimidation, Interrogation, Haggling
Skill Type: Social Tools: No.
Lash Agility
Bellowers bear a massive lash with which they drive on their lessers. So
terrible and huge is this whip that it may be used as a weapon.
Obstacles: As a melee weapon. See the Resources section for stats.
Skill Type: Martial Tools: Lash.
Mine-wise
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Lifepaths
Mountains of Trolls
Troll Resources
Troll Gear Rp Cost
Rags . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Troll Shoes . . . . . . . . . . . . . . . . . . . . . . 1
Sack . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Chest or Footlocker . . . . . . . . . . . . . . . 3
Trophies . . . . . . . . . . . . . . . . . . . . . . . . 3
Shiny Trophies . . . . . . . . . . . . . . . . . . . 7
Pile of Rocks . . . . . . . . . . . . . . . . . . . . . 2
Troll Lash . . . . . . . . . . . . . . . . . . . . . . . 5
Mattock . . . . . . . . . . . . . . . . . . . . . . . 10
Black Iron Shield . . . . . . . . . . . . . . . . . 5
Cave Hole . . . . . . . . . . . . . . . . . . . . . . . 5
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Troll Resources
Troll characters may purchase a small range of sundry goods. There’s
really not much.
Trophies— Trolls love to keep skulls or other keepsakes from their favorite
meals. These are then draped across the shoulders or strung from the
wrists to let other Trolls know how well he has eaten.
Shiny Trophies— Somewhere along the way, one of the Troll’s meals came
with some very lovely shiny bits. These are usually worn prominently
about the neck or waist.
Troll Lash— This dreaded weapon is used by Bellowers to keep their
subordinates in line. Not only does it allow the Troll to use its Where
There’s a Whip, There’s a Way trait, but the Troll whip is powerful
enough to be used as an actual weapon.
L ash: Base Power = Lash skill exponent. Weapon is Pow 2, VA –,
Add 2, WS 1, Longest. The lash can only be used by creatures of
Massive Stature.
Troll Relationships
Trolls use the standard rules for relationships, reputations and affiliations.
I recommend Trolls only have three possible affiliations: the black legion,
the troll legions or a bull gang. The first two are military affiliations, and
the last is an outcast group.
Trolls In Play
Trolls are, on the surface, straightforward to play: The characters are
tough, strong and usually slow. A four-lifepath Troll typically nets enough
physical stat points to suck up quite a lot of punishment. But the great
thing about Burning Wheel Trolls is that they are not confined to this
476
Lifepaths
stereotype. In character burning, the options are limited but once in play,
Mountains of Trolls
there is no place for a Troll to go but up. The hardest challenge falls in
the realm of social and academic skills—but with enough patience, Trolls
can learn anything.
Trolls are not indestructible. They are tough, but I’ve seen determined
or even just well-equipped three- and four-lifepath characters bring
them to their knees. Without the Brute trait, Trolls are vulnerable to
incapacitation. Mental stats of 2 make getting knocked out a real danger.
So, if you must be the indestructible kill machine, either take the Brute
trait or choose lifepaths that give mental and physical points.
477
Dominant Mother
MAYSÁ MATÁ, 4.5-year-old Wild Pack Dominant
Born to the Pack, Yearling, Lone Wolf, Last Wolf, Dominant
STATS
Will B4 Perception B6 (B8)* Agility B5
Speed B5 Power B4 Forte B5
ATTRIBUTES
Health B5 Steel B6 Mortal Wound B10 Hesitation 6
Reflexes B6 Resources B0 Circles B2 Stride 11
SKILLS
Howling B4, Pack Etiquette B3, Territory-wise B3, Begging B2, Intimidation B3,
Stealthy B4, Pack Hunting B3 (B5)*, Scent Tracking B3 (B5)*, Foraging B3, Brawling
B3, Pack-wise B3, Scavenging B3, Command B2, Nursing B3, Nature of All Things B2
TRAITS
Crushing Jaws, Deep Fur, Great Lupine Form, Lupine Intellect, Wolf Eyes, Wolf Snout,
Woodland Ear, Wanderlust, Submissive, Dominant, Blind Eye, Spirit Marked, Raven-
Friend
TERRITORY
Marginal hunting grounds
RELATIONSHIPS
Ukén (pup, 3 pts, minor, immediate family), Nasam-it (pup, 3 pts, minor, immediate
family), Alingaas (dominant Spirit-Hunter of the Dagá Pack, free due to Submissive trait)
AFFILIATIONS
1D (Balát Pack, free, Dominant trait), 1D (Dagá Pack, Spirit Hunters, free, Spirit Marked
trait), 1D (Uwak Conspiracy, ravens, free, Raven-Friend trait)
REPUTATION
1D, Dominant of the Balát Pack
BELIEFS
Ukén and Nasam-it mean everything to me; I will raise them well and strong. The two-
legs encroach upon our hunting grounds; Balát must show its dominance or we will be
forced into the wastes. Alingaas frightens me, but she knows many secrets; I will convince
her to share her wisdom with me.
INSTINCTS
Always know where my pups are. Always defend Balát’s territory. Always move stealthily
when there are two-legs about.
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Dark Friend 3 yrs 3 +1 M Outcast
Skills: 5 pts: Stealthy, Scent Tracking, Brawling, Rituals-wise, Poisons-wise;
1 pt General
Traits: 1 pt: Obedient, Loyal, Fearless
Requires: Caged and Beaten
† This is a training skill. It costs 2 points to open and may not be advanced.
Captive Subsetting
Lifepath Time Res Stat Leads
Captive / yr
1
2
1 — Legion, Outcast
Skills: 3 pts: Begging, Cage-wise, Man-wise
Traits: 3 pts: Broken, Submissive
482
Lifepaths
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The Burning Wheel Codex
• Deep Fur: No penalties for cold or Health tests for cold. +1 Ob for hot
•W
oodland Ear: +1D to Perception tests (counts toward Reflexes), +1D to
Pack Hunting and Scent Tracking, counts as Observation and allows
the wolf to determine a type of animal by its call
484
Way of the Great Wolf
Wolf Life
In the deep wilderness, far beyond where the lesser wolf packs roam,
hunt the Great Wolves. These massive creatures are the descendants
of the first wolf, the most Ancient Great Grandfather.
Wolf Packs
Just like lesser wolves, Great Wolves have a complex social structure
built around the family. A wolf pack consists of a family lead by a
Dominant male and female pair, with their offspring from the past
few years. Rarely do they allow outsiders into the pack.
Great Wolf packs are smaller than lesser wolf packs, containing
perhaps three to six wolves. The Dominant wolves are generally the
strongest and largest in the pack, but this is not always the case.
Smaller, wiser wolves have been known to lead very successfully.
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The Burning Wheel Codex
Below the Dominants, the pack consists of second-tier wolves who help
hunt and raise the pups. Larger packs will also have a “last wolf,” an
unfortunate beast who is singled out as the scapegoat for the pack’s
frustration and anger. Also, any “foreign” wolf entering a pack must
prove himself as a last wolf before even having the opportunity to aid in
other roles in the pack.
Pups
Since life is so precarious in the deep wilds, raising pups is one of
the paramount activities in the pack’s life—second only to hunting.
Dominants mate in the late winter, and the pups are born in the early
spring. Usually, the litter of Great Wolves is very small—only one or two
pups. Once born, the whole pack then participates in rearing the pups,
not just the parents. All contribute to bringing food, minding and playing
with the young wolves. Occasionally, a member of the pack will step
forward as an aunt or uncle, taking special interest in a pup’s upbringing
and doing what he or she can to help the mother so that she may better
recover from the arduous birth process.
Wolf Leads
Wolves do not add to their age when taking leads from one setting to
another.
486
Lifepaths
Common Traits
Deep Fur Dt
Heavy and thick fur protects Great Wolves against the cold of their harsh
environment. They can tolerate extremely cold temperatures, whereas
extended times of hot weather tend to agitate them. This trait allows the wolf
to ignore penalties and tests relating to cold weather. However, extended
time in hot weather causes +1 Ob to all tests.
The color of a wolf’s pelt can range from pure white to black, from mottled
gray to brown, from sandy to even reddish and ochre.
Lupine Intellect Dt
Without a doubt, Great Wolves are intelligent creatures. They possess a
personality and intellect equivalent to that of humans and Orcs. Never
assume that just because they don’t live in cities, write with pens or eat with
knives, wolves are dumb brutes.
Even so, Great Wolves are not tool-using creatures. Though they understand
a great many matters, they generally don’t use (or even need) tools to
accomplish the tasks in their daily lives. Any wolf attempting to use tools
like hammers, swords or scissors suffers quadruple obstacle penalties.
Wolf Eyes Dt
Wolves possess the advantage of being able to see well in low light. Wolves
reduce obstacle penalties for dim light, darkness and haze by one step.
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Wolf Snout Dt
Wolves benefit from an exceptional sense of smell. Wolf Snout grants +1D to
Perception for assesses, and +1D to Scent Tracking and Pack Hunting skill
tests. This bonus is also added to Perception for determining Reflexes. This
trait counts as Observation when combined with Woodland Ear.
Woodland Ear Dt
Wolves have extraordinary hearing. The Woodland Ear allows wolves to
distinguish between different animal calls and add +1D to Perception tests
for assesses, Scent Tracking and Pack Hunting. This bonus is also added to
Perception for determining Reflexes. This trait counts as Observation when
combined with Wolf Snout.
Lifepath Traits
Submissive Dominants
The lifepaths can produce a Great Wolf with both the Dominant and
Submissive traits. This indicates that you are (or were) dominant in your
pack, but you’re now submissive to another wolf, or vice versa.
It’s also possible to earn the Submissive or Dominant trait twice. Take
each trait once; the points earned on subsequent paths can be spent on
additional lifepath traits or special traits.
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Lifepaths
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Lifepaths
the Deeping Wood among the packs. Dominant, rolling over and exposing
They may also choose from the following special wolf-only traits. When
choosing a trait for the wolf’s fur, remember that only one trait may be
used to describe this feature. For example, Frost Coat and Changeling
Coat cannot be taken together.
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Choosing Skills
Wolves abide by the standard rules for choosing skills. They can only
acquire skills found on their lifepaths unless they use General points.
General points may be spent on skills in this chapter and the following:
Almanac, Ancient Languages, Animal Husbandry, Aura Reading,
Brawling, Climbing, Command, Conspicuous, Doctrine, Etiquette,
Extortion, Falsehood, Folklore, Foraging, Hauling, Inconspicuous,
Intimidation, Interrogation, Orienteering, Philosophy, Ratiquette,
Scavenging, Seduction, Soothing Platitudes, Stealthy, Survival,
Symbology, Waiting Tables and Ugly Truth. They may also spend General
point on wises specific to your game, especially ones not listed in these
rules.
Wolves may not purchase craftsman skills, sorcerous skills, weapon skills
or anything that requires a thumb to use.
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Lifepaths
Wolf Skills
Begging Will
Begging is the Wolf’s version of the Persuasion skill. This skill may be used
as Persuasion in a Duel of Wits between Great Wolves or their friends. When
a submissive wolf wants something, whether it be food or permission, he
must beg the dominant for it. Begging is not humiliating to a wolf; it is part
of their nature. Sometimes the female dominant will even need to beg when
she is nursing her pups—she begs the pack to bring them food.
Obstacles: Begging food for pups, Ob 1. Other obstacles are based on the Will
of the target wolf.
FoRKs: Pack Etiquette
Skill Type: Social Tools: No.
Cage-wise
Combat Mount Will/Power
Carrying a rider on a journey and bearing him into combat are two very
different skills. A wolf must be trained to modify his fighting style in order to
coordinate with his rider and not roll him or throw him.
Skill Type: Martial Training Tools: No.
Dog-wise
Elf-wise
Escape Artist Perception/Agility
Wolves can learn nearly anything. When trapped or caged, they quickly
learn the mechanics of their captivity and devise a method of escape.
Obstacles: Collars, Ob 1. Leashes, Ob 2. Traps, Ob 3. Cages, Ob 4 and up.
FoRKs: Cage-wise, Trap-wise
Skill Type: Special Tools: No.
Forest-wise
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Hoof-wise Perception
Wolves learn the habits and nature of their prey.
Obstacles: Identifying species (horse, deer or elk), Ob 1. Judging the health of
intended prey, Ob 2. Age and gender of prey, Ob 3. Predicting herd location,
Ob 4.
Skill Type: Wise Tools: No.
Howling Will
Wolves love to howl, and they do so for many reasons. It is the combination
of the Singing, Oratory and Conspicuous skills.
Obstacles: Sing discordantly, Ob 1. Sing for joy, Ob 2. Howl for warning, Ob
3. Howl for the lost, Ob 4.
Skill Type: Social Tools: No.
Legion-wise
Man-wise
Nature of All Things Perception/Will
This wolf knows the history of the trees, the streams, the rocks and brush.
He knows why the snow falls and why the sun rises. He understands that
the sharp tooth of the wolf lengthens the stride of the hoofed ones. He
comprehends, vaguely, the interconnectedness of all things. This skill can be
used as a FoRK for nearly any other skill (except martial skills), in a similar
fashion to the Astrology skill.
Obstacles: Naming a natural feature, Ob 1. Naming a living creature, Ob 2.
Giving cryptic advice, Ob 3. Discerning truth from lies, Ob 4. Interpreting
natural omens, Ob 5.
FoRKs: Appropriate wises. May FoRK into any other skill from Wolf skill list.
Skill Type: Academic Tools: No.
Nursing Perception/Will
This is the delicate process of weaning pups off the teat and slowly
introducing them to meat and forage. Also, this skill is used like Field
Dressing.
Obstacles: as Field Dressing. Or as the Will of the pup, if appropriate
FoRKs: Rearing
Skill Type: Special Tools: No.
Old World-wise
Orc-wise
Pack Hunting Perception/Speed
Wolves hunt for their prey in a different manner than those on two legs. Use
the obstacles below to determine how much prey a pack can bring down over
the course of a week. The dominant is always the primary for this test. Last
wolves, pups, elders and nursing dominants may not help in this test—only
Hunters, Aunts, Uncles and Yearlings.
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Pack-wise
Path-wise
Poisons-wise
Pup-wise
Rearing Perception/Will
This is the wolf’s instructional skill. Good Uncles and Aunts pass on the
knowledge of the hunt and the traditions of the pack to the young pups. Use
this skill as Instruction for teaching wolves younger than you.
FoRKs: Way of the First Hunter
Skill Type: Social Tools: No.
Rituals-wise
River-wise
Savage Attack Agility/Speed
Orcs train wolves to fight savagely and wildly. Wolves with Savage Attack
have access to all of the martial maneuvers, including Lock and Strike when
using their Crushing Jaws.
FoRKs: Brawling
Skill Type: Martial Tools: No.
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Obstacles: Tracking fresh scent on dry earth, Ob 1. Recognizing a known
creature by scent trail, Ob 2. Picking up day-old scent, Ob 3. Following
fresh scent from nearby prey on the wind, Ob 4. Tracking fresh scent in
new, light rain, Ob 5. Tracking quarry that has crossed through a stream,
Ob 6. Tracking after rain, Ob 7.
FoRKs: Scent-wise
Skill Type: Forester Tools: No.
Scent-wise
Spirit Hunter-wise
Village-wise
Tongue of the Ancient One Perception
It is said that the Great Ancient whispered his secrets to his last pup before
he passed on from this world. He taught his outcast and hated child how
to speak the true speech, how to make his words have power beyond
understanding.
This skill is the equivalent of Sorcery. Great Wolves with the Mark of the
Ancient trait may use this skill to cast spells.
Skill Type: Sorcerous Tools: No.
Wolf-wise
Spirit Hunters despise the Ghosts of the Deeping Wood. They name them
traitors and polluters. They believe the Fell Ancient’s art of summoning
can bring no good, for it torments spirits and drives them to acts of
madness. It is plainly against the nature of both the wolf and the world
at large to speak in so foul a language and disregard the natural law.
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Ghosts of the Deeping Wood, on the other hand, were taught the true
Ghosts, Dire Haunts and Fell Ancients consider the Spirit Hunters blind
in their devotion to a misunderstood ancestry. They rightly fear the wrath
of the Spirit Hunters and avoid them at all cost, but ultimately they hold
them in disdain.
Spirit Hunters
Lone wolves who wander certain paths—lonely winding paths through
impenetrable brambles and across cutting shale—might find themselves
one night confronted by a wolf of eerie, shining fur. This wolf will nod
and lock eyes once with the lone one, yet the visitor neither submits nor
dominates. After his assessment, the glittering wolf turns and runs full
bore, hurtling along the hidden paths of the forest. If the lone one gives
chase, and if he can keep pace—perhaps even catch him before the gray
dawn sweeps the night from the sky—then he is deemed chosen and
inducted into the Spirit Hunter pack.
Once chosen, he is brought before the great Spirit Hunters and taught
to sing the Song of Great Grandfather, which is the history of the wolf,
the world and the spirits. Once he has mastered the song, he becomes
a Spirit-Chaser and hunts for the spirit-pack. He and the other chasers
patrol the woods seeking out wayward spirits or those malignant wolves
who torment spirits. On the hunt, his fellow chasers teach the new wolf
Grandfather’s first bark—a bark so powerful that even spirits fear it.
If he can master this spirit bark, he is further embraced by the pack
and taught more complex howl-songs so that he might directly combat
spirits himself.
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Ancestral Taint
Spirit Hunters gain their power from the knowledge passed down from
Great Grandfather through the generations. The duty to serve Great
Grandfather is an honor and the power granted is mighty, but its end
is tragic: No wolf who accepts the power will have a natural death—he
shall either be killed by violence or he shall pass on into the spirit realms.
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Obstacle 1
Howling for Spirit Jaws (see Ancestral Jaw). Confronting a lesser
(Strength 1-5) nameless spirit.
Obstacle 2
Howling for Preternatural Jaws (see Ancestral Jaw). Confronting a
Dire Haunt or lesser named spirit. Receiving a superficial or light
wound from a nameless spirit.
Obstacle 3
Howling for Fox-Luck (see Ancestral Jaw). Howling for Silent Voice
(see Grandfather’s Song below). Confronting a greater nameless spirit
(Strength 6-10). Confronting a Fell Ancient. Receiving a superficial
or light wound from a lesser named spirit.
Obstacle 4
Howling for Jaws of Lightning (see Ancestral Jaw). Confronting a
greater named spirit. Receiving a midi, severe or traumatic wound
from a nameless spirit.
Obstacle 5
Howling for Avalanche (see Ancestral Jaw). Receiving a superficial or
light wound from a greater named spirit.
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Obstacle 6
Howling for Spirit Unseen (see Grandfather’s Song). Consuming the
corpse of a creature with the Ancestral Taint trait. Slaying a lesser
named spirit using Ancestral Jaw.
Obstacle 7
Slaying a greater named spirit with the Ancestral Jaw. Receiving
a midi, severe or traumatic wound from a greater named spirit.
Consuming a lesser named spirit.
Obstacle 8
Howling for Celestial Sight (see Grandfather’s Song).
Obstacle 9
Consuming the corpse of a greater demon or angel.
Obstacle 10
Howling for Spirit Nature (see Grandfather’s Song).
Remember, learning these skills and gaining these traits can add to the
Spirit Hunter’s Ancestral Taint. See above for the mechanics.
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while the wolf remains in its domain. If used against a named spirit, the
obstacle is equal to the victim’s Will. Success means the creature must pass
a Steel test.
If used against a creature of non-Spirit Nature, Primal Bark causes a Steel
test. Test the skill against an obstacle equal to the victim’s Will. Successes
over the obstacle increase hesitation by one each. Any animal forced to
hesitate from this bark will break and “Run Screaming.” Characters may
choose their own fate as per the standard Steel test results.
The Primal Bark is impossibly loud and penetrating. It can be heard over
a great distance—for dozens of miles on a quiet night. The sound of it will
summon forth any Spirit Hunters in the vicinity, who will come to the aid of
their brethren.
Duration: Instantaneous
Actions: 2
The Great Ancient took his most wayward son and gave to him these most
precious gifts, which have been passed down from last wolf to last wolf
since the dawn of time. It isn’t merely a privilege to speak this magic, it
is a wolf’s right.
Once he has given himself over to the truth of the world, a shadeling
voice comes to him and brings light to his gloaming eyes. Some say it is
the Great Ancient himself who comes and teaches his pups. Others say
it is the forest and ravens commanded thusly by the Ancient. Still others
believe in the power of the unseen Dire Haunt choosing his pupil and
imparting him with fevered knowledge.
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Dire Haunts
A Dire Haunt learns the skill known as the Tongue of the Ancient One.
This is the equivalent of Sorcery and is governed by the same rules.
Wolves who start with the Tongue of the Ancient One skill may choose
from the following spells: Ancient Grip (10 rps), Blue-Blooded Heart
(8 rps), Chameleon (16 rps), Dark of Night (12 rps), The Fear (6 rps),
Grey Cloak (8 rps), High Speech (as Low Speech, replace “Dogs” with
humans, Orcs and Elves; 8 rps), Howl Caster (as Voice Caster, 8 rps),
Trackless Path (12 rps), Water Walker (10 rps) and Witch Flight (6 rps).
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Fell Ancients
Fell Ancients know the Great Ancient’s deepest secrets. They speak
directly to the land and sky, and command it to their will. Fell Ancients
are taught the Ancient Ways. This is the equivalent of the Spirit Binding
skill in every respect.
Pack Affiliations
Wolves think in packs. Beyond any other division, this is the most
important. Wolves from very different backgrounds can come together
in one pack and they’ll treat each other as family. On the other hand,
wolves from different packs are subject to suspicion, mistrust or even
violence. The value of affiliations is slightly different than that of the
civilized world. Use the following as a guide:
You may only purchase an affiliation if you took a lifepath from that
setting during character burning. Purchased affiliations start at 1D, and
can only be increased before play through traits like Dominant. In play,
they are increased per the normal rules. Higher level affiliations indicate
your power within the pack, not necessarily the size or power of the pack.
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This is different than the standard affiliation rules, as wolf culture is not
Pack Mates
A wild pack consists of an Aunt or Uncle, one or two Dominants, a
Hunter, a Yearling or two if the pack is healthy and a Last Wolf if the
pack is large. But the most important members of the pack are the pups.
Pups
The most precious resource of any pack is the pup. Without pups, the
pack cannot survive. When the pups are born in the spring, the entire
pack devotes its energies to hunting for them and nursing them to
maturity. A Great Wolf pup does not reach full maturity until he is two
years old, but by the end of the first year, he is usually strong enough
to fend for himself.
A pup is two to eight months old and cannot travel far or hunt for
itself. You must take care of it until it reaches adulthood. If it does so,
it can become a new pack member, a possible mate or a deadly enemy.
Wolf Friends
Raven
Wolves may purchase a raven as a traveling companion. This is a
single raven who travels with the wolf.
Reputation
Certain wolves are known amongst the packs, ravens and herds as
prodigious hunters and masters of their realm. Some wolves are so well
known that their fame spills even from the lips of humans and Orcs.
Certain wolves are utterly infamous among their own kind—Ghosts and
Spirit Hunters are especially reviled.
Territory
Great wolves do not own territory in the way that humans, Elves, Orcs,
etc. view it. For wolf packs, they occupy territory and hunt on it. They
defend good hunting ground from interlopers, but they’ll also move on
if hunting goes bad or if a bigger, more powerful pack moves in.
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Marginal hunting grounds means that your pack hunts on the margins of
another culture. Perhaps the Orc Legions are encamped nearby or you’re
hunting through the farms and forests surrounding a human city. If you
respect the boundaries of the other culture, Pack Hunting is done at a +1
Ob penalty. If you do not and you hunt those who share your grounds,
take a +1D bonus to Pack Hunting. You do not decide during character
burning; you may decide on a case-by-case basis when hunting in play.
In addition, Foraging tests suffer the +1 Ob penalty but Scavenging gains
the +1D bonus. But be warned, hunting your neighbors is a way to make
enemies and earn reprisals.
The untouched Old World is a rare and precious hunting ground. In the
Old World, meat practically walks into your mouth. Once per season, the
pack need not hunt at all, as they make an easy kill or gorge on forage.
However, the Old World must remain in balance. As the result of a failed
test, the GM may introduce a creature of the Old World (a dragon, a
demon, a Fell Ancient, etc.) that occupies the pack’s territory and scares
away all prey until it is either driven off or negotiated with.
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Sketch the pack’s territory onto your world map. Where are its dens?
What does it hunt?
The territory rules work best in an all-Great Wolf game, or at least one
predominated by wolves. If you’re playing wolves from more than one
background, roll up the various territories and then choose the one that
best suits your situation, campaign and world.
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Not-So-Defensive Weapons
These weapons are built into wolf armor. Your wolf must wear the
appropriate armor to be fitted with the weapon. The cost of the armor
and weapon modification are listed with each entry below.
Spiked Collars
Spiked collars protect the wolf’s neck from being grabbed. Increase all
obstacles to Lock a wolf wearing a spiked collar by +1 Ob.
Spiked collars are an upgrade to stiff leather collars. They cost 3 rps.
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Spikes and studs also make great hand holds. Anyone attempting to
Leather greaves fitted with blades and claws cost 4 rps. Metal greaves
mounted with blades and claws costs 20 rps.
Wolf Tactics
Whether they are bringing down hoofed prey, subduing a wayward
pack member or killing a stray wolf of an opposing pack, fighting is
commonplace in any wolf’s life. Great Wolves have a particular way
they engage in combat.
They prefer to fight in packs but do not have to do so. If at all possible,
a wolf will attempt to gain on his opponent with stealth and attack from
surprise. If spotted, the wolf will lock eyes with his enemy and attempt
to intimidate him into running. If the quarry does break, the prowling
wolf will instantly leap to the pursuit, taking his opponent down with a
savage bite to the midriff or head, if possible.
If quarry does not break from intimidation, a pack of wolves will attempt
to encircle it and harry its flanks. If it doesn’t run, then they are usually at
a standoff. Great Wolves hunt massive prey—huge caribou and moose that
could easily smash them with their sharp hooves and deadly horns. It is
imperative that the wolves catch them on the run, when they are vulnerable.
When fighting against long weapons, a wolf must close quickly and knock
its quarry down, preventing use of the blade and shaft. When confronting
the bow (or worse, crossbow, gun or spell), a wolf must use cunning and
stealth to bring down its opponent. Without armor or range, a wolf is
quite vulnerable to the concerted efforts of those loosing shaft and spell.
Before risking all on a rush, consider other options. Is this the day for this
fight? Can it be conducted at a better time and place of your choosing?
Perhaps patience will win the day when strength and speed cannot.
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Wolves in Play
When envisioning these wolves, think The Jungle Book, Animal Farm
and Princess Mononoke.
The easiest use of a Great Wolf in play is as a mount for an Orc. One
player can undertake the role of both characters, or one can play the
Orc and the other can play the wolf. It’s important to remember that
these wolves are not mundane animals. These mounts argue with their
masters, offer advice and even kill their riders should they grow enraged
or frustrated. So, compromise or a whip is recommended.
Dark Friends also make great additions to an Orc Servant of the Dark
Blood campaign. Also, adding a Great Wolf Shadow Chaser to an Orc
band can add depth to the group.
On the non-Orc side of the coin, wolves make full and rich characters.
They usually enter play with a goodly amount of skill and stat points,
though limited in experience. This strong base allows for fast expansion
and development.
Spirit Hunters and Ghosts are potent individuals but notably more limited
in scope than a Sorcerer or Sword Singer. With five lifepaths, these
characters are just beginners—most skills, spells and songs will be learned
in play. Six or seven lifepaths gives them a solid foundation of skills, but
the stats do start to suffer at that point.
It should be noted, though, that the Fell Ancient’s ability to summon and
bind nameless spirits is not to be underestimated. A clever player can
make much of such power! Lastly the Spirit Hunter howl, Grandfather’s
Song, is possibly the most powerful character-affecting spell in the game.
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Monstrous Trait List
This chapter contains a collection of new traits from the lifepaths
in this book. This list does not contain traits in Burning Wheel
Gold (neither does it contain the references to those traits). If you
cannot find a trait, look in Burning Wheel Gold before writing me
an angry letter.
Char=Character Trait
Character traits are quirks or appearance-based traits. They are
self-explanatory—the name usually says it all. Therefore descriptions
are not included. All character traits cost one point.
C-O=Call-On
The C-O abbreviation is short for “call-on.” Call-ons allow for rerolls
or they can break ties. Call-ons cost two points and up.
Dt=Die Trait
Dt is short for die trait. Die traits modify stats, skills, attributes,
limitations, restrictions and even other traits. They can also grant
special abilities. They cost one point or more.
Common Traits
Dark Elves, Roden, Trolls and Great Wolves all come with a suite of
common traits. These traits are free and obligatory for characters
of the respective stock. Common traits may not be purchased. They
may be voted off in play.
Restrictions
In general, the traits in this list are available for purchase by any
character—Dwarf, Elf, Great Wolf, human, Orc, Roden or Troll. If
you want your human urchin to have two tentacles, pay the four
points and enjoy. Some lifepath traits are made available here for
general consumption, but note that these can’t be purchased by
characters of that stock. Those characters need to get them through
the appropriate lifepath. Common traits cannot be purchased.
Others traits are restricted to their source lifepath only. These traits
will list no price and state “X lifepath trait.”
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A
Acquisitive Char Amulet Bound Dt 8 pts
This creature’s spirit resides trapped
Aecer’s Likeness Dt in an amulet. If its body is destroyed
Roden claim they were created in the its spirit returns safely to the amulet.
image of their god, Aecer. Covered in
The amulet-bound can inhabit a new
short fur, they bear large ears and long
body if one is provided. Transferring
tails. Their elongated feet are thickly
the spirit requires a Minor Miracle
padded, making shoes unnecessary.
or a body separated from it’s soul
Pronounced incisors curve down from
through the Living Death ritual.
their extended snouts.
Obviously, this may require the
Restrictions: Roden common trait
assistance of your factotum.
Addled Char If the amulet is worn while
inhabited by the spirit, the spirit
Alarmist Dt 2 pts may communicate with the bearer.
Deputies aren’t necessarily cowards,
If the amulet is destroyed while
but they know the best way to
the spirit is inhabiting it, the
deal with trouble is to bring in
spirit is also destroyed—unless the
reinforcements—fast! “Shout when
amulet-bound possesses the Spirit
surprised or hesitating” must be
Nature trait. In that case, the spirit
added as an additional fourth Instinct.
is released from the amulet and
Albino Dt 3 pts becomes a spooky ghost.
This Roden has white fur, pink
Ancestral Taint Dt
eyes and is sensitive to sunlight.
Spirit Hunters are said to be
The Albino suffers +2 Ob to all
the chosen ones of the Great
Inconspicuous tests and carries an
Grandfather—selected to take up his
infamous reputation among Roden.
eternal struggle against the spirits,
Combine this infamous reputation
speech-twisters and demons that
with other appropriate similar ones.
seek to overcome wolf-kind. Once a
Restrictions: Roden only
wolf begins to sing the howls of the
Always in the Way Char Spirit Hunters, he grows closer to the
Great Grandfather; in fact he begins
Amoeboid Dt 5 pts to take on a bit of the ancient wolf’s
Your body has been transformed essence. The more the Spirit Howler
into a roiling mass of translucent sings the ancient songs, the more
cytoplasm. You no longer have limbs the Taint grows within him. See the
or a mouth. Instead you propel Ancestral Taint rules in the Spirit
yourself and feed with pseudopods Hunter section for more on this.
projected from your body. To feed, Restrictions: Great Wolfs only
you surround something with your
Ancient Terror Dt 6 pts
pseudopods and then liquefy it with
Ancient fear rolls off this wolf in
fluid-filled vesicles in the walls of
waves. Add +2D to Intimidation tests.
your membrane. Your stride is 1.
Assistant Pig-Keeper Char
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another character from learning Bull-Legged Dt 4 pts
the secrets of Spirit Binding, In place of his clawed feet, this Troll
Summoning or Circination. possesses a pair of bony hooves that
give him a kicking weapon (Pow 1,
Brute Dt 4 pts
VA 1, WS 1). The Troll also walks
This troll is so tough (or alternately,
with a distinctive gait and makes
stupid) that he doesn’t know
quite a racket when treading on
when to give up. When taking die
hard surfaces. Any Speed or Stealthy
penalties from wounds, mental stats
tests made while on stone, ice or
do not count for the purposes of
really hard, smooth wood are at a
incapacitation.
+1 Ob. (May not be combined with
Restrictions: Trolls only
Webbed Fingers and Toes.)
Bully Char
C
Cautious Char Changeling Coat Dt 3 pts
This wolf was born to be a trickster.
Celestial Sight Dt 8 pts His coat shifts patterns and colors
Those with Celestial Sight do not at will. Add +1D to Stealthy and
see as mortals do. No visible light Inconspicuous tests.
affects their eyes. Instead, their Restrictions: Characters with fur
vision is confined to the realm
of auras. They see the pure auric Cilia Dt/C-O 5 pts
emanations given off by life, arcana You are covered in a mass of
and ephemera. flowing, waving, hair like
appendages. These cilia keep you
Celestial Sight is an improved
free of debris, move food from one
version of Second Sight or the
part of your body to your mouth
spell Magesense. These abilities
and even aid in swimming. Cilia
show a cloudy, distorted window
are used as a call-on for Speed
to the other side, whereas Celestial
tests when swimming. They are
Sight sees clearly and without
also disgusting and disturbing to
impediment.
anyone without them and cause the
With this trait, one can see the owner to always suffer penalties to
auras of spellcraft. The obstacle to Inconspicuous and +1 Ob to other
detect a spell cast is 6 minus the social skill tests (except Intimidation
spell obstacle. If the Ob is zero, the and Ugly Truth).
spell is seen outright. Celestial Sight
grants the ability to use the Aura Clawed Dt 3 pts
Reading skill. Lastly, Celestial Sight The Clawed trait produces hard,
counts as Observation and suffers no elongated fingernails that can be
obstacles for darkness. Weather can used as tools or weapons. Pow 1,
affect Celestial Sight, though. Add 2, VA -, WS X, Shortest.
Restrictions: Roden and Trolls only
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Destroying the corpse requires Crystalline Spines Dt 3 pts
either a Minor Miracle or a remedy A growth of crystalline spines
discovered through Folklore. If the sprouts from the back and shoulders
corpse is destroyed the spirit is also of this Troll. The spines are sharp
destroyed. to the touch and break off and
lodge themselves in the flesh of the
Corrupted Dt 3 pts
unwary, causing great discomfort.
This character has opened his body
Any creature that grapples or
and soul to the dark powers. He
otherwise comes into contact with
must open the Corrupted emotional
the Troll’s spines suffers +1 Ob to all
attribute. Increase his starting rank
tests until the spines are removed.
by one.
This takes effect if the Troll grapples
Council of Mages Dt 6 pts you, too. The penalty is cumulative
The Council of Mages is a small, for each contact.
secretive, yet powerful entity. Spines can be plucked out in about
This trait grants a 1D reputation a half hour. If the Surgery or Field
and a 1D affiliation with this Dressing skill is used, they can be
organization. This combines with treated in the time it takes to tend to
other appropriate reputations and a Superficial wound.
affiliations. If the troll is forced onto his back—if
he falls or is pushed—it is possible
Creepy Char that the spines are crushed and
flattened. Roll the die of fate. On
Crushing Jaws Dt
a 1 the spines are crushed and
Great Wolves have powerful jaws
unusable. It takes about a month for
honed into deadly hunting weapons.
the crystals to regrow. (They always
Crushing Jaws: Pow 3, Add 2, VA 1,
regrow.)
WS 3, Short. When using the Savage
Attack skill, the wolf can choose the Cult Leader Dt 8 pts
Lock and Strike action. Cult Leaders are charismatic and
Restrictions: Great Wolf common trait eccentric. This trait grants a 1D
reputation and 1D affiliation with
the Death Cult. This combines with
other appropriate reputations and
affiliations.
D-E
Dead to Pain Dt 6 pt Death Addicted Dt 3 pts
Ignore the effects of Superficial This character is addicted to a
and Light wounds. Reduce Midi, substance. If presented with the
Severe and Traumatic wound substance, the character will
penalties by -1D to -1D, -2D and -3D automatically consume it unless he
respectively. Increase all touch- and or she passes a Steel test. If denied
empathy-based obstacles by +2. the substance for more than a few
hours, the character suffers a +1
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stone as with the Night Blooded opponents if the situation becomes
trait. Enemies of the Sun do not desperate. Pow 1, Add 2, VA –,
suffer penalties for dim or twilit WS 2, Shortest.
light, but they can no longer see in Restrictions: Roden common trait
complete darkness (+4 Ob in pitch
Enlarged Venom Sacs Dt 2 pts
dark). This trait replaces the Night
This creature carries three doses of
Blooded trait.
poison in its venom sacs. The poison
Enlarged Incisors Dt refills at the rate of one dose per two
Roden incisors grow continually days.
through life and need to be filed
regularly. These incisors are quite
Evil Char
sharp and can be used to bite
Extra-Long Fur Char
F-G
Fangs Dt Femme Fatale/
A Troll’s mouth is a mass of Homme Fatal C-O 2 pts
misshapen teeth and fangs. He may Call-on for Seduction.
bite. Pow 1, Add 2, VA –, WS: 2,
Feral Dt 1 pt
Shortest.
Wastrels lose themselves to their
Restrictions: Troll common trait
animal instincts, living for decades
Fast Reflexes Dt 6 pts at a time without contact with
Increase Reflexes by one over the civilization—living as animals
normal factoring from stats. do. The Feral trait reduces overall
hesitation by one, but adds +1 Ob
Faust Dt 3 pts
to all social skill tests. Also, Feral
When bargaining with the higher negates the bonus to Circles from
powers for something pure and any Elven lifepath trait such as
innocent like love, gain a bonus Etharchal, Lord of Ages, etc.
persona point for each agreement Restrictions: Elves only
you strike on the behalf of the one
you seek to protect or affect. Fiery Char
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Wolves perform the Charge/Tackle Grotesque C-O 4 pts
action in Fight with a +2D bonus Call-on for Intimidation and
rather than the standard +1D. Conspicuous when displaying your
Restrictions: Great Wolf common trait deformity.
H
Hammer Hands Dt 2 pts Heaving C-O
With hands like great mattocks, this The lowest rung for Troll soldiers
Troll is best suited to brawling and in their great legions is that of the
pummeling. Add +1D to the Troll’s Battering Ram. These massive
Brawling skill for purposes of bare- brutes haul forth great war engines
fisted Block, Strike, Beat and Push to the walls of the citadels of their
actions. The Troll suffers a +1 Ob to enemies and even use their own
any other skill that requires manual bodies to batter down walls. Use this
dexterity (including Throwing and trait as a call-on for Power when
weapons skills). trying to break, smash or knock over
something.
Hand-Shaker C-O 4 pts Restrictions: Troll lifepath trait
The tools of the politician’s trade.
May be used as a call-on for Oratory Hermaphrodite Char
or Persuasion when he’s shaking
hands. Hideous! Dt 2 pts
Add +1 hesitation to all Steel checks
Harried Char caused by this creature.
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I-L
I Am God Dt 12 pts person. This gives a 1D Reputation
Chief Deities rule over gods, men among the people of a given locale as
and all the creatures of their the wearer of the really impressive
many spheres. Powerful beyond hat, so long as the hat is being worn,
understanding, they are not to be of course. Wearing the hat also
trifled with. If this entity should gives a +2 Ob to any Disguise or
ever lose a Duel of Wits against a Inconspicuous test.
being of equal or lesser stature, Restrictions: Humans only
he receives a major compromise
in addition to the compromise Independent Char
determined by the state of his
opponent’s body of argument. Industrious Char
Restrictions: Deity only
Insidious Cruelty Char
Impersonal Char
Intense Hatred Char
Impressive Hat Dt 3 pts
This character’s hat is mightily
impressive. It can be seen for miles!
It’s so impressive that people often
remember the hat more than the
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The Burning Wheel Codex
522
Lists
M-O
523
The Burning Wheel Codex
524
Lists
P-R
Pack Rat Char Portly Char
525
The Burning Wheel Codex
526
Lists
Ruthless Char
S
Sadistic C-O 2 pts it cannot be permanently destroyed.
Causing pain and suffering in If dealt a Mortal Wound or if
others is a highly entertaining and incapacitated, the shadow dissipates.
enjoyable pastime. May be used as a It reforms near its dust half in days
call-on for Torture. equal to 10 minus Health.
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The Burning Wheel Codex
Skittish Dt Speaker of
Roden instinctively fear loud noises the Secret Language Char
and surprises. Increase hesitation by
one for Steel tests caused by fear or
Spines Dt 4 pts
Certain hairs on this creature have
surprise. Hesitation for more than
developed into nettling spines. They
one action indicates the Roden must
are sharp to the touch and can
flee.
Restrictions: Roden common trait lodge themselves in the flesh of the
unwary, causing great discomfort.
Slave No More Dt 4 pts Any creature that grabs, touches or
After life in the cage, you can’t help otherwise comes into bodily contact
but act out against the world that with the spined creature suffers a
has hurt you. Instincts that get you +1 Ob to all tests as the spines lodge
into weird or deep trouble earn a in its flesh. Armor does not protect
persona point instead of a fate point. against this trait. A character
Restrictions: Former slaves or captives must be covered from head to toe,
only including eyes and mouth to be
Slave to the protected.
Power of Death Dt 5 pts Spines can be plucked out with an
This creature is now the servant of Ob 1 Field Dressing or Surgery test.
the sorcerer who evoked his soul. Restrictions: Trolls only
He is no longer alive, but neither is
Spirit Ears Dt 3 pts
he dead. He will not age, grow sick,
Spirit Howlers become attuned to
hunger or sleep. Use the skills the
the spirit world as their Taint grows.
victim had in life. Die and call-on
A wolf with this trait has the ability
traits are lost and replaced with
to hear those of the spirit nature.
those imparted by the Death of
Counts as Observation for detecting
the Spirit process (except as noted
the movements of spirits, demons
under Evocation). Character traits
and other creatures of spirit nature.
are retained. The slave’s stats are
Obstacle to detect spirits is 10 minus
equal to his stats in life, minus any
their Strength. Wolves may use their
dice from injuries sustained at the
Woodland Ear in combination with
time of this death. This condition
this trait but not their Wolf Snout.
overrides conditions from other
Restrictions: Great Wolves only
traits like Corpse Bound.
Restrictions: You must be an undead Spirit Familiar Dt 5 pts
slave to a necromancer This character has a familiar whose
spirit is linked to his own. He can
Soft Step C-O 4 pts
see through the familiar’s eyes
The Sneak Thief walks in a
using the familiar’s Perception stat.
particular fashion, feeling each step
However, when using his familiar’s
before putting his weight on it. May
eyes, a character with this trait
be used as a call-on for Climbing
cannot look through his own though
and Stealthy.
other senses may still be employed.
Solitary Char It takes two actions of concentration
to engage his familiar’s eyes, and
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Lists
two more actions to return his sight Spirit Hunters. It also grants a 1D
where its master directs it to go, look Creatures with spirit nature are not
at what its master directs it to look of our world and not bound by the
at, etc. laws of our realm.
A character with this trait feels the Time, space and the elements affect
pain of his familiar. If the familiar those with Spirit Nature differently
suffers a light or greater wound, than they do those of mortal nature.
the master suffers a light wound. All surfaces are stable—they may
If the familiar is ever killed, the walk on earth, mud, water or ice
master suffers a traumatic wound. without difficulty. Gravity lays a
In the game, the character is lighter hand on them, and they
physically unharmed, but mentally are able to easily climb (and fly,
traumatized. Recovery and for those with wings). Give +2D to
Treatment are as per a standard appropriate skills and stats when the
traumatic wound. This wound does Spirit Natured creature needs them.
not bleed out. The harmful elements of this realm
A familiar uses the following stats: have no effect on them—fire does
not burn, cold does not chill, rope
Wi G2, Pe G3, Ag B4, Sp B5, Po B3,
does not bind and metal does not
Fo B3, Hea B4, Ref B4, Ste B5,
harm.
MW B9
In order to affect, harm or bind a
Choose its form: cat, dog, snake,
creature of Spirit Nature, one must
bird, pig, rabbit, fox or similar. No
have tools inscribed with special
large predators or beasts of burden.
spirit runes. Only Sorcery, Faith,
The animal must show some mark
other spirits and these “spirit
or quality that indicates it is not
weapons” can harm those of Spirit
entirely of this world. For example,
Nature.
it must be hairless, one-eyed, two-
tailed, of large size or even just have Spirit Nose Dt 3 pts
a disturbing aura. The Taint suffuses the Spirit Hunter.
Restrictions: Humans only Using his Spirit Nose, he may add
Spirit Marked Dt 3 pts
his Wolf Snout to detect spirits (as
On certain nights in the dead of Spirit Ears above). Also, Spirit
winter, the Spirit Hunters will Nose allows Spirit Hunters to track
come to the territories and seek out spirits, even those who leave no
lone wolves. Those who are chosen marks or do not touch the ground.
receive a special scent and are Use the obstacles listed with the
marked to become Spirit Hunters. Scent Tracking skill and be creative.
This trait is required to be able Restrictions: Great Wolves only
to take the Spirit Chaser lifepath.
It grants a 1D affiliation with the
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Lists
T-U
Tail Char Toiling C-O 2 pts
Roden tails range from 1/2 to 1 pace Laborers are used to working long
long. Field Born often have furry hours doing the same mindless,
tails, while those Below often have repetitive tasks. Call-on for any skill
bald ones. when doing mindless, repetitive
tasks.
Tentacles Dt 4/7 pts
Tentacles are supple, strong, sticky Toothy Maw Dt 4 pts
and agile additional limbs. This This Troll’s jaws are massive,
trait comes in two grades: Two distended and terrible. The Toothy
tentacles cost 4 pts and give a +1D Maw counts as: Pow 3, Add 2, VA 1,
advantage to all Lock, Push and WS 1, Shortest. It replaces the
grabbing related tests. More than Fanged trait.
two tentacles cost 7 pts and grant Restrictions: Trolls only
+2D advantage to all Lock, Push
Troll Savant Char
and grabbing related tests.
This Troll has the uncanny ability to
These extra limbs cause a +1 Ob form complete sentences, understand
and a +2 Ob to Inconspicuous tests what is said to him and possibly
respectively. even comprehend what a written
language, map or glyph could
Thief C-O 2 pts
represent—if it were possible in the
The Thief trait requires that the
first place for scratchings on stone
player note a mandatory theft-
or leather to mean anything. He is a
related Instinct: “When visiting
mental giant among his peers and is
home, always steal Mother’s
appropriately hated and feared.
valuables,” for example. So long as
Restrictions: Trolls only
that Instinct is in play, it acts a call-
on for Sleight of Hand. Troll Skin Dt
Troll Skin is resilient and leathery.
Thoughtful Char It provides 1D of armor to the limbs
and head, 2D to the chest.
531
The Burning Wheel Codex
As he gets older, a Troll’s flesh often Tusks Dt 2 pts
hardens into a stony mass. Thus, the This Troll’s lower canine teeth
Troll Skin trait maybe upgraded to protrude into formidable tusks.
Scaly Skin or Stone Skin for just a The beast may use these sharpened
few trait points. See the Troll Special weapons to gore the unwary. Add +1
Traits list. This skin cannot “fail” Power to the Troll’s bite attack when
and become damaged like armor: it is at hands fighting distance. This
1s are discounted in this case. VA trait may be combined with Fangs or
works as normal against this armor. Toothy Maw.
Restrictions: Troll common trait Restrictions: Trolls only
Tunnel Vision Dt 3 pts Unfeeling Dt 8 pts
The Below is a dark place and This creature does not take Steel
those who live there have adapted. tests from injury or pain—or fear of
Your character can see as normal suffering harm.
in low-lit areas but not in complete
darkness. Those looking directly Unflinching Dt 6 pts
into these eyes will see glowing Ironshields are the bodyguards and
green orbs staring back. Reduces retinues of the Troll legions. They
penalties for dim light by one step. are trained to stand guard and lay
down their lives for their Warlord
master. This trait reduces hesitation
by 4 for fear and pain.
V
Vegetarian Char nature—but it must be close. It must
rankle the Dark Elf that they still
Vengeful Dt
live that way.
If the Dark Elf character is defeated Restrictions: Dark Elf lifepath trait
in a Duel of Wits or a Fight and
lives to tell the tale, he may FoRK Versatile Dt 4 pts
his Spite into all rolls bent on The Master Sorcerer places his
avenging himself against his confidence in the art of sorcery. It
enemy. Humiliating or murdering is a versatile and potent art, and
the enemy—getting revenge upon he knows it intimately. If using Art
them—immediately earns the player Magic, reduce by one the number
a bonus persona point, for a total of of tests required for Weaving Magic
two: one for a personal goal and one into the Fiber of My Being. If using
for Vengeful. the standard Sorcery rules, reduce
The Vengeful trait also requires his practicals aptitude by one. If
that the Dark Elf have a close using Practical Magic, he may take
relationship with a non-spiteful an additional category of magic. In
Elf or a mortal human. It can be addition, the player earns a persona
familial, romantic or fraternal in
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Lists
point for pushing his character’s one of your abusers. That character
W-Z
Wanderlust Char Whip Tail Dt 4 pts
These tails are typically one or two
Webbed Fingers and Toes Dt 1 pt paces longer than most others and
Stride 5 when swimming. tend to be slender. Pow 0, Add 1,
VA –, Longer, WS 3,. May not be
Well Traveled Dt 4 pts
combined with Club Tail.
The Speaker of Names wanders
Restrictions: Roden only
the lands and seas, communing
with the spirits. This trait allows Wickedly Clever C-O
the player to take a new domain Warlords quickly grow to
when his character travels to a understand that the world sees
new locale in play. The player may Trolls as mindless brutes, good
describe a memory his character only for absorbing and dealing
has of this place or a place like it. devastation. Outsiders forget that
He may describe when he traveled Trolls can evince intelligence. Troll
here before. The player then adds a Warlords use this prejudice to their
new domain to his spirit binder at advantage—playing the part of the
its base level (0). Once used, this dumb automaton while scheming
trait becomes a character trait. and plotting behind their thick
To be clear, the domain is added masks. Call-on for Strategy and
during play at a time of the player’s Tactics when unveiling a surprising
choosing, not during character stratagem or ploy.
burning. Restrictions: Troll lifepath trait
533
The Burning Wheel Codex
Zoophagia Char
534
Monstrous Skill List
This list is a compilation of the skills presented in the lifepath
chapters of this book. These skills are compiled here for ease of
reference and so that they may be better incorporated into monsters
and characters beyond their original intent.
Roots are listed in italics next to the skill’s name on the first line.
In an effort to conserve space, dual roots have been abbreviated.
Since many skills are part of a particular monster’s niche, specifics
and individualization have been left in. I hope this doesn’t prove
too confusing. A § indicates an open-ended skill. Any skill not listed
here can be found in the Character Burner in Burning Wheel Gold.
Wises
Wises are not included in this skill list. The obstacles for wises are
found in the Burning Wheel on page 309. The purpose of a wise
should be self-evident, as demonstrated in its name.
A
Alchemy Per
This entry is an update of Alchemy that incorporates all of the new
applications presented in this book. Alchemy is the distillation of
materials in order to divine their essence. Alchemists may also create
mixtures of arcane substances to generate a specific effect.
Obstacles: Distilling components of earth, Ob 1. Components of water or
liquid, Ob 2. Components of metal, Ob 3. Components of blood, Ob 4.
Identifying traits from organic samples: Character traits, Ob 1. Call-
ons, Ob 2. Die traits, Ob 3.
FoRKs: Enchanting, Herbalism, Apothecary, Munitions, Poisons.
Skill Type: Sorcerous Tools: Yes.
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The Burning Wheel Codex
536
Lists
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The Burning Wheel Codex
539
The Burning Wheel Codex
540
Lists
541
Index
Index of Headings
Angry Spirits 329
Index Key Announcing Risk of Failure
Chapter
Before the Roll 116
Heading
Antagonist Beliefs 73
Subheading
Antagonists 69
Subheading Detail
Antecedents 291
Antecedent Trait 294
+1D Victims 371 Apply Traits 124
1 year dead, +4 Ob 342 Arcane Action 283
3 days dead, no penalty 341 Arcane Knowledge 281
10 days dead, +1 Ob 341 The Arcane Library 247
20 days dead, +2 Ob 341 Archetypes in Magical Fiction 225
50 days dead, +3 Ob 342 Are Starting Grays Ever Acceptable? 152
A Arguing With Monsters 217
Abilities Must Be in the Same Realm 141 Armor 192
Accepting Help 145 Armor Type 508
Accident-Prone 253 Art and Illustrations 2
Acquiring Artifacts 375 Artha Bloat 104
Action 24 Artha Cycle 95
Action Combinations 175 Artha for NPCs 105
Adding Skills Artifacts
347 374
The Adept Art Magic
227 279
Adopting Schools of Magic in Play 266 The Arsenal Method 372
Adoption Time 267 Avoid 196
Advancement 125 Awarding Artha in General 96
Advancement for Helpers 145 Awful Revelation 274
Advancing Ancestral Taint 499 B
Advancing Corruption 257 Bad Victims 371
Advantage 120, 280, 294 Balancing Success
Adventure Burner 23 Against Advancement 127
Adventurer’s Income 158 Band of Fortitude 377
Affiliated Orders and Reputations 332 Barding, Collars and Spikes 508
Affiliations 165 Basic Enchantment Effects 294
Aggressor or Defender 141 Battle Sites 358
Aiming High 175 The Battle Space 187
Alchemy and Taxidermy 291 Beat 196
All Good Children Go to Heaven 343 The Beatings 368
Allied NPCs and Artha 105 Beginner’s Luck 127
Altar of Sacrifice 370 Beginner’s Luck, Helping
Always Win 92 and Advancement 128
Ambush 190 Behavior of Challenging Tests 126
Am I a Big Deal? 174 Behavior of Difficult Tests 126
An Antagonist Is an Empty Vessel 72 The Behavior of Routine Tests 125
Ancestral Taint 498 Being Taught the Right Way 267
Anger of the Ancients 313 Belief Bookkeeping 360
543
The Burning Wheel Codex
Belief-Building Tips 83 Challenging Mages 219
Beliefs, Instincts and Trait Voting 107 A Change of Faith 455
Belief versus Situation 80 Change the Names First 33
Below Setting 439 Changing Beliefs During a Campaign 86
Belt of Flying 377 Changing Instincts 94
Bide Your Time 195 Changing Spells 373
The Big Picture 71 Character Concepts 33
The Big Wheel 15 Characterization Instincts 90
Binding Exceeds Obstacle 313 Characters 23
Binding Meets Obstacle 312 Character Stock 398
Binding Oneself to a Domain 319 Char=Character Trait 511
Binding Traits 320 Charge/Tackle 197
The Bitterness Below 453 Charms 363
Blades and Claws 509 Chicken or Egg 24
The Bladesmith 417 Chief Deities 272
Block 197 Choosing Actions 175
Blood 303 Choosing an Overall Situation 62
Blood Magic 367 Choosing Dark Elf Songs
The Blood of Innocents 370 Versus Elven Songs 421
Bloody Sorcery 289 Choosing Skills 474, 492
Boots of the Hunter 378 Circination 321, 335
Brawn not Brains 465 Circle of Wisdom 381
Breadth 284 Circles 163
Breaking a Pact 330 Circles Obstacle Modifiers 164
The Bringer of Darkness 240 City Dweller Setting 403
The Bringer of Fire 230 Closer to God 277
The Brood Mother 461 Clumsy Weight for Wolf Armor 508
Building Beliefs 80 C-O=Call-On 511
Build Tension 63 Codex Ignis 10
Burning Action 36 Collaboration and Sportsmanship 18
Burning Beliefs and Relationships 37 College of Magic 404
Burning Characters 33 Colophon 552
Burning Currency Cycle 16 Coloring Help 145
Burning Mechanical Details 37 Commenting on Commentary 43
Burning Philosophy 15 Common Traits 445, 467, 487, 511
Burning Setting 30 Complementary Knowledge 290
Burning Situation 27 Compromise 176
Burning Spear of Arcane Fury 281 Concentration 253
Burning Starting Artha 38 Conditional Help 145
The Burning Wheel 379 Conflicts Soak Artha 104
But Weasels… 112 Consequences 288
Buy-In 12 Corrupted and Marked Items 305
Buying Into a Situation 62 Corrupted Body and Soul 260
C Corrupted Life 261
Call-On Traits to Break Ties 143 Corruption 255
Captive Subsetting 482 Corruption Brings Strength 257
Cash Money 159 Corruption Traits 260
Casting Time 286 Counterstrike 197
Casting Under Pressure 286 Counterstrike Variants 39
Cavedweller Setting 463 Courtly Income 158
544
Lists
Index
Ritual 300 Distortion Dust 381
Creating Charms, Wards Dive into a Demo 22
and Remedies with Folklore 364 Divine Afflictions 273
The Creepy Clause 261 Dog or Lesser Wolf 505
The Crossbow and the Gun 191 Domain and Medium 307
Crosscutting 200 Domain Binding Levels 319
The Cult of the Visionary: Domain Bindings 317
The Society 454 Domains, +3 Ob 309
Cultural Traits 35, 65 Domain Traits 317
Culture 65 Dominant Mother 479
Curse of the Damned 370 Don’t Be a Wet Blanket 19
Curses 274, 304 Don’t Be a Wet Blanket, Mr. GM 114
D Don’t Be Too Smart 201
Damaging an Affiliation 123 Downsides of Big Deals 174
Damaging Locks 40 Dragon Slaying Sword 382
Danger 248 The Dropping Ring 383
The Dark Disciple 235 Dt=Die Trait 511
Dark Elf Age Chart 419 Duel of Wits 173
Dark Elf Common Traits 420 Duel of Wits Results
Dark Elf Lifepath Traits 420 Are New Obstacles 177
Dark Elf Resources 430 Duration of Service 332
Dark Elf Skill Songs 421 Duration of Spell 285
Dark Elven Spell Songs 421 E
Dark Elves 418 Earning and Increasing Reputations 335
Dark Elves in Play 434 Earning Challenging Tests
The Dark Side 235 Through Help 127
Dead Flesh 341 Earning Difficult Tests
Deadlocks 142 Through Help 126
Dealing with Deities 277 Earning Embodiment 99
Death Art 340 Earning Fate 96
Death Art Process 341 Earning Fate for Beliefs 96
Death Cult Setting 406 Earning Fate for Humor 98
Death of the Spirit 351 Earning Fate for Instincts 98
Death’s Axe 281 Earning Fate for Skills 99
Death Toxins 351 Earning Fate for Traits 98
The Deceiver 238 Earning Moldbreaker 99
Decomposition 341 Earning Persona 99
Deeds of Spite 427 Earning Spirit Ears
The Deeds Point 103 and Spirit Nose Traits 500
Definition of Terms 23 Ebon Shunt 384
Deities 272 Economic 325
Demon, I Abjure Thee! 336 Effects 280
Describe Your Actions 182 Eldritch Channeler 384
Destroying a Reputation 123 Embellishing Success 119
Destroy with Sorcerous Fire! 281 Emergent Properties 21
Destruction 370 Empowerment 326
Devil in the Details 64 Empower Thine Enemies! 273
Dice 508 Enchanted Failures:
Direction 83 Sacrifice, Curses and Perversion 303
Dire Haunts 503 Enchanting 290
545
The Burning Wheel Codex
Enchanting 293 Fell Ancients 504
Enchanting Requirements Field Life of a Corpse 361
and Restrictions 293 Field Setting 437
Enchanting Time 304 Fields of Faith 451
Ending a Fight 202 Fight 189
Enhancing the Body 347 Fight, + 3 Ob 310
Enmity 274 Fight Actions Advice 196
Enmity and Infamy 288 Fight Action Variants 39
Enmity Clause 69, 166, 313 Fight as Climax 189
Epic Enemies 168 Fight as Opening Action Sequence 190
Establishing Setting as a Player 208 Fight for What You Believe 15
Ethical or Philosophical Stances 81 Fighting Monsters 216
Etiquette of Wises 211 Fighting Ranges 186
Everybody Help Every Time 174 Fighting Smart 190
Everyone Can Fight 193 Fight Is Complicated 201
Evocation 353 Find the Rare Thing 366
Evocation Time 354 Finishing a Belief 87
Evoke 283 Folklore 363
The Evolution of an Antagonist 75 Folkloric Restrictions 366
Evolving Traits 108 The Forbidden Place 225
Exact Revenge 427 Foreword 7
Exile Subsetting 441 Fortifications Skill
Expanding Circles 168 in Range and Cover 182
Expansive Medium 309 The Fortress Circle 322, 336
External Duration—Effect Duration 299 Found During Play 376
Extracting Antecedents 292 Founding a New School of Magic 287
Extracting Common Traits 292 The Fourth Belief 81
The Eye of the Storm 196 Freedom 360
F Free Shots 41
The Face of Antagonism 72 From the Margins 506
Factoring Beginner’s Luck Obstacles With Full-Blown Conflict 121
Disadvantage and Tools 128 G
Failed Binding 313 Gain Advantage 194
Failed Evocation 354 Gaming the Resources System 157
Failed Summoning 329 Gathering the Materials 355
Failed Test 299 Gear 66
Failing and Reduced to Resources 0 160 Gear Loss 121
Failure 115 Geas 334
Failure and Maintenance Cycles 162 Ghosts of the Deeping Wood 483, 502
Failure Timing 118 Ghouls 353
Faith Hindrance Against Stature 41 Giant’s Tunic 385
Faith in Dead Gods 276 Gibbets 357
Faith in Dead Gods in Play 277 The Gift of Corruption 262
Faith in Fight 222 Gifted 250, 279
Faith in Light, Life, Health and Purity361 Gifted 279
Faith in the Nature of God 272 Gifted at Death 340
Faith Versus the Summoned 336 Gifted or Not? 324
Family Heirloom 375 Give and Take 82
Fate Mines 97 GM-Created Items 305
Feint 197 GMing Fights 201
546
Lists
Index
GM’s Big Picture 25 Idiomatic Spell Books 372
Goal-Oriented Beliefs 84 Illusion 282
Go Forth and Stalk the Night, Imbued Duration 291
My Children 359 Imbuing 290
Golden Tooth 386 Imbuing Effects 291
Grabbing the Big Guys 40 Imbuing Process 290
Grant Skill 295 Immanence 308
Grant Stat 295 Immanent, +1D 309
Grave Pits 358 Imprisoned Spirits 323
Graveyards 356 Incantation 287
Gray Faith, Sorcery Increasing Orders by Geas 335
and Other Nightmares 154 Increasing the Rank of an Order 334
The Great Divide 496 Industry 161
Great Strike 197 The Inevitable, Immortal Army 359
Great Wolf Lifepaths 480 The Infamous Lives of Death Artists 361
Group Burning 33 Infamy 274
Guiding Light Beliefs 88 Information as Setting 208
H Inherent Dramatic Irony 19
Hacking Lifepaths 33 Injured and Poor 160
Happy Helping Faith 221 Injury 122, 203
Harm 312, 314 Injury as Advancement 203
Harvest 304 In Morti ad Vivo 348
Harvest Vow 452 Inner Conflict 83
Helm of Protection 386 In Spite of Grief 427
Help 144 Instincts 90
Help 312 Instincts Bookkeeping 360
Help Me, You Fool! 360 Instincts in Duel of Wits,
Heroic and Supernatural Gear 301 Range and Cover and Fight! 91
Hinder 280, 314 Instinct Timing 41
Hindrance 288, 311 Integrating Range and Cover 183
Honor Success, Challenge Assumptions119 Intelligence 190
How Does One Create a Intense Sorrow 426
Well Wrought Situation? 28 Intent 109
How Do I Know? 196 Intent and Task 109
How Do You Challenge a Belief? 27 Internal Duration—
Howl for Celestial Sight 501 Enchantment Duration 298
Howl for Silent Voice 501 Intraparty Beliefs 80
Howl for Spirit Nature 501 Intrigue 61
Howl for Spirit Unseen 501 Isolation 274
How Long Does It Take? 13 It’s Not Over Until It’s Over 199
How Many Links? 148 Ivory Shield 387
The Human Condition 271 J
Hunt the World 507 Jade Amulet 388
Hurried, +1 Ob 310 Joining New Orders 334
Hypnotism (Ob = Victim’s Will) 277 Joining Schools of Magic in Play 286
I L
I Am in Command 355 Lasting Effects 285
I Am Night 348 Last Time… 54
I Can Remember My Wife; Later… 56
You Killed Her, You Bastard! 360 Laws of Service 315
547
The Burning Wheel Codex
Lay Your Fears to Rest 361 Make Magic 294
Leads 398 The Maker 232
Leads To 404, 406 The Moldbreaker Belief Change Warning
Leads to Spite 418 100
Learning 254 Making Offerings 322
Learning Wises 214 The Many-Headed Beast 146
Let It Ride 150 Many years gone 342
Let It Ride Conditions 150 Mark 332
Let It Ride Duration 150 Martyrs and the Holy 371
The Lich 355 Master Your Role 44
The Life of the Corpse 343 Material Instinct 93
Lifepaths 397 Material World 35
Lifepaths and Traits 2 Meanwhile… 55
Lifepath Traits 446, 469, 488 Mechanical Instincts 90
Lifestyle Maintenance 159 Medium and Domain 309
Lifestyle Maintenance Failure 160 Memories 372
The Light Side 227 Middle of the Road 40
The Light Touch Versus Mind Games 199
the Heavy Touch 118 Mind Meld or Thought Control 300
Like an Ox 311 Minor Deities 272
Limits of Spite 426 Missiles and Spells 199
The Limitations of Faith in Dead Gods277 The Missionary 436
Linked Resources or Resources Help 159 Missionary’s Vow 453
Linked Tests 148 The Mistake 225
Linked Tests for Summoning 324 Modularity 301
Linking to Domain Binding 320 Moldbreaker 87
Link Intent and Task 148 Monotheist 270
Link versus Help 149 Monsters 66, 216
Live in Infamy 361 Monsters and Magic 218
The Living Death 352 Monstrous Corpse Traits 347
Living Traits 342 Monstrous Skill List 535
Locations 508 Monstrous Trait List 511
Lock 198 More Bloody Rules 39
Logging Tests and Artha 45 The Mortal Enemy Clause 262
Long Campaign 50 Mortal Soul 340
Long-Term Mechanics Motivating Antagonists 73
for Short-Term Play 50 Mountains of Trolls 466
Looking from on High 12 Multiple Uses 299
Loose Character Concepts 26 Mundane and Mortal, +2 Ob 309
Loot and Fence 159 Murders 356
M Must Be Touching Bearer 301
Magic 219 MVP 102
Magic Against Obstacles 219 My Favorite Obstacle 134
Magical Artifacts 375 N
Magical Magic 224 Nameless Spirits 307
Magical Skills 413 Names 66
Magic and the Roden 456 Nature 271
Magic Armor 296 Need 310
Magic for the Masses 250 Negate Penalty 295
Maintaining Your Horde 359 Nests of Roden 445
548
Lists
Index
New Lifepaths 35 Penalty 508
New Test 120 People and Possessions 310
Noble Income 158 Performing the Ritual 348
No Fishing 113 Personal Goals 101
Nooks and Crannies 214 Personal Instinct 93
No Resources for Perversion 305
Lifestyle Maintenance 160 Physical 325
Notes from the Dark 419 Physical Price 331
Note Taking 46 Pick a Lifepath, Any Lifepath 169
No Trigger 300 Picking Three Good Instincts 93
Not-So-Defensive Weapons 508 Pit Setting 464
No Turning Back 268 Place 165
No Weasels 112 Playing Burning Wheel
NPC Help 146 in an Established Setting 67
NPCs Can Earn Artha 105 Playing the Circles 163
O Playing the Dark Side 243
Objects in Motion 193 Playing the Light Side 234
Obscure 314 Playtesting 2
Obstacle (Enchanting Effect) 295 Polytheist 270
Obstacle Penalties 121 Positioning 191
Obstacles 132 Possession 331
Obstacles and Advancement 133 Poverty 156
Obstacles and Artha 134 The Power Fades 370
Occupation 164 The Power of Gods 272
Of Men and Monsters 35 The Power Remains Until Used 369
One Name of Many 328 Practical Action 53
One-Off 48 Practical Advice on Challenging Beliefs88
One-on-One Games 52 Practical Affiliations 171
One-on-One Games 81 Practical Beliefs 85
One-Sentence Setting 26 Practical Failure 120
Options and Questions 53 Practical Instincts 92
The Oracle 233 Practical Instruction 131
Orders 327 Practical Limits of Practice 131
The Other 225 Practically Gifted 268
Our Intrepid Adventurers Practical Magic 263
Recently Discovered… 54 Practical Obstacles 134
Outcast Setting 404 Practical Process 263
Outcast Wolf Subsetting 482 Practical Relationships 169
P Practical Reputations 171
Pack Affiliations 504 Practical Resources 160
Pack Mates 505 Practical Schools of Magic 265
Packs and Pups 504 Practical Situation 53
The Pact 329 Practical Situation
Partial Domain 309 in Continuing Games 54
Passing the Spotlight 46 Practical Success 119
Pass the Dice 147 Practice 129
The Path of Spite 418 Practice and Passage of Time 131
Path of Spite Subsetting 418 Practice and Recovery 130
Paying the Price of an Order 334 Practice Instincts 130
549
The Burning Wheel Codex
Practice Log 130 Resources Failure 267
Prayer in Duel of Wits 222 Resources Hacks 38
Pre-Immanent 309 Resources (Res) 398
Prescripts 201 Resource Tests in Game 376
Preserving a Trait from Life 348 Restless Dead 337
Preserving the Corpse 342 Restrictions 511
Pressure 129 Retreat 192
Price and Duration Scale 328 Retribution 312
The Price of the Order 334 Retribution, Not Tax 307
Price of Service 331 Retribution Suitable to the Task 313
The Prison Circle 322, 355 Reveal 310
Procedure 173 Reveal Information 308
Protesting Failure Results 117 Reveal Unto Me This Fact 311
Punishment! 133 Revelation 326
Pups 486, 505 Revenge Is a Vulture 348
Push 198 Revised Starting Sorcery
Quest 60 Skill Exponents 413
Questions, Questions 245 Ring of Dexterity 389
R Ring of Power 389
Range and Cover 181 Ring of the Prophet 390
Range and Cover to Fight 183 Rise! 343
The Rate of Advancement 125 Ritually Reanimated
Raven 505 Corpse Stat Blocks 349
Raw Talent 251 Ritual Reanimation 344
Recharge! 301 The Ritual of Reanimation 345
Reconciling Two-Part Beliefs 85 Rituals 276
Recursive Curse 280 Roden Concept and Design 2
Red Flags 83 Roden in Brief 444
Reference 551 Roden in Play 458
Referencing the Rules 44 Roden Lifepaths 437
Reincorporate 63 Roden Resources 456
Relationships 69 Roden Skills 451
Relationships, Affiliations, Property and Rod of Iron 391
Situation 63 The Roles of Magic 223
Relationships for a GM 170 Roll the Dice or Say Yes 113
Relationships for a Player 170 Rules for Rich 561
Relationships with the Supernatural 339 Rules Mastery 12
Religion 270 Rules of Spite 424
Religious Income 158 Running a Game 48
Remedies 363 S
Repairing the Mortal Coil 351 Sacrifice 303, 370
Reputation 333 Sacrifice Resources Obstacles 319
Reputation 505 Sanctified Dead 337
Reputations 166 Schools of Magic 286
Reputation Votes 108 Schools of Magic 404
Reputation Votes 171 Scope of Retribution 314
Re-Reanimation 350 The Scope of Violence 189
Resource Points in Character Burning376 Scoundrel’s Income 159
Resources 156 Secrecy Impulse 21
Resources and Recovery 205 Secret Sauce 180
550
Lists
Index
Serpent’s Spear 391 Society 271
Servant of the Dark Blood Setting 407 Society Subsetting 442
Service 311, 325 Some Advice for the GM 20
Service: Harm/Help/Hinder 308 Some Advice for the Players 18
Set It Up 181 Song Roots 421
Set My Obstacle 141 Sorcerer and the Community 225
Setting 24, 64, 70 Sorcerers Use Sorcery 279
Setting and Currency 160 Sorcerous Skill Practical Magic 268
Setting Over Time 64 Sorcerous Skills 249
Setting Up With Tactics, Sorcerous Weapon 281
Fortifications and Wises 181 Sorcery, not Sorcery 279
Setting Your Statement of Purpose 175 Soul Twisting 352
Sever All Ties 426 The Source of Antagonism 69
Shades 152 Special Gifted Lifepaths 402
Shade Shift From Traits 153 Special Traits 450, 470
Shade Shifting in Play 153 Special Wolf Traits 491
Sharing the Spotlight with Help 145 Specifically Gifted 254
Shooting at Monsters 218 Specific Antecedent
Short Campaign 49 for Each Specific Need 293
Significant Animals or Parts Thereof 365 Specific Medium, No Modifier 309
Significant Architecture 365 Specific Physical Condition 299
Significant Dates 365 Spell Books 372
Significant Day-to-Day Rituals 366 Spell Changing Options 373
Significant Features 365 Spending Margin of Success
Significant Geometry 365 for Advantage 328
Significant Gestures or Manners 366 Spending Margin of Success to Bargain328
Significant Herbs or Plants 365 The Spheres of Gods 271
Significant Metals 365 Spiked and Studded Armor 508
Significant Minerals 365 Spiked Collars 508
Significant Numbers 365 Spirit Binding 306
Silk Armor 392 Spirit Binding Obstacle 308
Simple Enemies 166 Spirit Binding Process 306
Simple Motivations 53 Spirit Binding Terminology 307
Single-Session Goals 49 Spirit Encounters 323
Situation 24, 70 Spirit Hunters 497
Situational Instincts 92 Spirit Hunter Songs 500
Situational Spite Obstacles 427 Spirit Hunter Subsetting 482
Situational Tests 259 Spirit Marks 320
Situation Commentary 59 Spirits Are Wise 310
Sketching and Brainstorming 24 Spirits Don’t Talk or Bargain 323
Skill 399 Spirits of the Dead 337
Skill and Faith 340 Spirit Strength 307
Skill-Based Instinct 94 Spirit Taint 321
Skirmishes 187 Spirit Task Duration 316
Slave to the Legion Setting 481 Spirit Tasks 310
Slowest and Loudest 39 Spirit versus Magic 311
Small, Bite-Sized Chunks 368 Spirit Weapons 392
Social 325 Spite and Antiphon Union 430
Social Skills Against Will 135 Spite to Grief 430
551
The Burning Wheel Codex
Spite to Hatred 428 System Review 249
Spooky Stuff 311 T
Squeezing in Practice 129 Table Behavior 44
Squishy Faith 221 Tactics 175, 184
Staff of Light 393 Tactics Skill
Stances 200 in Setting Up Range and Cover 181
Starting Affiliated Orders 333 Take a Position 186
Starting Ancestral Taint 498 Take Them Away 179
Starting Corruption 255 Talismans 394
Starting Corruption in Play 256 Talismans of Protection 394
Starting Corruption Traits 256 Talismans of the Orders 394
Starting Domain Bindings 317 Target 298
Starting Faith in Dead Gods 276 Task 110
Starting Schools of Magic 265 Task of Help 144
Starting Shades 152 Tax 267, 288
Starting Spell Book 372 Taxidermist 2
Starting Spite 424 Tax Thine Allies 273
Station 164 Telegraph 201
Statistics (Stat) 398 The Temptation 256
Stat Points for Roden by Age 444 Territory 505
Stat Pools for Trolls by Age 465 Test Tweaks 295
Stat Pools for Wolves by Age 483 Theism 270
Stature 40 The Vow of Secrecy 455
Steal 314 Thor’s Hammer 394
Strength 308 Three General Situations 60
Stress 251 Throw 198
Strike 198 Ties 141
Struggle 60 Tightening the Grip 359
Sublime Transformation (Ob 5) 277 Time (Circles) 165
Submissive Dominants 488 Time (Lifepaths) 398
Success 114 Time of Death, Preferred Corpse 346
Success and Failure in Summoning 327 Time of Payment 332
Successful Binding 312 Time Spent in Domain 319
Successful Evocation 354 Timing 195
Successful Summoning 327 Timing of Retribution 315
Success in a Duel of Wits 120 To Burn or Not to Burn 169
Succor 311 Tone 25
Summoner Must Be Tools 264
Bound to a Domain 317 Too Many Cooks 39
The Summoned 327 Torture 367
The Summoner’s Gate 335 Toxification 351
Summoner’s Soul 331 Trait (Art Magic) 283
Summoning 324 Trait (Types) 399
Summoning Against Death 362 Trait Transference 295
The Summoning Circle 322 Trait Vote 106
Summoning Obstacles 326 Trait Vote Procedure 106
Summoning Process 324 Transference 326
Supertheist 271 Transform 284
Supporting Other Players 45 Transmogrification 347
Surrender 192 Traps as Obstacles 135
552
Lists
Index
Trigger 300 Violence in the Versus Test 140
Troll Life 466 The Vow of Darkness 455
Troll Lifepaths 462 Vow of the Four Seasons 452
Troll Relationships 476 Vow of the Pacifist 452
Troll Resources 475 Vow of Poverty 453
Troll Resources 476 Vows of Aecer 452
Troll Round Up 465 Vows of the Society 454
Trolls In Play 476 W
Troll Skills 474 Walking Away 178
Trouble Writing Beliefs 85 Walking Away from the Group 179
True Names 336 Wand of Ages 395
Turning a Relationship 123 Wards 363
Two Things 12 Way of the Great Wolf 485
Types of Service 325 Wealth 303
The Twisted Vow 455 Weapon Enhancements 296
The Twists of Faith 277 Weapon Speed 191
U Weather 137
Uneven Importances 174 Weather and Wilderness as
Unexpected Encounter 121 Obstacle Modifiers 138
Unexpected Enemies 168 The Weather Witch 401
Unexpected Surprises 170 Weaving Charms 263
Unhurried 310 Weaving Magic
Unintended Effect 289 into the Fiber of My Being 289
Unintended Summoning 329 We Have Eternity to Know Your Flesh257
The Universal Library Option 373 We Think Life Should Be Hard 16
Untainted Mortal Soul 331 Weep Bitterly 427
The Unmaker 242 What Can I Do While I Recover? 204
Use Failure to Trigger Instincts 124 What Do My Friends Do
Useful Magical Devices 297 While I Recover? 205
Use the Environment 191 What’s an Appropriate Goal? 84
Use Your Hands 192 What Skills or Ability for the Task 111
Using Corruption 256 What Versus What? 141
Using Monsters 216 When Do You Back Off and Let the Players
Using the Lifepaths 398 Take the Reins? 57
V When to Close 186
Verbal, Somatic or Conditional Trigger300 When to Engage in a Duel of Wits 173
Versus Sorcery 289 When to Hold 186
Versus Tests 139 When to Maintain 185
Versus Tests for Competition and When to Say No to Changing a Belief87
Physical Altercations 140 When to Trait Vote? 106
Versus Tests with Help 140 When to Use Help 144
Vessels and Name 293 When to Use Range and Cover? 183
The Victimized Mage 220 When to Use Versus Tests for Social
The Victim Must Interactions 139
Remain Conscious and Alive 368 When to Withdraw 186
Victims and Corpses 355 Why Can’t I Just Shoot Him? 184
Victims Must Recover 368 Why Let It Ride? 150
Village of Hochen-wise 214 Wilderness 137
Villager Setting 403 Wild Pack Setting 480
553
The Burning Wheel Codex
Wild Setting 462 Wolf Friends 505
Wild Spirits 323 Wolf Leads 486
Will Failure 267 Wolf Life 485
Wises 206, 535 Wolf Packs 485
Wises and Beginner’s Luck 215 Wolf Skills 493
Wises and Failure 211 Wolf Tactics 509
Wises and Let It Ride 210 Wolf Trait Round Up 484
Wises Are Contextual 212 Wolves in Play 510
Wises as Information 206 Workhorse 102
Wises in Setting Up Working Toward… 96
Range and Cover 182 Workshops 355
Wises, Intent and Task 209 Wounds in Versus Tests 140
Wises Restricted 266 Wrapping Up 38
Wizard Burner 402 Writing Beliefs for a Campaign 86
Wizard’s Staff 396 XYZ
Wizard Traits 409 You Have Me at a Disadvantage 194
Wolf Barding 508 You Should Be Dying 352
554
Index of Traits
A Changeling Coat Dt 3 pts 491, 514
Abused Char 409, 446 Charismatic C-O 420
Acquisitive Char 446, 512 Cilia Dt/C-O 5 pts 514
Addled Char 469, 512 Clawed Dt 3 pts 450
Aecer’s Likeness Dt 445, 512 Clawed Dt 3 pts 514
Alarmist Dt 2 pts 446, 512 Club Tail Dt 2 pts 450
Albino Dt 3 pts 446, 512 Club Tail Dt 2 pts 515
Always in the Way Char 409, 512 Clumsy Dt 447
Ambitious Char 446 Clumsy Walker Char 515
Amoeboid Dt 5 pts 512 Coat of Darkness Dt 5 pts 450, 515
Amulet Bound Dt 8 pts 512 Coat of Fur C-O 445, 515
Ancestral Taint Dt 489, 512 Cocky Char 447, 515
Ancient Terror Dt 6 pts 491, 512 Cocky Char 515
Arrogant Char 409 Cold Blooded Dt 420
Assistant Pig-Keeper Char 409, 512 Cold Dt 420, 515
Atravieso 409 Communal Dt 445, 515
B Compassionate Char 447, 515
Back-Breaking Labor C-O 446 Compulsive Liar Char 420
Bedside Manner Char 446 Condescending Char 447
Beespeaker Dt 446 Confident Char 447
Believer 409 Confusing Rant Dt 9 pt 447, 515
Bellowing C-O 4 pts 469, 513 Cool Headed Dt 447
Berzerker Dt 3 pts 470, 513 Corpse Bound Dt 8 pts 515
Bitter Char 446 Corrupted Dt 3 pts 409, 516
Black Nails Dt 467, 513 Council of Mages Dt 6 pts 409, 516
Blood Lust Dt 3 pts 513 Cowardly Dt 447
Blood Thirsty C-O 2 pts 446, 513 Creepy Char 409
Bookworm 409 Creepy Char 516
Boor Char 469, 513 Crushing Jaws Dt 487, 516
Brass Skin Dt 9 pts 513 Crystalline Spines Dt 3 pts 471, 516
Broken Dt 446, 489 Cult Leader Dt 8 pts 409, 516
Broken In 409 Cynical Char 409
Brook No Fools Dt 7 pts 409, 513 D
Brutal Char 469 Daring Char 447
Brute Dt 4 pts 469, 470 Dead to Pain Dt 6 pt 516
Brute Dt 4 pts 514 Death Addicted Dt 3 pts 516
Bull-Legged Dt 4 pts 471, 514 Deceptive C-O/Dt 420, 517
Bully Char 409 Deep Fur Dt 487, 517
Bully Char 514 Deep Sense Dt 447
C Defensive Char 447, 517
Callous Char 420 Demented Char 409, 489, 517
Calloused Char 446 Desperate Char 447
Calm Demeanor C-O 446 Devourer Dt 3 pts 471, 517
Cautious Char 447, 514 Diligent Char 447
Celestial Sight Dt 8 pts 514 Disfigured Dt 3 pts 409, 517
555
The Burning Wheel Codex
Dismissive Char 409 H
Dissent Parasite Dt 5 pts 517 Hacking Cough Char 447
Distracted Char 447 Hammer Hands Dt 2 pts 471, 520
Dominant Dt 489 Hand-Shaker C-O 4 pts 520
Dominant Dt 517 Hardened Dt 469
Domineering Presence 409 Harried Char 410, 520
Dreamer Dt 447 Hauling C-O 2 pts 469, 520
Dumb Char 447, 517 Hazed Dt 2 pts 410, 520
E Heartless Dt 6 pts 520
Earth Blood Dt 3 pts 471, 517 Heaving C-O 469, 520
Enemy of the Sun Dt 4 pts 471, 517 Hermaphrodite Char 520
Enlarged Incisors Dt 445, 518 Hideous! Dt 2 pts 520
Enlarged Venom Sacs Dt 2 pts 518 Higher Power Dt 9 pts 278, 520
Evil Char 409, 518 Hoarder Char 447, 520
Extra-Long Fur Char 450, 518 Hook Hand Dt 4 pts 472, 520
Extrovert 410 Horns Dt 5 pts 472, 521
F Horrific Aura Dt 8 pts 521
Faithful Dt 447 Howl of Doom Dt 489, 521
Familiar Face 410 Humble Dt 2 pts 447, 521
Fangs Dt 467, 518 Hungry Dead Char 344, 521
Fast Reflexes Dt 6 pts 518 I
Faust Dt 3 pts 410, 518 I Am God Dt 12 pts 278, 521
Feared Dt 447 Imperious Demeanor C-O 410, 448
Feared Dt 5 pts 410, 518 Impersonal Char 448, 521
Fearless Dt 410, 489 Impressive Hat Dt 3 pts 410, 521
Fearsome Beast C-O 2 pts 491, 518 Independent Char 448, 521
Femme Fatale/ Industrious Char 448, 521
Homme Fatal C-O 2 pts 420, 518 Insidious Cruelty Char 469, 521
Feral Dt 1 pt 420, 518 Intense Hatred Char 489, 521
Fey Blood 410 Invocations
Fiery Char 410, 518 of the Damned C-O 5 pts 410, 522
Filthy Char 420, 518 Iron Hide Dt 6 pts 472, 522
Force of Nature Dt 7 pts 278, 518 Iron Will 410
Formidable Bark C-O 2 pts 492, 519 L
Fragrant Char 447, 519 Large Ears Dt 445, 522
Frost Coat C-O 2 pts 491, 519 Late Char 410, 522
Frustrated Char 410, 447, 519 Lawbreaker Dt 8 pts 522
Fur Char 519 Light Touch C-O 2 pts 448, 522
Fur of the Fields Dt 5 pts 450, 519 Low Born Dt 2 pts 410, 522
Furtive Char 410, 519 Loyal Dt 410, 448, 489
G Lucky Dt 448
Genius C-O 3 pts 447, 519 Luminescent Dt 2 pts 522
Ghost Coat C-O 4 pts 492, 519 Lunatic 411
Gifted 410 Lupine Intellect Dt 487, 522
Gnawing Hunger Char 447 M
Good Listener C-O 5 pts 447, 519 Malformed Char 472, 523
Gopher Char 447, 519 Mangy Coat Char 492, 523
Graduate Dt 3 pts 410, 519 Manhunter 411
Great Cunning C-O 5 pts 489, 519 Mark of the Ancient Dt 5 pts 492, 523
Great Lupine Form Dt 487, 519 Massive Stature Dt 468, 523
Grotesque C-O 4 pts 469, 520 Master of Mages Dt 411, 523
556
Lists
Index
Meek Char 448, 523 Preternaturally Calm Dt 3 pts 490, 525
Megalomaniac Dt 448, 523 Pyromaniac Char 448, 525
Merciless Char 448 Q
Mesmerizing Gaze Dt 6 pts 523 Quiet C-O 448
Meticulous 411 R
Mind Numbing Work Char 469 Radula Dt 3 pts 525
Mind over Matter 411 Rat Speak Dt 3 pts 448, 525
Misshapen Char 469, 523 Raven Friend Dt 1 pt 492, 526
Missing Limb 411 Reanimated Corpse Dt 344, 526
Misunderstood Dt 448 Reclusive Char 490, 526
Misunderstood Dt 2 pts 411, 523 Remote Char 420
Mossy Coat C-O 2 pts 472, 523 Repulsive Blood Dt 2 pts 472, 526
Most Holy Dt 5 pts 448, 524 Rest in Peace Dt 337, 526
Murderous Char 420, 448 Revered C-O 4 pts 448, 527
Myopic 411 Ridged Brow Dt 3 pts 472, 527
N Righteous Char 449
Naked Char 450, 524 Ruthless Char 449, 527
Named Dt 5 pts 336, 524 S
Nauseous Char 448, 524 Sadistic C-O 2 pts 527
Necrophagic Char 524 Saturnine Dt 420, 527
Necrophobic Char 524 Scaly Skin Dt 4 pts 472, 527
Never a Moment of Peace Dt 3 pts 411, 524 Scavenger C-O 490
Night Blooded Dt 468, 524 Scheming Dt 449
Night Eyed Dt 4 pts 450, 468 Sea Legs C-O 449
Night Eyed Dt 4 pts 524 Second Sight Dt 4 pts 411
Nimble 411 Secretive Char 449
Numb Dt 411, 469 Serious Char 449, 527
O Shadow and Dust Dt 9 pts 527
Oafishly Charming Char 472, 524 Shadow Coat C-O 2 pts 492, 527
Obedient Char 489, 524 Sharpened Incisors Dt 4 pts 450, 527
Obscure Aura 411 Silent C-O 2 pts 527
Obsessed Char 448 Single-Minded C-O 3 pts 449, 527
Odor of Spirits Dt 2 pts 489, 525 Sixth Sense Dt 3 pts 411
Opportunist Char 448, 525 Skittish Dt 445, 528
Ordained Dt 2 pts 448, 525 Slave No More Dt 4 pts 490, 528
Overworked Char 411 Slave to the
P Power of Death Dt 5 pts 354, 528
Pack Rat Char 448, 525 Slow Dt 469
Paranoid Char 489 Soft Step C-O 4 pts 449, 528
Paranoid Ear 411 Solitary Char 469, 528
Patient Char 448 Speaker of
Piercing Gaze C-O/Dt5 pts 490, 525 the Secret Language Char 411, 528
Poker Face C-O 448 Spines Dt 4 pts 528
Polite Char 411, 525 Spirit Ears Dt 3 pts 490, 528
Poltergeist Dt 3 pts 337, 525 Spirit Familiar Dt 5 pts 411, 528
Portly Char 448, 525 Spirit Marked Dt 3 pts 490, 529
Pouched Cheeks Dt 2 pts 450, 525 Spirit Nature Dt 17 pts 529
Practical Char 448 Spirit Nose Dt 3 pts 490, 529
Practiced Precision 411 Spite Dt 420, 530
557
The Burning Wheel Codex
Stained Dt 490, 530 U
Stillness C-O 3 pts 530 Unfeeling Dt 8 pts 532
Stink of the Ancient Dt 490, 530 Unflinching Dt 6 pts 469, 532
Stoic 412 V
Stone’s Age Dt 468, 530 Vegetarian Char 449, 532
Stone Skin Dt 5 pts 472, 530 Vengeful Dt 421, 532
Stubborn Dt 469 Versatile Dt 4 pts 412, 532
Submissive Dt 491, 530 Vestigial Wings Char 473, 533
Suicidal Dt 5 pts 412, 531 Victim Dt 2 pts 449, 533
Sweet Tooth Char 449, 531 Vile Language Char 469, 491
T Visionary Faith Dt 5 pts 450, 533
Tail Char 445, 531 Voracious Carnivore Char 468, 533
Tainted Legacy 412 W
Tasting the Lash Dt 469 Wanderlust Char 491, 533
Tasting the Lash Dt 491 Watchful Char 491
Tentacles Dt 4/7 pts 531 Webbed Fingers and Toes Dt 1 pt 473, 533
Thick Skin Dt 449 Weird Char 449
Thief C-O 2 pts 421, 531 Well Traveled Dt 4 pts 412, 533
Thoughtful Char 449, 531 Where There’s a Whip… Dt 470
Tinkerer 412 Whip Tail Dt 4 pts 450, 533
Toiling C-O 2 pts 449, 531 Wickedly Clever C-O 469, 533
Toothy Maw Dt 4 pts 472, 531 Witch Flesh Dt 6 pts 470, 534
Tough as Nails Dt 469 Wolf Eyes Dt 487, 534
Tough Dt 449, 468 Wolf Snout Dt 488, 534
Troll Savant Char 472, 531 Woodland Ear Dt 488, 534
Troll Skin Dt 468, 531 XYZ
Tunnel Vision Dt 3 pts 449, 532 Zealot Dt 412, 449
Tusks Dt 2 pts 473, 532 Zoophagia Char 534
558
Reference
Music
Darkthrone, Danzig, Earth, High on Fire, Om, Unsane, The Wretched End, He Whose Ox Is
Gored, Helms Alee, Fugazi, Godflesh, 3 Inches of Blood, Iron Maiden, Cult of Luna, Disfear,
Yob, Kyuss, Melvins, Primitives Weapons, Austerity Program, Nick Cave, Frank Zappa, Joseph
Gallows (Live on the Green), Ramesses, SubRosa, Ufomammut, Unearthly Trance, Watain,
Zyklon, Mgła, Panopticon, Chelsea Wolfe, Minsk, Sannhet, Murder by Death and Rosetta.
Non-Fiction
The Poetic Edda: The Mythological Poems, by “Star Trek II: The Wrath of Khan” (Review),
Henry Adams Bellows (Translator) by Roger Ebert, Chicago Sun Times, January
Primitive Mythology, by Joseph Campbell, 1, 1982
Penguin Arkana Forbidden Rites, Richard Kieckhefer, Penn
Oriental Mytholog y, by Joseph Campbell, State Press
Penguin Arkana The Magus, Francis Barret, Samuel Weiser, Inc
Occidental Mythology, by Joseph Campbell, The Magician’s Companion, Bill Whitcomb,
Penguin Arkana Llewellyn Publications
The Norse Myths, by Kevin Crossley-Holland, Giordano Bruno and the Hermetic Tradition,
Pantheon by Dame Frances Yates
The Rosicrucian Enlightenment, by Dame
Frances Yates
Gameography
Torchbearer, Luke Crane and Thor Olavsrud Advanced Dungeons and Dragons, Gary
Mouse Guard the Roleplaying Game, Luke Gygax, Dave Arneson TSR
Crane and David Petersen, Archaia Studios Realms of Chaos (Slaves to Darkness and The
Press Lost and the Damned), Rick Priestley, Bryan
Sorcerer, Ron Edwards, Adept Press Ansell, Mike Brunton and Simon Forres, et al.
Games Workshop
Fiction
Taran Wanderer, by Lloyd Alexander, Henry The Ilearth War, by Stephen R. Donaldson,
Holt and Co. Del Rey
The High King, by Lloyd Alexander, Henry The Power That Preserves, by Stephen R.
Holt and Co. Donaldson, Del Rey
Seven against Thebes, by Aeschylus The Wounded Land, by Stephen R. Donaldson,
The Halloween Tree, by Ray Bradbury, Knopf Del Rey
Ramayana, by William Buck (Translator), The One Tree, by Stephen R. Donaldson, Del
University of California Press Rey
Rime of the Ancient Mariner, by Samuel Taylor White Gold Wielder, by Stephen R. Donaldson,
Coleridge, Gramercy Del Rey
The Dark Is Rising, by Susan Cooper, The Charwoman’s Shadow, by Lord Dunsany,
Atheneum Ballantine
Greenwitch, by Susan Cooper, Atheneum The Bacchae, by Euripides, Penguin Classics
The Grey King, by Susan Cooper, Atheneum Medea, by Euripides, Penguin Classics
Silver on the Tree, by Susan Cooper, Atheneum Magician: Apprentice, by Raymond E. Feist,
Lord Foul’s Bane, by Stephen R. Donaldson, Bantam Spectra
Del Rey Magician : Master, by Raymond E. Feist,
Bantam Spectra
559
The Burning Wheel Codex
Faust, by Johann Wolfgang von Goethe, Bantam The Silmarillion, by J.R.R. Tolkien, Houghton
Classics Mifflin
The Odyssey, by Homer, Penguin Classics Tales of the Dying Earth, by Jack Vance, Orb Books
The Conan Chronicles, Volume 1: The People of the Hellblazer, Vertigo/DC Comics, by various
Black Circle, by Robert E. Howard, Millennium Bloodstone, by Karl Edward Wagner, Warner Books
The Conan Chronicles, Volume 2: The Hour of the The Book of Wizards: Stories of Enchantment
Dragon, by Robert E. Howard, Millennium from Near and Far, edited by Jennifer Schwamm
A Wizard of Earthsea, by Ursula K. Le Guin, Willis (Anthology), Da Capo Press Books
Bantam Journey to the West, by Anthony C. Yu, University
The Tombs of Atuan, by Ursula K. Le Guin, Bantam Of Chicago Press
The Farthest Shore, by Ursula K. Le Guin, Bantam Lloyd Alexander: Book of Three, The Black
Tehanu: The Last Book of Earthsea, by Ursula K. Cauldron, Castle Llyr.
Le Guin, Bantam Edgar Rice Burroughs: A Princess of Mars, The
Tales from Earthsea, by Ursula K. Le Guin, Ace Gods of Mars, The Warlord of Mars.
The Otherwind, by Ursula K. Le Guin, Orion Louis Cha: Heaven Sword & Dragon Saber.
Children’s Books
Glen Cook: The Black Company, Shadows Linger,
Swords and Deviltry, by Fritz Leiber, Ace Books
The White Rose.
Swords against Death, by Fritz Leiber, Ace Books
Alexander Dumas: Three Musketeers, Twenty Years
Swords in the Mist, by Fritz Leiber, Ace Books
After, Ten Years Later; The Count of Monte Cristo.
Swords against Wizardry, by Fritz Leiber, Ace
Lord Dunsanay: The Charwoman’s Shadow, The
Books
King of Elfland’s Daughter.
The Tomb and Other Tales, by H.P. Lovecraft, Del
Rey E.R. Eddison: The Worm Ouroboros.
The Annotated H.P. Lovecraft, by H.P. Lovecraft, William Goldman: The Princess Bride.
edited by S.T. Joshi, DTP Literature Gregory Keyes: The Waterborn.
The Tragical History of Doctor Faustus, by
Harold Lamb: Wolf of the Steppes.
Christopher Marlowe, Oxford University Press
Fritz Leiber: Swords and Deviltry, Swords Against
Paradise Lost, by John Milton, edited by Merritt Y.
Wizardry, The Swords of Lankhmar, Swords and
Hughes, Macmillan
Ice Magic.
Elric of Melnibone, by Michael Moorcock, Blue Star
Johnston McCulley, The Mark of Zorro.
The Weird of the White Wolf, by Michael Moorcock,
Daw C.L. Moore: Black God’s Kiss.
Stormbringer, by Michael Moorcock, Savoy Books Arturo Perez-Reverte: Captain Alatriste, Purity of
The Anvil of Ice, by Michael Scott Rohan, Orbit Blood, The Sun Over Breda and The King’s Gold.
The Tempest, by William Shakespeare Rafael Sabatini: Captain Blood, The Seahawk.
Frankenstein; or, The Modern Prometheus, by Jack Vance: Tales of the Dying Earth.
Mary Shelley, Penguin Classics
Karl Edward Wagner: Bloodstone.
Oedipus Rex, by Sophocles, Penguin Classics
Gene Wolfe: Shadow and Claw (Shadow of the
Antigone, by Sophocles, Penguin Classics
Torturer, Claw of the Conciliator, Sword of the
The Hobbit, by J.R.R. Tolkien, Houghton Mifflin
Lictor, Citadel of the Autarch).
The Lord of the Rings, by J.R.R. Tolkien, Houghton
Mifflin
Colophon
This book was created using an iMac 3.2 GHz Intel Core i5 running OS 10.11.4
and the Adobe Creative Suite 5 (specifically, InDesign CS 5).
The typefaces Bauer Bodoni, Caliban, Post Medieval and Post Antiqua
are used throughout.
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