Character Burner Amendments Guide
Character Burner Amendments Guide
CharacteR
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BurneR
The Character Burner Amendments
Amendments to Character
Burning
The design of the galactic lifepaths and traits require that a few details of the character
burning process be drafted again. Take note of the following changes before finalizing a
character concept.
Attributes
Mortal Wound
With the scope of this infinite galaxy sprawling around us, the shade of stats express a
greater range of sizes and capabilities than they do in classic Burning Wheel. It is thus
necessary to permit the rancors and asteroid-dwelling space worms exclusive access to the
high end Gray and White-shade Mortal Wound tolerances.
Health
The fifth and sixth starting Health questions from The Burning Wheel Gold (page 91) no
longer apply to starting Health. Ignore them and move on.
Steel
The Steel questions starting on the same page of the source material have been adjusted:
1. Has the character taken a raider, mercenary, hired gun or soldier type lifepath? Add 1 to
Steel.
8. Is the character Attuned? If so, raise Steel by 1.
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The Character Burner Amendments
A liations
The prices are the same, but the flavor's a little different. It's a big Galaxy after all.
- 1D, 10 rps. Local, Specialized or Limited affiliation - the Alderaanian royal family, the
famous Rogue Squadron, an Academy, a Jedi temple.
- 2D, 25 rps. Regional or Influential affiliation - a star system, a guild, a fleet, a clan.
- 3D, 50 rps. Pervasive or Renowned group - a Moff's governance, the Jedi Order, an
independant Federation.
Reputations
No new rules apply to reputations, but for the sake of consistency here are some new
examples:
- 1D, 7 rps. Local or Minor reputation - the fastest blaster in Mos Eisley spaceport, the
strange old Sorcerer, the best bush pilot in the outer rim territories.
- 2D, 25 rps. Regional or Notable reputation - the wise Jedi master, the Baron-
Administrator of Cloud City, the accomplished bounty hunter.
- 3D, 45 rps. Galactic or Major reputation - the Hutt crime lord, the pilot who destroyed
the death Star, the right hand of the Emperor.
Factoring Resources
Both Droids and Vehicles are factored as property when determining your starting
Resources exponent.
Despite what you might expect, Droids do not count as Relationships, neither do their
resource points factor into Circles. Any social clout a Droid might have is merely an
extension of their owner's power and influence.
Physical Tolerances
When setting the Superficial through Traumatic tolerances on your PTGS, their placement
relies on the shade of your attributed stats.
Gray Stats
If Forte is Gray-shade, the Superficial tolerance equals the Forte in the Black shade. If either
Forte or Power is Gray, your wound tolerances may be separated by half the Forte rounded
up plus 1.
White Stats
If Forte is White-shade, the Superficial wound tolerance is 1.5 times its exponent in the
Black shade. If either Forte or Power is White, your wound tolerances may be separated by
the Forte exponent.
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The Character Burner Amendments
Unless they possess a trait that alters the fact, a character's Mortal Wound is always
factored from the Black shade. Each Gray-shade Power of Forte stat counts as 5 points
higher in exponent, but otherwise doesn't directly push the attribute into another shade.
Each White-shade stat counts as 10 points higher.
If I can afford the 10-stat point premium, a G5 Forte and G4 Power will place my Mortal
Wound tolerance at B15. (6 plus the average of 10 and 9). A formidable tolerance for
damage, but a long shot from a G7 Mortal Wound!
The reader will observe that it is possible for characters to acheive Gray-shade Mortal
Wound tolerances by pushing the attribute past B16, but only with a mighty set of
shade-shifted stats!
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The Character Burner Otherness
Otherness
Otherness is not an emotional attribute, but rather a sort of meta-attribute - it exists
outside the fiction, never within. Otherness tracks how alien a character is to us, the
audience.
Otherness is designed to create new alien races in the process of gameplay. Sounds
absurd? It actually happens all the time.
After all, this is how we learn about a new species in movies and books. We don’t know it all
before starting, but, in a crucial moment, a character will surprise us with knowledge, a
trait, or a skill we didn’t know they had. Sometimes, other characters will tell us something
of their kind. Whatever it is, the discovery is made in the moment, even though according to
the narrative it has always been that way.
Otherness Only
Otherness and emotional attributes don’t get along. If you take Otherness as your attribute,
you cannot have Hatred or Empathy.
Every special attribute communicates a story that is larger than the character’s own.
Dwarven Greed speaks of corruption and the inherent vices of an entire culture
devoted to craftsmanship. Elven Grief tells the tale of those who are ageless and yet bound
to a world that is dying as they watch. Empathy and Hatred in Star Wars are two sides of
the same coin, arguments that speak of the battle between selfishness and altruism.
The story Otherness tells is one of your culture and species. Taking on Otherness
means that you are dedicated to a character whose very exploits will reveal the
struggles of their species, and show their importance to the Galaxy as a whole. To have a
character dedicated to two meta-narratives at once not only makes them unfocused and
clumsy in play, but also steals the spotlight from other players!
Testing Otherness
Your character is not aware of their otherness; everything that is established by testing the
attribute is something they have had since birth - it has always been with them. Because
of this, one cannot test Quickly, Patiently or Carefully with Otherness. The test itself never
takes any time in-game.
Much like an emotional attribute, Otherness is open-ended.
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The Character Burner Otherness
Extrapolation
Otherness works through a system called Extrapolation. Extrapolation is the
process of coming to a new conclusion based on already-existing patterns and
themes. When you extrapolate, you are pointing out something that is already
understood around the table as true about your species and suggesting a new detail
about the race that follows the same themes, but also tells us something new.
Extrapolation can be used to establish any of the following details about your stock:
Physiological Traits, Cultural Skills and Societal Struggles.
Physiology
You can establish something new about your species’ anatomy and biology by testing
Otherness to gain a die trait. To do so, you must first cite a trait you already have, and give
a quick statement as to why it makes sense for the species to have the new desired trait.
When given approval to test, your obstacle is the trait-point cost of the desired trait.
My Wookiee character already has the character trait Woolly. Extrapolating from this, I
suggest that his thick fur coat gives him protection against the cold. I state that I want to
test my Otherness to acquire the Deep Fur trait, allowing my character to better resist cold
weather. Deep Fur is a call-on (2 pts), and thus an Ob 2 test to acquire.
It is recommended, necessary even, that players mark their Otherness-related traits
so as to tell them apart from the rest. A little asterisk, a star, quotations, underlining,
whatever powers your hyperdrive.
It should go without saying that Otherness cannot be tested to gain an emotional attribute.
Such traits are out of bounds.
Cultural Skill
You can test Otherness to immediately gain a needed skill. To do so, you must cite an
already-established truth about your species and their culture. If you are a Native of a
Poisonous World, it makes sense that the vast majority of your species is familiar with
Toxicology, Herbalism, Apothecary, or the like. If you are a Child of a Zealous Culture,
perhaps everyone is acquainted with a Doctrine of some kind.
In order to succeed on this test, you must beat an Obstacle equal to your character’s
aptitude for the desired skill. Succeeding on this test means you may open the skill. For
every success above the obstacle, you may increase your starting exponent by 1. For all
intents and purposes you have always had this skill; this is just the first time in the story it
has become relevant.
Faced for the first time in-game with a wall that must be scaled, my Wookiee draws on the
lessons learned from his heritage. I tell my friends that since I am a Child of an Arboreal
Culture; everyone of my species learns to climb at a very early age. I test my Otherness to
establish that my Wookiee already has the Climbing skill, which is exactly what I need at this
time.
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The Character Burner Otherness
Societal Struggle
You can test Otherness to establish a something that plagues your species. By citing
relevant instincts, traits, skills and even previous moments of gameplay, you can establish
a problem that every member of your species must contend with.
This is an Ob 6 test of Otherness, with advantage given for extra supporting traits, skills,
and existing character instincts. On a success, the member of your race you are currently
dealing with gains a belief about the chosen struggle, written by the player who tested.
What’s more, every member of the species that the party meets in future will also have a
belief about the established issue: exactly what that belief is, however, will be up to the GM.
There’s a price, however. The player who tested Otherness to establish this core issue must
also have a belief about this issue before testing. If they don’t yet have one, they must
immediately write one. Once Otherness is tested, regardless if successful or a failure, that
belief cannot be changed until a persona point has been earned for playing it, or the episode
has ended.
Failing the test of Otherness to establish a societal struggle does not mean that problem
does not exist; quite the contrary. The struggle is real, succeed or fail, but the belief you
intended to give the target NPC is twisted to further the GM’s vision in some way. Thus,
testing to establish a societal struggle for your species will always establish it, but failure
might mean that the character you wanted to help you might actually take a very different
stance on the subject!
This is the most powerful use of the Otherness attribute - the results of merely rolling
the dice in this case will resound throughout the rest of the campaign. Before dice are
rolled, the GM must make sure that everyone around the table is happy with the direction
this test might take the story. If there is any dissent, he or she has every right to say “no” to
this particular test. Note that the GM is a part of the table!
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The Character Burner Otherness
Advantage
If more than one trait would support a new extrapolation, a player can get one advantage
die for each additional supporting trait or skill, to a maximum of +3D. Such traits and skills
must have been granted by some means through having Otherness - traits and skills
granted by lifepaths or trait vote cannot be used.
I am about to test to acquire Deep Fur for my Wookiee, but then I remember that I he is also
a Native of an Evergreen World. I point out that the climate of my world would necessitate
having fur that would protect me from the elements. The GM nods in assent and I test my
Otherness with a +1D advantage.
Linked Tests
Other players can also have a little say in how their fellow player’s alien species develops as
well. Any other player around the table may, at some point, have an idea for the perfect use
of Otherness. They may present the idea to the player whose character possesses
Otherness, and if that player is willing, they engage the test together.
The player who had the idea first must then test a related wise in the effort of establishing
a bit of history or a tidbit of knowledge their character possesses about the alien species. It
must be a wise, nothing else! The alien’s player may then engage the necessary test of
Otherness, gaining +1D if the first exceeded their obstacle, and +1 Ob if they failed it.
These linked tests must still have their own intent beyond simply establishing new things
about an alien character: an intent that can be accomplished without Otherness ever
coming into play…
Han Solo notices that his Wookie copilot, Chewbacca, is feeling belligerent over being beaten
at a strategy game by a droid. Seized with sudden inspiration, Han’s player declares to the
table that if Chewie’s player is okay with it, he’d like to try to establish something about
Wookiees.
Han tests his Cantina Brawls-wise and recollects one time in a cantina that Chewy went a
little wild. He warns Artoo and Threepio to let Chewbacca win, warning the droids that
Wookiees tend to dismember people who best them in conflicts of cunning. His intent is to
intimidate the droids into letting Chewie win the game, but testing will also give
Chewbacca’s player precedent to test Otherness and gaining the Flights of Murderous Fancy
trait, which gives Chewy a “rage-mode.” Chewy’s player likes this idea, and lets Han test,
preparing to roll his Otherness immediately after!
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The Character Burner Otherness
Diminishing Otherness
All tests of Otherness must be
logged at the moment of
resolution.
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The Character Burner Otherness
Starting Otherness
A player’s Otherness attribute begins at exponent 10.
Starting Traits
Before choosing lifepaths, you will take on additional traits which will define your alien
nature. These traits will set you apart as different from humanity, and some of them will
increase your starting Otherness attribute so that more can be defined in play.
Child of a ________ Culture…
Your culture will shape you. For some, they embrace it. Others may reject it. No
matter the case, where you come from, where you were raised, and who you lived
with will leave its mark on you. Your job is to think of an adjective that best
describes the culture of your heritage. Write down the character trait “Child of a
_____ Culture,” filling in the blank with the chosen word.
The reason we don’t simply use the chosen adjective as a character trait is because
your character may differ greatly from the culture they were raised in. But we’ll
never know how until we know what that culture is like. It is up to you as a player
how you will interpret this trait.
Otherly Traits
In addition to the above two traits, you may take any number of cosmetic or die traits that
set you apart from humanity. These traits are not purchased with trait points - they are
free, with a few limitations. Each trait you take will diminish your Otherness to a certain
degree - but each can be used as the precedent to make extrapolations during play.
While there is a list of alien die traits later in this section, you may also feel free to draw
from the traits list in the Burning Wheel Gold, and even the Codex, if you have it. Keep in
mind all of these traits must be subject to GM approval.
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The Character Burner Otherness
Alien Cosmetics
You can take any number of cosmetic traits, so long as they set you apart as
distinctly alien. So, for example, you cannot take the Big Nose trait, as any human
could have that trait. You could, however, choose the Pig Nose trait and that would
be perfect!
Hard Limits
Start with B10 Otherness. The total trait point sum of all traits taken (aside from your two
free starting traits) is be divided by 3 and rounded up; the result is the number of dice
removed from your starting Otherness by traits. Each 1-pt starting mental stat pool
increase costs -2D. Each 1-pt physical stat pool increase costs -1D. By the end of this, you
may not have an Otherness attribute that is higher than exponent 8, and no lower than
exponent 3.
You want a healthy balance of both cosmetic and die traits during burning; no die traits
leaves your character as essentially an odd-looking human, while no cosmetic traits
makes it very hard for you to establish new things about your race later in game.
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The Character Burner Galactic Lifepaths
Galactic Lifepaths
Welcome to the Galaxy. It is a diverse and multitudinous society comprised of countless
star systems, smaller sovereignties, races and species, all culturally homogenized due to
eons of interstellar warfare and commerce. While there remain culturally-distinct pockets
and enclaves, the settings that follow are designed to create characters who are
immediately connected (however indirectly) to the conflicts at large, and thus ready to step
out onto the galactic stage as soon as play begins.
Special Markings
Amidst these lifepaths, you will find that certain traits and skills are written in grey, as
compared to the customary black text. This simply means that it there is no additional text
to be found about it in the Lists - it is either a character trait, and its very name is self-
explanatory, or it is a skill taken directly from the Burning Wheel gold and its description is
therefore not included out of respect for the author. If a trait or skill is written in Black (even
if you recognize it's name from the Burning Wheel Gold) that means there is more to know
about it in the Lists, which is alphabetically organized and starts at page #.
You will occasionally find signs written in superscript just after a skill or trait:
§ This is a Sorcerous skill. It requires the Attuned trait and costs two points to
open, and is always open-ended.
† This is a Training skill. It costs two points to open, and cannot be advanced.
‡ This is a Sorcerous Training skill. It requires the attuned trait, costs two points to
open, and cannot be advanced.
Alien Lifepaths
We did not bother creating specific exclusive settings or lifepaths for alien cultures. Every
alien species met in the Galaxy (with the only exceptions being Ewoks and Gungans) seems
to be firmly a part of the societal and economic structure represented in the Galactic
lifepaths. Chewie is a smuggler and the first mate of a cargo freighter. Ackbar is an Admiral
of an interstellar fleet. Yoda is a Jedi Master and a hermit. We see aliens who are pilots,
mercenaries, bounty hunters, etcetera, etcetera. Whenever we do see an alien that seems
tied to a particular culture, they are generally background or supporting cast. Their fate is
not tied to the Galaxy like that of a protagonist and therefore all we see of their culture is
surface-level. This leads us to the conclusion that any Player Character of an alien species
will have a background that connects them with the larger Galaxy as a whole, and therefore
will be burned using the Galactic Lifepaths.
There are two options for those who wish to play a non-human species:
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The Character Burner Galactic Lifepaths
Spacefaring Setting
Lifepath Time Res Stat Leads
Born Adrift 10 yrs 4 -1 P Fringe, Captive & Servitude
Skills: 2 pts: Free-Fall†, 2 pts: General
Traits: 3 pts: Untethered, Strong Stomach
Refugee 2 yrs 5 - Fringe, Metropolis, Monastic, Captive
Skills: 3 pts: Inconspicuous, Bureaucracy, Customs-wise
Traits: 3 pts: Homesick, Asylum Seeker, Hunted
Drifter 8 yrs 6 - Fringe, Monastic, Captive & Servitude
Skills: 5 pts: Odd Jobs-wise, Linguistics, Haggling, Begging
Traits: 2 pts: Oikofugic, Lost
Requirements: An immediately preceding Spacefaring or Fringe lifepath
Spacer 5 yrs 10 - Any except Palace
Skills: 5 pts: Spaceport-wise, Hauling, Jargon, Drinking, Odd Jobs-wise; 1 pt: General
Traits: 2 pts: Seen It All
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
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The Character Burner Galactic Lifepaths
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
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The Character Burner Galactic Lifepaths
Traits: 1 pt: -
Requires: Astro-Mechanic or Architect
Padawan 6 yrs 12 +1 M Any
Skills: 6 pts: Jedi Doctrine, Meditation, Telekinesis§, Lightsaber§
Traits: 2 pts, the first two are required: Attuned, Sworn to the Order, Knighthood, Empathy
Special: Select the lifepath of your mentor from the Spacefaring setting; you recieve ½ of their skill
points (rounded down), and must open a skill from that lifepath
Requires: Child Devotee or Born Adrift
Restrictions: Padawan must be the character's second lifepath and may only be taken once
Sentinel 7 yrs 12 +1 M Any
Skills: 7 pts: Transmissions, Navigation, Pilot or Helmsman, Lightsaber§, Telepathy§, Dark Side-wise
Traits: 2 pts: Devout
Requires: Knighthood trait
Hound 6 yrs 8 +1 M Any except Monastic
Skills: 7 pts: Scopes, Navigation, Pilot or Helmsman, Meditation, Prey-wise
Traits: 2 pts: Cur, Touch of Ages
Requires: Hatred trait
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
§
This is a sorcerous skill. These skills require the Attuned trait and 2 pts to open, and are always open-ended.
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The Character Burner Galactic Lifepaths
Fringe Setting
Lifepath Time Res Stat Leads
Born Fringer 10 yrs 3 - -
Skills: 4 pts: General
Traits: 3 pts: -
Lost Child 2 yrs 1 - Monastic, Captive & Servitude
Skills: 2 pts: Scavenging, Foraging
Traits: 2 pts: All Alone in the World, Attuned
Restrictions: Lost Child must be the character’s second lifepath and may only be taken once
Stranded Spacer 5 yrs 1 +1M/P Spacefaring, Monastic, Captive & Servitude
Skills: 4 pts: Survival, Jury-Rigging, Transmissions, Wilderness-wise
Traits: 3 pts: A Little Crazy, Driven
Requires: Any Spacefaring or pilot-type lifepath, which must immediately precede this one
Nomad 10 yrs 6 +1 P Spacefaring, Captive & Servitude
Skills: 6 pts: Survival, Foraging, Orienteering, Animal Husbandry, Caravan-wise
Traits: 2 pts: Oikofugic
Vagabond 2 yrs 2 - Captive & Servitude
Skills: 3 pts: Cantina-wise, Rumor-wise, Drinking, Brawling
Traits: 2 pts: Trouble, Pickled
Pilgrim 3 yrs 5 - Monastic
Skills: 3 pts: Ancient History, Orienteering, Sacred Places-wise
Traits: 1 pt: Reverent
Restrictions: Pilgrim may not be the character’s second lifepath
Hermit 20 yrs 4 - Monastic
Skills: 2 pts: Survival, Meditation; 2 pts: General
Traits: 2 pts: Quiescent, A Little Crazy
Restrictions: Hermit may not be the character's second or third lifepath
Raider 3 yrs 7 - Spacefaring, Captive & Servitude
Skills: 5 pts: Camouflage, Stealthy, Intimidation, Brawling or Marksmanship, Scavenging,
Ambush-wise
Traits: 2 pts: Brutal
Hunter 4 yrs 7 +1 M,P Captive & Servitude
Skills: 5 pts: Tracking, Stealthy, Trapper, Marksmanship, Cooking, Wild Game-wise
Traits: 1 pt: -
Herder 4 yrs 8 +1 P Captive & Servitude
Skills: 5 pts: Animal Husbandry, Riding, Observation, Marksmanship, Nerf-wise, Predator-wise
Traits: 2 pts: Scruffy
Farmer 6 yrs 7 +1 P Captive & Servitude
Skills: 5 pts: Farming, Driving, Hauling, Crop-wise, Drought-wise
Traits: 2 pts: Starry-Eyed, Grounded
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The Character Burner Galactic Lifepaths
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The Character Burner Galactic Lifepaths
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
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The Character Burner Galactic Lifepaths
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The Character Burner Galactic Lifepaths
Metropolis Setting
Lifepath Time Res Stat Leads
City Born 15 yrs 10 - -
Skills: 2 pts: City-wise; 3 pts: General
Traits: 2 pts: -
Urchin 1 yr 4 - Spacefaring, Fringe, Captive & Servitude
Skills: 3 pts: Inconspicuous, Sleight of Hand, Crowd-wise
Traits: 2 pts: Fleet of Foot, Stealing, Attuned
Restrictions: Urchin must be the character’s second lifepath and may only be taken once
Bum 4 yrs 4 - Captive & Servitude
Skills: 4 pts: Inconspicuous, Begging, Streetwise, Patrol-wise, Spice-wise
Traits: 2 pts: Addicted, Cipher
Gambler 4 yrs 18 - Fringe
Skills: 4 pts: Gambling, Calculation, Major Players-wise
Traits: 1 pt: Impecunious
Street Vendor 4 yrs 10 - -
Skills: 5 pts: Conspicuous, Appraisal, Haggling, Crowded Locales-wise, Odds and Ends-wise,
Bootleg-wise
Traits: 1 pt: Shady
Designer 6 yrs 15 +1 M/P Palace
Skills: 4 pts: Fabrication, Soothing Platitudes, Clothing-wise, Fashion-wise
Traits: 1 pt: Fretful, Sharp Dresser
Laborer 4 yrs 12 +1 P Fringe
Skills: 5 pts: Hauling, Construction, Driving, Jargon, Architecture-wise
Traits: 1 pt: Hardened, Lifting Heavy Things
§
This is a sorcerous skill. These skills require the Attuned trait and 2 pts to open, and are always open-ended.
‡
This is a sorcerous training skill. It requires the Attuned trait and 2 pts to open, and may not be advanced.
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The Character Burner Galactic Lifepaths
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The Character Burner Galactic Lifepaths
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The Character Burner Galactic Lifepaths
Notary 5 yrs 20 +1 M -
Skills: 5 pts: Bureaucracy, Cryptography, Permit-wise, Forgery-wise, Bribe-wise, Sensitive Data-wise
Traits: 1 pt: -
Requires: Academic or Customs Officer
Slicer 4 yrs 25 +1 M Fringe, Military
Skills: 5 pts: Intrusion, Transmissions, Cryptography, Programming, Jury-Rigging, Computer-wise
Traits: 1 pt: -
Requires: Burglar, Technician or Tinkerer
Hired Gun 6 yrs 24 +1 M,P Fringe, Military
Skills: 6 pts: Marksmanship, Inconspicuous, Intrusion, Brawling, Wetwork-wise
Traits: 2 pts: Creature of Habit, Cold Blooded
Requires: Vagrant, Guard, Peace Officer, Enforcer, Convict or the Sworn Homage trait
Convict 3 yrs 5 - Spacefaring, Fringe, Military
Skills: 2 pts: Criminal-wise, Guard-wise, Inconspicuous, Brawling
Traits: 1 pt: Broken In, Prominent Scar, Bruiser
Informant 4 yrs 30 - Fringe, Palace, Military
Skills: 6 pts: Inconspicuous, Falsehood, Persuasion, Interrogation, Handler-wise
Traits: 2 pts: -
Requires: Code of Honor
Restrictions: Informant is not available to those who have previously taken Crime Lord or Warlord.
Warden 8 yrs 45 +1 M Palace
Skills: 5 pts: Administration, Security, Baron-wise, Law-wise
Traits: 1 pt: -
Requires: Sheriff, Peace Officer or Royal Guard; or the Knighthood, Lieutenant or Your Eminence
trait
Architect 9 yrs 40 +1 M Spacefaring, Palace
Skills: 4 pts: Architect, Holography, Superstructure-wise, Aesthetic-wise
Traits: 1 pt: Geometric
Requires: Foreman or Academic
Merchant 6 yrs 30 +1 M Spacefaring
Skills: 5 pts: Administration, Appraisal, Haggling, Commercial Law-wise, Pirate-wise
Traits: 1 pt: -
Requires: Foreman, Starship Captain or Shipwright
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
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The Character Burner Galactic Lifepaths
Broker 5 yrs 50 +1 M -
Skills: 6 pts: Persuasion, Appraisal, Haggling, Commission-wise, Merchant-wise, Noble-wise
Traits: 1 pt: Prone to Exaggeration
Requires: Academic, Merchant, Slicer, Spy or Advocate
Banker 10 yrs 60 +1 M Palace
Skills: 4 pts: Accounting, Currency-wise; 1 pt: General
Traits: 1 pt: -
Requires: Academic, Merchant or the Your Lordship trait
Baron 12 yrs 75 +1 M Palace
Skills: 4 pts: Administration, Law-wise, Industry-wise, Trade-wise; 1 pt: General
Traits: 2 pts: Affinity for Business
Requires: Broker, Banker or Crime Lord
Proxenos 7 yrs 30 - Palace
Skills: 3 pts: Ambassador-wise, Soothing Platitudes, Hospitality-wise, Politics-wise; 2 pts: General
Traits: 1 pt: Ingratiating
Requires: Gangster, Warden, Merchant or Broker
Subtle Instrument 7 yrs 20 +1 M,P Captive & Servitude, Palace
Skills: 7 pts: Inconspicuous, Interrogation, Telepathy , Intrusion, Stealthy, Assassination-wise
§
Monastic Setting
Lifepath Time Res Stat Leads
Child Devotee 10 yrs 3 - Any
Skills: 2 pts: Temple-wise, Jedi Doctrine; 3 pts: General
Traits: 2 pts: Attuned
Restrictions: Child Devotee is a Born lifepath; it cannot be taken more than once
Steward 6 yrs 7 - -
Skills: 6 pts: Stewardship, Cooking, Fabrication, Devotee-wise
Traits: 1 pt: Cenobitic, Five Precepts
Requires: Child Devotee or Padawan
Mendicant 4 yrs 4 - Spacefaring, Fringe
Skills: 4 pts: Begging, Meditation
Traits: 2 pts: Broken In, Five Precepts, Lucky
Eremite 4 yrs 5 +1 M Fringe
Skills: 3 pts: Meditation, Ancient Texts-wise, Cell-wise, Visions of the Force-wise
Traits: 2 pts: Quiet, Attuned, Prescient
Requires: Five Precepts trait
§
This is a sorcerous skill. These skills require the Attuned trait and 2 pts to open, and are always open-ended.
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The Character Burner Galactic Lifepaths
wise
Traits: 1 pt: -
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
§
This is a sorcerous skill. These skills require the Attuned trait and 2 pts to open, and are always open-ended.
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The Character Burner Galactic Lifepaths
§
This is a sorcerous skill. These skills require the Attuned trait and 2 pts to open, and are always open-ended.
‡
This is a sorcerous training skill. It requires the Attuned trait and 2 pts to open, and may not be advanced.
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The Character Burner Galactic Lifepaths
Palace Setting
Lifepath Time Res Stat Leads
Born Noble 12 yrs 15 - Metropolis, Monastic, Captive & Servitude
Skills: 2 pts: Etiquette, Family History; 3 pts: General
Traits: 2 pts: Mark of Privilege, Your Lordship, Your Eminence, Your Grace, Heir to the Throne
Mentat 6 yrs 10 +2M Any except Monastic
Skills: 4 pts: Calculation, Rhetoric, Strategy Games
Traits: 2 pts: Eidetic Memory, Mind Over Matter
Requires: Born Noble
Other: Mentat must be the character's second lifepath and cannot be taken more than once; the
Mentat cannot take any Noble Rank traits during character burning (Your Lordship, Your
Highness, etc.), or any lifepath that may grant such a trait
Retainer 4 yrs 20 - Any except Monastic
Skills: 5 pts: Etiquette, Conspicuous, Soothing Platitudes, Liege-wise, Retinue-wise, Gossip-wise
Traits: 1 pt: -
Spouse 5 yrs 25 +1 M/P Any
Skills: 7 pts: Estate Management, Stewardship, Inconspicuous, Noble-wise, Publicity-wise,
Political Enemies-wise
Traits: 2 pts: Sworn Homage
Cadet 3 yrs 15 +1 P Metropolis, Military
Skills: 4 pts: Military Protocol-wise, Strategy Games, Academy-wise, Simulation-wise
Traits: 2 pts: Sense of Entitlement
Requires: Born Noble
Restrictions: The character may not take this lifepath if they are older than 18 or have ever taken
a lifepath outside of the Palace setting; Cadet may only be taken once
Crime Lord 10 yrs 50 +1 M Any
Skills: 4 pts: Administration, Persuasion, Syndicate-wise, Respect-wise
Traits: 1 pt: Your Excellency, Hard-Hearted
Requires: Gangster
Lord/Lady 7 yrs 50 +1 M/P Any
Skills: 5 pts: Etiquette, Dance, Swordplay, Sovereignty-wise, Retinue-wise; 1 pt: General
Traits: 1 pt: Noblesse Oblige
Requires: Spouse, or the Your Lordship trait
Count/Countess 7 yrs 65 +1 M/P Any
Skills: 3 pts: General
Traits: 1 pt: Noblesse Oblige, Sharp Dresser, Callous
Requires: Baron, Lord/Lady, Spouse or the Your Eminence trait
27
The Character Burner Galactic Lifepaths
28
The Character Burner Galactic Lifepaths
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
ß
Master is not a lifepath trait. It must be purchased at its full cost detailed in the traits list.
29
The Character Burner Galactic Lifepaths
Military Setting
Lifepath Time Res Stat Leads
Trooper 4 yrs 8 +1 P Spacefaring, Fringe, Metropolis, Captive
Skills: 7 pts: Marksmanship, Skirmish Tactics , Armor Training†, Throwing
†
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
§
This is a sorcerous skill. These skills require the Attuned trait and 2 pts to open, and are always open-ended.
30
The Character Burner Galactic Lifepaths
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
31
The Character Burner Galactic Lifepaths
†
This is a training skill. These skills cost 2 pts to open and may not be advanced.
32
The Character Burner Starting Resources
Quality: Run-of-the-mill arms cost 5 rps. Superior quality arms cost 15 rps. Poor quality
arms cost 3 rps and apply a blanket +1 Ob penalty to Brawling and Swordplay tests.
Modified Arms: The Foundry chapter of this guide allows you to give your arms a
technological edge at a premium. Think vibroblades, crysknives, and thundersticks!
Lightsaber: The perfect defensive weapon, and the emblem of the Jedi religion. Weapon
Power is +4, Add is 1, Weapon Speed is 3, VA is 5 and it is Two-Handed. The lightsaber
has specific rules and abilities described in the Weapons chapter, and is a +6D tool when
applying raw Power against the material obstacles both in The Burning Wheel Gold and
detailed in this guide's own appendices. A lightsaber costs 15 rps, but characters with the
Sworn to the Order trait may purchase it for only 5 rps.
33
The Character Burner Starting Resources
Firearms — Firearms are purchased individually, and their properties are fully described in
the Weapons Appendix. Accompanying every firearm is a sling or holster, and even a scope
for most medium-to-long-range firearms. These attachments don't grant any boons to
shooting or positioning with the firearm; rather, they are necessary for it to function
properly - firearms count their ranges not in paces, but in tens or hundreds of meters!
Hitting a target from such distances without sighting through a scope is cause enough for
a GM to impose some major Obstacle penalties!
Blasters: Standard-Issue Blasters cost 10 rps each. Specialized Blasters* are 15 rps
each. For half the price rounded up, you may purchase a shoddy blaster in either a
standard or specialized model. Shoddy blasters are prone to overheating, which is
described in the Weapons chapter. Blasters are energy weapons and do not require a
spare source of ammunition.
Ballistics: Colloquially and somewhat derisively known as "slugthrowers." A Slug Pistol
costs 5 rps; a Hunting Rifle, 8 rps; and a Scattergun costs 10 rps. You may obtain a
slugthrower of especially shoddy workmanship at half price (rounded up). Shoddy
slugthrowers apply a +1 Ob penalty to all Marksmanship tests. All ballistic weapons rely
on solid ammunition that must be periodically reloaded.
Net Caster: A nonlethal weapon for hunting, but popular among slavers; it costs 10 rps.
Flamethrower*: Not so effective at skirmishing as it is for clearing out fortifications, a
flamethrower may be purchased for 12 rps. Flamethrowers are powered by liquid fuel
canisters.
Launcher*: Grenade Launchers deliver thrown charges with range and accuracy
comparable to other firearms. Rocket Launchers deliver self-propelled and occasionally
guided explosive warheads. Either costs 15 rps.
Modified Firearms: There are no inherently "superior-quality" guns for purchase. If you
wish to acquire a cutting-edge firearm, take any of these items through the Foundry to
spiff them up a bit.
Munitions — Expendable armament that supplements or supplies your chosen arms and
missiles.
Reserve Ammunition: 2 rps. A satchel or bandolier of spare slugs for your ballistic
weapons. They function much like expendbale tools. Each time your Ammo Die of Fate
comes up on an "Empty" result, the character must draw from their reserve to reload the
expended firearm. Each time you do, roll another DoF for your reserve: if the result is a 1,
all your spare ammunition has been used. Whatever is left in each of your guns is all
you'll have until you purchase, scavenge or make more.
Rockets*: Light Rockets cost 5 rps each for each unguided warhead, 7 rps for guided.
Heavy Rockets cost 10 or 15 rps for unguided or guided warheads respectively.
* Items distinguished with an asterisk are Military-grade and restricted. See the Military Resources section at
the end of this chapter.
34
The Character Burner Starting Resources
Grenades*: Thermal Detonators, Gas Grenades and Ion Grenades all cost 5 rps per bomb.
They may be thrown by hand or by a launcher.
Nets: 2 rps each. Even if you have no caster to launch it from, a net may function as an
entangling weapon. When held in hand, the net is a Long used to lock with +2D to both
your lock tests and your maximum lock dice. The net may also be thrown: DoF is I 1-3, M
4-5, S 6. An Incidental, Mark or Superb hit results in a -1D, -2D or -4D lock to the target,
respectively. The victim must Avoid to escape the net: their Speed/Power/Forte obstacle
is the number of lock dice (these dice reduce their abilities in addition to setting the
escape obstacle). Nets may only be loaded into a launcher one at a time. A launched net
abides by the same rules as a thrown net, but uses the range tables and dice of the
launcher instead of a thrown weapon.
Armor — Combat armor reduces the IMS of incoming damage to the wearer, while
environmental suits provide other protection. For combat armor: Textile Armor, 10 rps.
Composite Armor, 20 rps. Full Plate Armor, 30 rps. Combat armor lacks headgear unless
purchased seperately: Open Helmet, 5 rps. Light Helmet, 7 rps. Great Helm, 10 rps. For
environmental suits, the prices include accompanying headgear that is necessary for them
to function: Hazard Suit, 8 rps. Flight Suit, 10 rps. Space Suit, 25 rps. All these articles are
further detailed in the Armor chapter.
Quality: The prices for combat armor reflect run-of-the-mill quality. Superior quality
suits and helmets hold up to repeated use better: they costs 1.5 times the listed price
rounded up. Poor quality armor will rapidly deteriorate from damage: it costs half the
listed price rounded up. Environmental armor does not come in varying quality.
Data Chip — 1 rp. A small card with a crystal lattice capable of carrying almost interminable
amounts of data. Anything from computer programs to blueprints to holovids can be
stored on here, and you'll never have to worry about whether there's enough space. Its
contents can only be read, modified or transferred when inserted into a computer or droid.
Droids — Droids are priced by stature: Tiny, 5 rps. Small, 8 rps. Middling, 10 rps. Massive,
25 rps. Droids that possess any Artisan, Craftsman, Spacefaring, Vehicle or Special skills
increase their price by 50% rounded up. Robots that possess any Martial, Medicinal or
Military skills are double the price by stature. Robots are counted as Property when
factoring Resources. A list of prefabricated droids may be found in the appendices, and
you may create your own using the parameters in the Robots, Droids and Computers
chapter.
Vehicles — Vehicles are priced by their size and class, and are counted as property when
factoring your Resources. You may consult the list of prefabricated vehicles in the
appendices, or design your own using the Hangar chapter.
* Items distinguished with an asterisk are Military-grade and restricted. See the Military Resources section at
the end of this chapter.
35
The Character Burner Starting Resources
Property — Shack, 1 rp. Hut, 3 rps. Rented Spaceship Cabin or Apartment, 5 rps. Streetside
Business, 5 rps. Urban Townhouse, 10 rps. Homestead, 15 rps. Penthouse, 20 rps. Small
Business, 20 rps. Moderate-Sized Business, 30 rps. Large Business or Chain, 40 rps. Lord
or Lady's Estate, 40 rps. Guildhall, 50 rps. Fringe Settlement, 75 rps. Fringe City or
Metropolitan spire, 80 rps. Palace, 100 rps. Metropolitan City, 120 rps. Ducal Estate, 145
rps. Planetary Governance, 175 rps. The Capital Estate of a Moff, 200 rps.
Military Resources
Military-grade resources are distinguished with an asterisk. In order to purchase such
property at its listed price, the character must possess one of the following traits:
Sworn Homage, Your Lordship, Your Eminence, Your Grace, Heir to the Throne, or
Diplomatic Immunity.
-Or instead, have taken one of the following lifepaths:
Bridge Lieutenant, Field Lieutenant, Flight Lieutenant, Captain, Commander, Pirate,
Shipwright, Explorer, Errant Knight, Mercenary, Ringleader, Bounty Hunter, Slaver, Loyalist,
Spy, Warden, Cadet, Captain of the Guard, Twisted Disciple, Inquisitor or Dark Lord of the
Sith.
Characters that do not meet any of these criteria may still purchase military resources, but
at double the cost in rps. If any of those items would be counted as property, use the listed
price instead of what you actually paid to factor your Resources.
If a civilian character buys a Massive starfighter, they must purchase it for 50 rps. Yet it only
counts as 25 rps when they factor their starting Resources attribute.
* Items distinguished with an asterisk are Military-grade and restricted. See the Military Resources section at the end
of this chapter.
36
The Lists
The Lists Skills
Skill List
In order to evoke the right tenor and pitch in gameplay, skills have been adapted to reflect
the wide perspective of the sprawling space opera. Skills have been condensed, added and
removed to reflect the science-fantasy narrative. During character burning, any character
may spend general skill points to open and advance skills in this list.
§
Sorcerous skills harness the power of the Force to bend matter, energy and minds to the
sorcerer's will, and require the Attuned trait to open or test. Second, every sorcerous skill
with the exception of Lightsaber requires at least 1 point of artha be spent on it per test,
including Beginner's Luck. The artha spent applies its customary benefit to the test.
When Fate is spent to invoke open-ended sorcerous skills, the tester gets to reroll one
failed die.
†
Training skills cost 2 skill points to open and cannot advance. Either you have its benefits or
you don't.
History
Most history is in this setting is taught from the galactic perspective. There are five
historical skills - (Galactic) History, Ancient History, (Military) Campaign History, Family
History and Obscure History. To keep things simple, all versions of the skill fall under the
History heading in the list below, but the obstacles for such skills are delineated in the
Burning Wheel Gold, page 277.
Wises
Many skills are listed as “something”-wise. Consult The Burning Wheel Gold, page 309 for
the mechanics and sample obstacles of any wise.
38
The Lists Skills
Commonwealth Skills
This category encompasses all the skills essential to maintaining an interstellar
infrastructure.
Spacefaring Skills
These skills are integral to operating in and travelling through interstellar space. +1
Ob to Instruction.
Vehicular Skills
These are the skills used to operate various types of vehicles. +2 Ob to Instruction.
Practice Times for New Skill Categories
39
The Lists Skills
A Anatomy Perception
Revised from The Burning Wheel Gold, page
Accounting Perception 255. The study of an organism's structure
Revised from The Burning Wheel Gold, page and chemistry - classification, diagnosis
253. and dissection.
Obstacles. For yourself, Ob 1. A family's Obstacles. Superficial anatomy, Ob 1. Major
income, Ob 2. Keeping the books for a shop organs, Ob 2. Circulatory or respiratory
or homestead, Ob 3. A thriving business system, Ob 3. Sensory organs, Ob 4. Brain,
ledger, Ob 4. Bookkeeping for an estate or Ob 5. Lesser life form, +1D. Your own
shipping line, Ob 5. Mercenary company or species or a biologically similar one, no
shipping fleet's ledger, Ob 6. A settlement's penalty. Dissimilar life form, +1 Ob. Truly
books, Ob 7. A city's books, Ob 8. A alien subject, +2 Ob.
corporation's books, Ob 9. Skill Type: Academic
FoRKs: Administration, Calculation, Tools: No
Research
Skill Type: Academic Anesthetics Perception
The production of remedies that deaden the
Tools: Simple
nerves and other bodily functions. It takes
Administration Perception time for an anesthetic to take effect once it
Revised from The Burning Wheel Gold, page is exposed to the patient's organism - after
254. Fight volleys equal to the target’s Forte,
Obstacles. Just you, Ob 1. A garage or one Duel of Wits exchange, a Range &
machine shop, Ob 2. Hangar, arsenal or Cover maneuver, or one Dogfight
outpost; Ob 3. Mercenary company, Ob 4. movement.
Small guild, Ob 5. Secret society or religious Analgesic. An analgesic dulls pain and
sect, Ob 6. Industrial colony, Ob 7. trauma from wounds and lasts one scene.
Influential guild, Ob 8. It can negate incapacitation, but will leave
FoRKs: Accounting the patient a little silly. Ob = the wound dice
Skill Type: Commonwealth that you wish to nullify. Success converts
Tools: No those wound dice to an obstacle penalty
instead (A sum -2D wound penalty is
Amercement Perception converted to +2 Ob as an Ob 2 test).
Revised from The Burning Wheel Gold, page Sedative. A sedative induces
254. Peacekeepers keep the streets safe unconsciousness for one scene. Set the
and the detention block roomy by obstacle of your own test; success creates
administering fines (and taking bribes) at a substance which, when administered to a
the scene. living creature, forces them to test Forte
Obstacles. Misdemeanor, Ob 1. against the very same obstacle if they wish
Embezzlement or commercial fraud, Ob 2. to fend off sleep. The target will take
Theft or sabotage, Ob 3. Assault or murder, advantages or penalties for their stature:
Ob 4. Desertion or deviant activism, Ob 5. Tiny, +2 Ob; Small, +1 Ob; Massive, +2D;
FoRKs: Rule of Law Gigantic, +4D. Surgery tests on properly
Skill Type: School of Thought sedated creatures enjoy a +1D advantage!
Tools: No FoRKs: Anatomy, Chemist
40
The Lists Skills
41
The Lists Skills
Brawler’s weapons of choice are not limited Obstacles. Topographic map of a locale, Ob
to bare fists and found weapons: this skill is 1. Geographical region, Ob 2. Celestial
now the catch-all skill to make use of all body's surface, Ob 3-5. Navigational charts
arms; with the exception of lightsabers. of a planet and orbital features, Ob 3. Star
Obstacles. The obstacles for Brawling are system, Ob 4. Hyperlane, Ob 5. Sovereign
described in the Fight! and Weapons space, Ob 6. Sector, Ob 7. Galaxy, Ob 9.
chapters of The Burning Wheel Gold. FoRKs: Calculation, Research
FoRKs: Martial Arts, Swordplay Skill Type: Academic
Skill Type: Martial Tools: Computer
Tools: No; but arms are optional
Calculation Perception
Bureaucracy Will While everyone in the Galactic setting is able
Refer to The Burning Wheel Gold page 262 for to count and do arithmetic, those who
a description and sample obstacles. study the higher branches of mathematics
Skill Type: Commonwealth may use this skill to derive sound logical
Tools: No truths, express theories, make predictions
and projections and engineer technology.
C Obstacles. Algebra and records-keeping, Ob
1. Triangulating coordinates, Ob 2.
Camouflage Perception Calibrating electronic instruments, Ob 3.
The skill of hiding stationary objects, using Mathematical projections, Ob 4. Orbital
scavenged detritus or dedicated mechanics, Ob 6. Quantum mechanics, Ob
equipment. 8. Psychohistory, Ob 10.
Obstacles. Camouflage is generally used to Skill Type: Academic
set the obstacle of a test of Observation to Tools: Computer
find the camouflaged object.
FoRKs: Scavenging Ceremony Will
Skill Type: Special The organization and officiation of events of
Tools: No spiritual, cultural or legislative significance.
This skill can be tested to grant reputations
Cartography Perception and affiliations; the scope of which are
Revised from The Burning Wheel Gold, page limited to the size and influence of the
263. Interstellar navigational charts are audience or organization that bears
eternally-updating mathematical witness.
projections designed to anticipate the Obstacles. Initiation or rite of passage, Ob 1.
motion of asteroids, moons, planets, stars, Promotion, demotion or award-giving, Ob
and other interstellar phenomena - but it is 2. Wedding, funeral or bestowing of title,
practically impossible to account for Ob 3. Inauguration, Ob 4. Coronation, Ob 5.
everything in the galaxy. This leads to one FoRKs: Conspicuous, Etiquette
fundamental rule: there is no navigational Skill Type: Special
chart that does not diminish in accuracy Tools: Finery and ceremonial
over time - how quickly this occurs depends accoutrements
on the comprehensive knowledge and skill
of the cartographer.
42
The Lists Skills
43
The Lists Skills
lifeform you are serving and where you get Addled for a depressant, Talkative for a
your supplies, the same ingredient could be stimulant, or Paranoid for a hallucinogenic,
nourishing to one and poisonous to etc.). The character possesses that trait and
another. may earn artha by playing it for the
Obstacles. Simple vegetarian meal, Ob 1. duration of the distillate's effect.
Sumptuous meal, Ob 2. Refined products The distiller may instead use a die trait, but
and preserves (jams, oils, rations, etc.), Ob this increases the obstacle by the trait's
3. Baked or processed goods, Ob 4. cost (unpriced traits cannot be used).
Delicacies, Ob 5. Feeding your comrades, Duration and Recovery. The effects of drugs
+1 Ob; a few dozen, your extended family, a and alcohol last for a minimum of one
squad, +2 Ob; an entire dining hall, a scene; at the end of a scene in which the
platoon, +3 Ob; feeding a military company, product was imbibed, test Health to recover
+4 Ob; feeding a battalion, +5 Ob. as if the drug’s effect were a wound:
Skill Type: Commonwealth Distilled beverages recover as Superficial
Tools: Kit wounds, while narcotic substances recover
as Light. Failed tests of Health will apply
Cryptography Perception the penalties typical of that wound for the
Refer to The Burning Wheel Gold page 267 for remainder of the recovery time. Overdose
a description and sample obstacles. In or a bad sample can increase these wound
addition to its function as specified in those severities, potentially necessitating medical
rules, Cryptography also encompasses the treatment in order to recover.
encryption and decryption of electronic FoRKs: Chemist, Mixology, Toxicology
data - be it text, code, audio or holographic. Skill Type: Commonwealth
FoRKs: Calculation, Research Tools: Workshop
Tools: Complex (computer)
D Doctrine Perception
Revised from The Burning Wheel Gold, page
Dance Speed 268. While there may be many different
Refer to The Burning Wheel Gold page 267 for perspectives to explore in the galaxy, the
a description and sample obstacles. religious perspectives that have thus far
been explored are somewhat binary. Look
Distillation Perception/Agility to Doctrine in the Burning Wheel Gold for
The manufacture of recreational sample obstacles.
substances. Alcoholic drinks, narcotics and Jedi Doctrine is the knowledge and study of
refined spice all fall within this realm. the orthodoxy of the Jedi Order; its tenets,
Obstacles. Fermented Drinks, Ob 1. principles and taboos, as well as and
Exquisite Liquor, Ob 2. Depressant Narcotic, understanding of its organization.
Ob 2. Stimulant Narcotic, Ob 3. Heretical Doctrine is any system of belief that
Hallucinogenic Narcotic, Ob 4. Refined subverts or defies the standing tenets of
Spice, Ob 5. the Jedi religion.
When a distilled substance is created, the
distiller may announces a single character Drinking Forte
trait that represents the behavior that Refer to The Burning Wheel Gold page 268 for
manifests in those imbibe it (such as a description and sample obstacles.
44
The Lists Skills
45
The Lists Skills
46
The Lists Skills
47
The Lists Skills
48
The Lists Skills
49
The Lists Skills
50
The Lists Skills
51
The Lists Skills
52
The Lists Skills
Pilot Perception/Agility
O A pilot maneuvers airspeeders and small to
midsized spaceships.
Observation Perception
Obstacles. Takeoff and landing, Ob 1. Rapid
Refer to The Burning Wheel Gold page 286 for
takeoff or landing, Ob 2. High-altitude flight
a description and sample obstacles.
in gravity, Ob 2. Flying low and fast, Ob 3.
Oratory Will Orbital flight, or in-system voyage; Ob 3.
Refer to The Burning Wheel Gold page 286 for Interplanetary flight, Ob 4. Flying across the
a description and sample obstacles. star system, Ob 5. Flying to a neighboring
star system without a hyperdrive, Ob 6.
53
The Lists Skills
54
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55
The Lists Skills
56
The Lists Skills
Supplication Will
Skirmish Tactics† Will/Perception Revised from Beggardry in the Burning Wheel
Revised from The Burning Wheel Gold, page Gold (Revised), page 225.
297. Skirmish Tactics may be employed by Supplication is the humbling skill of
the pilot or captain of a vehicle to help the submitting one’s intent fully to the whims
field maneuvers of another vehicle in the and mercies of another. That said, it
same dispersed formation, as long as they renders the subject of your test susceptible
maintain live communication. to the ideals and dispositions of any
A successful test of Transmissions may still attendant witnesses.
be required to establish a secure broadcast It is the subject of your test that sets the
channel for larger formations... obstacle to reflect their disposition to you -
note that this disposition may change
Sleight of Hand Agility depending on who else is watching them...
Refer to The Burning Wheel Gold page 297 for Obstacles. Generous to a fault, Ob 1.
a description and sample obstacles.
57
The Lists Skills
58
The Lists Skills
59
The Lists Skills
60
The Lists Traits
Trait List
The following is a list of all new setting-specific traits. Among them are some traits from
The Burning Wheel Gold; accompanying these is a page number citation instead of a
description.
Unlisted Traits
In addition to what is listed here, players may buy other traits from the Burning Wheel Gold
or burn their own traits to purchase, with a few exceptions.
- Common traits of elves, dwarves and orcs are off-limits entirely.
- No unpriced lifepath traits from The Burning Wheel are permitted unless they are
included in this list; if they have been given a price, they may be purchased freely and
are no longer restricted to a lifepath.
- The following traits may not be purchased as they do not suit this setting: Aura of
Martyrdom, Bastard, Born to Be King, Darling of the Court, Eldritch Sink, Exorcist,
Faithful, Fey Blood, Gifted, Landlubber, Low Speech, Manhunter, Misplaced Aura,
Obscure Aura, Perspective, Sea Legs, Spartacus and Tainted Legacy.
A Abrasive Char 1 pt
Addicted Char 1 pt
A Bit Deaf Dt
The description for this trait may be found Affinity for Business Dt
in The Burning Wheel Gold, page 315. Burning Wheel Gold, page 312.
Restrictions: Lifepath trait Restrictions: Lifepath trait
Above Your Paygrade Dt Affinity for Faulty
This character stands outside and above Paraphernalia Dt
the realm of military authority. Although +1D to any test dealing with gear you know
they hold no rank, and thus would be to be faulty or defective.
considered a civilian, they may give orders Restrictions: Lifepath trait
to any commissioned officer under the
authority of the same government - anyone Alien Dt 0 pts
ranking as Lieutenant or higher. This nonhuman character is an oddity to his
This trait also functions as a Call-On for any compatriots, plagued by endless
social skill test to avoid divulging classified fascination... Alien bestows the Otherness
information. attribute upon the character. It has no price,
Restrictions: Lifepath trait and may be taken freely by anyone who
wishes to play a nonhuman character
61
The Lists Traits
62
The Lists Traits
63
The Lists Traits
64
The Lists Traits
E F
Ear for Voices Dt 3 pts Five Precepts Char
Burning Wheel Gold, page 323. I will refrain from intoxication. I will not take
Eidetic Memory Dt 4 pts what is not offered to me. I will sever all
Burning Wheel Gold, page 323. romantic attachments. I will utter no knowing
falsehood. I will not take the life of a thinking
being.
Restrictions: Lifepath trait
65
The Lists Traits
66
The Lists Traits
Hatred Dt 4 pts I
This trait distinguishes a sorcerer that has
been seduced by the Dark Side of the Force. Idealistic Char 1 pt
It bestows upon the character the Hatred
emotional attribute. Illiterate Dt 1 pt
Requires: Attuned In the Galactic setting, a person who is
Restrictions: If Hatred is acquired in unable to fathom the letters and numbers
character burning by a character with the of Basic is an oddity, the subject of pity or
Empathy trait, Empathy is lost. disdain. This trait is lost the moment you
have opened both Calculation and
Heir to the Throne Dt Composition - until then, the lack of either
This is a re-skinning of Born to be King, skill means you are utterly uneducated
Burning Wheel page 316. Having this trait within that skill's domain.
merely means that the ruler of an entire
sovereignty (a planet, a system, a sector) Immense Dt 25 pts
has named you as their successor, This is the stature of asteroid-dwelling
regardless of whatever your lineage. If you space worms and their ilk. Power and
are of noble birth, this does not necessarily Forte / Integrity are white-shade. It has a
mean you are next in line; you may have Mortal Wound base of 14 and it's Stride is
older siblings that take precedence before 30. Weapon length no longer matters at
you - it is up to you to decide whether or this size - if you’ve engaged in a Fight,
not they are worthy of such power. you’re already inside it!
Regardless, while you have this trait you Restrictions: Non-player characters only!
are obligated to fulfill whatever duties are
required of you as a member of the royal Impecunious Char 1 pt
family. These obligations must play heavily Imperialistic Char 1 pt
on your life, whether or not you eventually
claim the throne. Incredibly Ornate Hair Char 1 pt
Restrictions: Lifepath trait Restrictions: Lifepath trait
67
The Lists Traits
J, K Lucky Dt
Burning Wheel Gold, page 334.
Jaded Dt 4 pts Restrictions: Lifepath trait
Burning Wheel Gold, page 331.
Keen Taste Dt 5 pts M
Burning Wheel Gold, page 331.
Mad Genius Dt
Knighthood Dt Beneath the engineer’s placid veneer is a
You have endured great trials and have keen and devious mind. When the character
proven your mettle, your dedication and puts his technical prowess to use to devise
your wisdom within the galaxy at large. This a devastating lynchpin, a fatal flaw or zero-
done, you have been elevated within our sum game, the appropriate skill is shade-
structure to the status of a true member; shifted for that test. There’s a drawback to
you now hold all the rights and privileges of this ability: in order to invoke this trait, the
a Knight of the Jedi Order, grandest of player must first propose how a failed test
which is the license to take an apprentice of results in the loss of control over his
your own. creation. It must go off before being
This trait grants you a 1D affiliation with primed, start on a rampage, turn on one's
the Jedi Order. allies, etcetera. This complication must
Requires: Sworn to the Order always be catastrophic in nature, and all
Restrictions: Lifepath trait evidence will point straight back to the mad
genius. The player gets a conciliatory
Persona point if this trait ends up killing
L their character.
Restrictions: Lifepath trait
Laconic Char 1 pt
Magpie Char 1 pt
Lethargic Char 1 pt
Maimed Dt 1 pt
Lifting Heavy Things C-O 2 pts
Burning Wheel Gold, page 335.
Burning Wheel page 333.
Restrictions: Lifepath trait Mark of Privilege Char
Burning Wheel page 335.
Light Sleeper Dt 2 pts
Restrictions: Lifepath trait
Burning Wheel Gold, page 333.
Massive Dt 6 pts
Lithe C-O 2 pts
Revised from the Burning Wheel Gold, page
Burning Wheel Gold, page 333.
335. Even the smallest of these creatures
Lonesome Char 1 pt stand head-and-shoulders above the
tallest humanoid. Thier Mortal Wound base
Lost Dt 1 pt is 7, their weapon lengths are increased by
Burning Wheel Gold, page 333. one step and their Stride is 8. See Wampas
Loyal Dt 3 pts for scale...
Burning Wheel Gold, page 334. Requires: Alien
68
The Lists Traits
Mercenary Char 1 pt P, Q
Middling Stature Char
Paranoid
Unless otherwise specified, every character
About the Ship Char 1 pt
or creature starts out with this trait - it
need not be listed at all. Middling creatures Penetrating Gaze Dt 4 pts
stand at varying heights from 2.5 to 3 Burning Wheel Gold, page 340.
meters tall, meaning that everyone from Restrictions: Lifepath trait
R2-D2 to Chewbacca the Wookiee
possesses this stature. Pickled Dt 3 pts
A Note: The Diminutive stature has been Burning Wheel Gold, page 340.
folded in with Middling in this setting. In a Poised C-O 3 pts
world where the Girl Next Door is green and Burning Wheel Gold, page 341.
blibbering, we see no point in invoking
complications or advantages for such minor Practiced Precision Dt 2 pts
differentiations in size. Simplify, simplify. Burning Wheel Gold, page 341.
69
The Lists Traits
Prescient Dt 6 pts R
This character has the innate ability to
delve into the currents and tides of the Reckless Char 1 pt
Force, drawing forth images of things that
have passed, are prevailing, or are to come. Regal Bearing Char 1 pt
This grants the character the ability to test Restrictions: Lifepath trait
the Meditation skill to perceive events that
Resigned to Death C-O 2 pts
either do not occur in the present, or that
Burning Wheel Gold, page 343.
they cannot be physically present for.
Essentially, a player may ask a question of Resigned to Fate Char 1 pt
the GM, and the GM may respond with a
Meditation obstacle reflecting how Reverent Char 1 pt
convoluted the threads of time become
Robust Dt 3 pts
around the events that answer that
Burning Wheel Gold, page 344.
question. A success shows the prescient
one a vision that answers that question as Rule of Two Dt
best as possible. Remember that while the The apprentice is a seeker of knowledge and
past is set, the future is always in motion. power, and will either earn or wrest it from
Beware - certain visions will extend a their master. This trait grants a free
character’s presence through time itself - powerful relationship with your dark
characters from centuries past, years in the master. If you do not want this relationship,
future or light-years away may sense your you may exchange this trait for a disfiguring
presence and react accordingly! die trait (Maimed, Missing Limb, etc): your
Requires: Attuned overlord was slain, but at a price. Any
disfiguring die trait used to replace this trait
Problem
still counts as Rule of Two for the purpose
With Authority Char 1 pt
of fulfilling lifepath requirements.
Prominent Scar Char 1 pt Requires: Hatred
Restrictions: Lifepath trait
Prone to Exaggeration Char 1 pt
Quadruped Dt 5 pts S
This creature can run on all fours. Agility is
capped at exponent 5, but Stride is Sardonic Char 1 pt
increased by 4.
Requires: Alien Scheming Dt 2 pts
Burning Wheel Gold, page 344.
Quiescent Dt
Burning Wheel Gold, page 342. Scruffy Char 1 pt
Restrictions: Lifepath trait
Scruples Char 1 pt
Quiet C-O 2 pts
Burning Wheel Gold, page 342.
Scum Char 1 pt
Restrictions: Lifepath trait
70
The Lists Traits
71
The Lists Traits
in his sleep. It drives the platoon crazy, but creature possesses have the range of
it pays off in the end. Once per session missiles.
when the player finds himself lacking a Restrictions: Non-player characters only!
crucial or immediately useful piece of gear,
the character may retroactively test
Trouble Char 1 pt
Resources to see if he had it on his person
all along. U-W
Restrictions: Lifepath trait
Unheeded C-O
Thousand-Yard Stare Dt 2 pts Burning Wheel page 352.
Burning Wheel Gold, page 350.
Restrictions: Lifepath trait
Touch of Ages Dt
Unlucky Dt 1 pt
Burning Wheel Gold, page 350.
Burning Wheel Gold, page 352.
Requires: Attuned
Unorthodox Char 1 pt
Tough as Nails Dt 6 pts
Burning Wheel Gold, page 351. Unscrupulous Char 1 pt
Traitor! Dt Untethered Char 1 pt
This character has forsaken his former
nation or faction and is now an enemy of Vaunting Char 1 pt
the public. Should any member of their
Vested Dt
former allies recognize them, it is entirely
Revised from The Burning Wheel Gold page
within their prerogative to execute the
352. To be vested is to bear the gown and
character on the spot. Doing so means a
surplice of the Judicial Court; this is a great
lofty reward, although taking the traitor in
honor and a symbol of political power and
alive may ensure an even better one… This
authority. This trait grants a 1D affiliation
trait bestows a 1D infamous reputation
with the Judicial system of one’s
upon the traitor and prevents them from
government. Resource points may be spent
taking any further lifepaths in the Military
during character burning to further increase
setting. Should the player wish to enlist
the power of this affiliation.
their traitor under a different faction during
Restrictions: Lifepath trait
character burning, they will need the
Defector trait. Where There's a Whip,
Restrictions: Lifepath trait There's a Way Dt
Burning Wheel Gold, page 354.
Tremendous Dt 36 pts
Restrictions: Lifepath trait
If a creature of this size exists, we don’t
want to meet it. And if we do, creatures of Wise Aphorisms C-O
this size category will be found exclusively Burning Wheel page 354.
in deep space - gravitational forces beyond Restrictions: Lifepath trait
that of an asteroid would crush such a
monster’s organs. Mortal Wound is Gray- Xenophobic Char 1 pt
shade and its base is 10. Power and Forte
are also White. Whatever limbs this
72
The Lists Traits
Y
Your Eminence Char
Burning Wheel Gold, page 354.
Restrictions: Lifepath trait
73