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Name: Sayble Parents: Trevor & Roslyn (Shipwrights)

Senior Artisan: Map Master Sampson


mouse Raw Abilities Rating
Abilities
Advancement Special Abilities Rating Advancement

Age:
Home: Port Sumac
38
Mentor: Cassandra of the Watch guard nature (Mouse)

will
)

)
5
5 P:MMMMMMM
F: MMMMMM

P:MMMMMM
F: MMMMM
resources

circles
)

)
6
4
P:MMMMMMMMM
F: MMMMMMMMM

P:MMMMMMMMM
F: MMMMMMMMM
Fur Color: Sable Friend: Roland (Husband) P:MMMMMM
health 4
) F:MMMMM
Guard Rank: Patrol Leader Enemy: Javier, Sheriff of IIvydale
Fate When testing, roll the number of dice listed with your ability or skill.
Cloak Color: Sea blue )
1 basic Independent Tests: The player must roll 4s or better (“successes”) equal to the obstacle.
One point alllows you to reroll dice Versus Tests: The player must generate more successes than his opponent.
Belief The weak cannot forgive. Forgiveness is an any 6s as new dice
rules I Am Wise: You may add +1D by incorporating one of your related wises.
Playing a
Belief earns
attribute of the strong. Teamwork: Help from another player adds +1D
a fate point Persona
)
1 Mouse Nature can be used for, escaping, climbing, hiding and foraging.
Goal Add one die per point spent Acting with your Nature: Use Nature in place of any relevant skill.
Accomplishing or tap Nature nature Acting against Nature: Use Nature in place of any ability or skill, if test is failed, Nature is
a Goal earns a
persona point rules taxed by the margin of failure.
Tapping Nature: You may spend a persona point to add your Nature rank to any roll
Conditions aside from Resources and Circles. If outside of your Nature, the ability is automatically
taxed by 1. If the roll is failed, Nature is taxed by margin of failure.
Instinct Always protect the youngsters Healthy )
Playing an
Instinct earns
a fate point
Hungry/Thirsty ) Skills
-1 to disposition to any conflict. Skill Rating Advancement Skill Rating Advancement

Angry (Ob 2 Will) ) 4 P:MMMMMM


2 P:MMMMMM

Contacts -1 to disposition for any conflict fighter ) F: MMMMM orator ) F: MMMMM


that uses Will as its base.
P:MMMMMM P:MMMMMM
Tired (Ob 3 Health) ) healer )
3 F: MMMMM deceiver ) F: MMMMM
-1 to disposition for all conflicts.
P:MMMMMM P:MMMMMM
Gear Net, field first aid kit, eye glass, ink, pen, Injured (Ob 4 Health) ) hunter ) F: MMMMM persuader )
3 F: MMMMM
-1D to skills, Nature, Will and
parchment paper Health (but not recovery). 2 P:MMMMMM
Boat Crafter 2 P:MMMMMM
instructor ) F: MMMMM ) F: MMMMM
Sick (Ob 4 Will) )
Traits -1D to skills, Nature, Will and
Health (but not recovery). pathfinder )
P:MMMMMM
F: MMMMM Cartographer )
2 P:MMMMMM
F: MMMMM
trait name trait level beneificial uses checks
P:MMMMMM P:MMMMMM
1 M+1D per session MUsed this session MMMM scout ) Tide-wise )
2
Weather Sense (1) 2 M+1D per roll — May be used on each roll. MMMM
F: MMMMM F: MMMMM

3 MReroll failed dice MUsed this session P:MMMMMM P:MMMMMM


Earning Checks survivalist ) F: MMMMM Crime-wise )
2 F: MMMMM
1 M+1D per session MUsed this session MMMM
Compassion (1) 2 M+1D per roll — May be used on each roll. MMMM 1: -1D to your ind. or vs. test
P:MMMMMM P:MMMMMM
3 MReroll failed dice MUsed this session 2: +2D to opponent’s vs. test weather watcher )
6 F: MMMMM Transport-wise )
2 F: MMMMM
1 M+1D per session MUsed this session MMMM 2: Break versus test tie in
P:MMMMMM P:MMMMMM
2 M+1D per roll — May be used on each roll. MMMM opponent’s favor
) F: MMMMM Celebrations-wise )
2 F: MMMMM
3 MReroll failed dice MUsed this session

1 M+1D per session MUsed this session MMMM


Spending Checks P:MMMMMM P:MMMMMM
2 M+1D per roll — May be used on each roll. MMMM 1: One test during Players’ Turn ) F: MMMMM ) F: MMMMM
3 MReroll failed dice MUsed this session 2: Recovery check during
P:MMMMMM P:MMMMMM
GM’s Turn ) F: MMMMM ) F: MMMMM
1 M+1D per session MUsed this session MMMM
2 M+1D per roll — May be used on each roll. MMMM 3: Charge: temporarily elevate
3 MReroll failed dice MUsed this session trait for remainder of session P:MMMMMM P:MMMMMM
2/4: Recharge trait
) F: MMMMM ) F: MMMMM

P= Pass; successful tests Advancement requires: Passed tests equal to the skill rank and failed tests equal to one
© 2008 Luke Crane and Ben Morgan. Permission granted to make copies for personal use. www.burningwheel.com F= Fail; failed tests. less than the rank. Learning a new skill requires: tests equal to Nature rank.
conflict goal Disposition conflict mechanics Starting Disposition
To generate a starting disposition for a conflict, test the
 Decide the type of conflict. listed appropriate skill and add those successes to the rating
 Determine participants and teams. of the listed ability, subtract any condition penalties from
that total. Apply condition penalties to the disposition. If
 State goals. Write them on your sheets.
acting in a group, all unique penalties apply to the group’s
 Roll for your starting disposition. disposition. Check gear (like armor) for disposition bonuses
 Check participants’ conditions. Modify or penalties.
dispositions accordingly.
 Choose three actions in private. The GM chooses
his actions first. Conflict Type Test Skill Add to Base
 Reveal first action. The GM reveals his action first. Consult Argument Persuader Will
the Actions Table to see how your actions interact. Speech Orator Will
conflict actions actions  Make Action test. Add any modifiers from gear or weapons. Negotiation Haggling Will
Action 1 Action 2 Action 3 descriptions Change disposition accordingly. If either disposition is
reduced to 0, stop. Fight Fighter Health or Nature
Privately choose one action in each volley. Reveal and test for Actions 2 and 3. Same rules as above. Fight Animal Fighter or Hunter Health or Nature
MAttack MAttack MAttack Attack


 After Action 3, all teams who still have disposition of 1 or Chase Scout Nature
MDefend MDefend MDefend Attack reduces disposition by more privately choose three more actions. The process War Military Will
margin of success. continues until all the teams on the players’ side or the
MFeint MFeint MFeint GM’s have been reduced to 0 disposition. Journey Pathfinder Health
Independent Obstacle: 0
MManeuver MManeuver MManeuver  Once one side has been reduced to 0 disposition, work Other Attack skill GM’s call
Defend out a compromise appropriate to the damage done to the
Add the margin of success to the winning team’s disposition.

action interactions
disposition. Disposition cannot
go higher than the starting total. sample weapons
Independent Obstacle: 3.
- Attack Defend Feint Maneuver Feint
Feint is a special attack. If played against
Weapon Attack Defend Feint Maneuver Special Length multiple
characters
Attack I V * V FIGHT
in a team
Defend, the Defender may not test.
Defend V I * V Axe +1s -1D -1D — — Normal
The Feinter makes an independent test, If you have two or
successes reduce his target’s disposition. Bow +1D* — — +2D *Vs Defend only Missile more mice in one team,
Feint * * V I
If played against an Attack, the Feinting Halberd +1s(axe) -1D(axe) -1D(axe) +1D(spear) Choose mode Spear each player takes
Maneuver V V I I
player may not attack or defend. If played
Hook -1D — — +1D, +1s — Normal turns testing for and
against another Feint, make a versus test. and Line describing his actions
I= Independent action. Test both separately, both actions The margin of success is subtracted from for the team. Two
can be successful or both can fail. Knife — — — See Special As disarm Normal or
the loser’s disposition. If played against
against spear Thrown players alternate back
V= Versus. Roll skills or abilities against each other. Maneuver, test Feint at Ob 0. Successes are or bow
Highest number of successes wins. and forth. Three players
removed from opponent’s disposition.
Shield — +2D — — -1D Health Normal each get one action out
*Special. See Feint action description at right. Independent Obstacle: 0
Sling — — — +1D — Missile of the set of three. If
skills by conflict/action Maneuver
Spend your margin of success to buy a Spear — — — +1D — Spear you have four players
on one team, which I
particular effect. You may buy multiple Staff — — +1D — — Normal or
ConflictType Attack Defend Feint Maneuver Thrown recommend against,
effects if you can afford it. You can’t buy
Argument Persuader Persuader Persuader Persuader the same effect twice on the same action. the fourth player starts
Sword — — — — +1D to one Normal
or Deceiver or Deceiver action type the next exchange of
• Margin of Success 1: Impede: -1D
Chase Scout Pathfinder Pathfinder Scout actions. Then you go
disadvantage to your opponent’s ARGUMENT
Fight Fighter Nature Fighter Nature around the table again.
next action. Intimidation — — +1s +1s — —
Fight Fighter or Lore. or Fighter or Lore. or • Margin of Success 2: Gain position: Deception — — +1s +1s — —
Animal Hunter Nature Hunter Nature +2D advantage to your next action.
Negotiation Haggler Haggler Deceiver Deceiver Evidence +1s — — — Must have —
• Margin of Success 3: Disarm: remove evidence!
Journey Pathfinder See descr. Pathfinder See descr. one of your opponent’s gear or
Roleplay — — — — +1D to one —
Speech Orator Orator Orator or Orator or weapons, disable a trait for the action type
Deceiver Deceiver remainder of the conflict. Or you Promises — +1D — — — —
War Militarist Militarist Militarist Militarist may Impede and Gain Position.
or Orator Repeating -1D -1D -1D -1D — —
Independent Obstacle: 0

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