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Character Burner Amendments Guide

The document provides amendments to the character burning process for a Star Wars roleplaying game. Some key changes include: 1) Adjusting the starting health and steel questions. Mortal wound tolerances are expanded for certain creatures. 2) Consolidating gear and ensuring all characters start with necessary clothing and footwear. Cultural artifacts can be purchased if approved. 3) Updating affiliation and reputation costs and examples to fit the Star Wars setting. 4) Clarifying that droids and vehicles factor into resources but not relationships or circles. 5) Expanding on how attribute shades impact physical tolerances and mortal wounds. 6) Introducing the concept of "Otherness"

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0% found this document useful (0 votes)
292 views73 pages

Character Burner Amendments Guide

The document provides amendments to the character burning process for a Star Wars roleplaying game. Some key changes include: 1) Adjusting the starting health and steel questions. Mortal wound tolerances are expanded for certain creatures. 2) Consolidating gear and ensuring all characters start with necessary clothing and footwear. Cultural artifacts can be purchased if approved. 3) Updating affiliation and reputation costs and examples to fit the Star Wars setting. 4) Clarifying that droids and vehicles factor into resources but not relationships or circles. 5) Expanding on how attribute shades impact physical tolerances and mortal wounds. 6) Introducing the concept of "Otherness"

Uploaded by

tim
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Amendments to Character Burning: Details changes and updates to character attributes, affiliations, reputations, resource management, and physical tolerances.
  • Otherness: Explores the meta-attributes of Otherness, including how it is measured, tested, and how it affects interactions with other species and cultural dynamics.
  • Galactic Lifepaths: Provides detailed descriptions of lifepath options in the galactic setting, including occupational and societal roles across different settings like spacefaring, fringe, metropolis, and more.
  • Starting Resources: Lists and explains the resources available to players at the start, including everyday items, weapons, and special items for character development within the game.
  • The Lists: Begins with an overview and divides into detailed lists of skills and traits that characters can acquire or embody.

The

CharacteR
c
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.

Spending Resource Points


Gear
Startifork overar is all consolidated into a single list. Also, all characters begin play with
clothes and shoes - not just one outfit, but everything they need to stay warm and dry on a
daring space adventure. It doesn't fit the tone of a Star Wars story to concern ourselves
with naked characters. Unless you really, really want to.
If you want to purchase cultural artifacts (bowcasters and Mandalorian armor and the like),
you'll need to take a basic item through the Foundry chapter and spiff it up a bit. If the GM
agrees that it is suitable to your background and the setting, spend the extra resource
points and add it to your gear list!

2
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.

3
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!

4
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.

5
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.

6
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!

Right Place, Right Time


You do not get to extrapolate whenever you please. There must be a precedent. In the case
of extrapolation, Otherness is tested to define something new only when it is your first
time experiencing or testing something. For example, you cannot claim your character’s
race has natural armor if you’ve already been wounded by weapons in the past. This would
undermine continuity. Rather, the first time you are ever struck with a blunt weapon, you
could claim that your species’ fur has evolved to be corded and thus resistant to blunt-force
trauma.
Second, you cannot test to establish something that is not immediately relevant. For
example, a Native of a Volcanic World cannot test to gain the Resistant to Fire trait unless
they are imminently about to come into contact with intense heat.
Otherness can only be tested when establishing the chosen detail does not
undermine continuity, and only when the desired detail is relevant to the moment.

7
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!

8
The Character Burner Otherness

Otherness Does Not Advance


It diminishes. Since Otherness is the meta-fictional measure of how alien a species is to us,
it will begin play with a relatively high exponent, but as time goes on and tests are logged,
this exponent will fall one die at a time. Once it reaches zero, that’s it! There’s nothing this
new race can do that will surprise us any more. That’s not to say the character’s story is
over - not at all - but it simply means they no longer have anything crazy up their sleeves.
When enough tests of each level of difficulty (routine, difficult, challenging) are made, your
Otherness exponent will diminish by one die! B8 becomes B7, B3 becomes B2, etc.

Diminishing Otherness
All tests of Otherness must be
logged at the moment of
resolution.

Otherness does not end your


character’s journey at exponent
zero; it just solidifies and
defines the species you have
been playing.

Tests Required to Diminish Otherness


In order for an exponent 6 Otherness to diminish to exponent 5, the player must have made
3 Routine tests and either 2 Difficult or 1 Challenging test. In comparison, a Player at
exponent 1 Otherness will diminish to zero if they ever log 4 routine tests, but can stretch
their remaining exponent out if they only attempt Difficult and Challenging tests.
Lower Otherness exponents diminish slower than higher exponents for a reason: it
encourages the player to strive to define their species even as they reach the end of
their Otherness. At lower exponents, it can be tempting to test for what you know you have
a good chance of getting, but that’s not the point of Otherness - it’s there to surprise and
intrigue us. By sticking to Difficult and Challenging tests near the end-game, you actually
get more tests before you diminish once more. Don’t give up on your Alien nature until
you’re no longer alien!

9
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.

Native of a _______ World…


The planet of your species’ origin is a fundamental part of you. It has shaped your
evolution, your civilization. Everything you are is rooted in that place.
Just like with the previous trait, choose an adjective that best describes your planet.
You may settle in something as simple as Volcanic, or Jungle. Or as specific as
Primeval or Marcescent. Whatever you choose, let it be something you understand,
something that gives you ideas of what your planet may look and feel like, without
setting too much in stone.
Jot down another character trait, “Native of a _____ World,” leaving the chosen
word in the blank. Don’t start thinking too much about what your native planet looks
like. These things will get decided in play, at the moment where they become
important. All you need right now is the seed for future inspiration.

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.

10
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!

Alien Die Traits


You can take special die traits that you believe represent your species’ natural
physiology or mentality. Perhaps your race has potent regenerative abilities and so
you give them Blastema (page #). Or perhaps they were evolved to be naturally
telepathic, so you give them Manhunter (Burning Wheel Gold, page 335).
Whatever the choice, you must confer with the table over such die traits -
remember that the other players must share in your adventures and take their ideas
into account. As always, the GM has final say over whether or not a specific trait can
be taken.

Stat Pool Increases


You may add additional points into your starting mental and physical stat pool, with the
caveat that your Otherness increases as well.

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.

11
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:

12
The Character Burner Galactic Lifepaths

Simplified Alien Burning


You may choose up to 6 points-worth of Die and Call-On traits from the traits list and no
more than 8 points-worth of traits total to give your character the necessary traits to
distinguish them as non-human. This is enough to change their stature by one category in
either direction if you so choose, with left over points to give them a unique look that can
earn them artha if played well!
Any and all traits selected should be traits that define the physiology of your alien
species - no Call-Ons for Circles!

Otherness - the Alien Attribute


For those who wish to portray an alien race that continues to develop and surprise you over
time, you may feel free to take on the Otherness attribute. The rules for Otherness are
delineated in the same-titled section near the end of the character burner, however one
should be aware that taking on the Otherness attribute means that they cannot possess
any emotional attributes such as Empathy or Hatred. Otherness restricts you from taking
any lifepath that requires such attributes!
As Otherness cannot be possessed in concert with either Hatred or Empathy, those
who wish to play a Sith character - or a rarely powerful Jedi - should feel encouraged
to take the first option to alien character burning. An equivalent to Jedi Master Yoda can be
made using the first option!

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.

13
The Character Burner Galactic Lifepaths

Salvager 3 yrs 7 +1 P Fringe, Metropolis, Captive, Military


Skills: 4 pts: Scavenging, Hauling, Free-Fall , Salvage-wise

Traits: 1 pt: Magpie


Ship's Cook 3 yrs 8 - Fringe, Metropolis, Monastic, Servitude
Skills: 4 pts: Cooking, Scavenging, Throwing, Preservation-wise
Traits: 1 pt: Territorial, Hoarding, Keen Taste
Astro-Mechanic 4 yrs 15 +1 M/P Fringe, Metropolis, Captive, Military
Skills: 4 pts: Mechanic, Circuitry, Shipboard Systems-wise
Traits: 1 pt: I Know This Ship Like My Own Hands
Requires: Spacer or Grease Monkey
Ship's Surgeon 6 yrs 18 +1 M Fringe, Metropolis, Captive, Military
Skills: 5 pts: Surgery, Ugly Truth, Trauma-wise, Life Support-wise
Traits: 1 pt: Abrasive
Requires: Academic, Doctor, Medic or Paramedic
Star Pilot 4 yrs 16 +1 M/P Any except Palace
Skills: 4 pts: Pilot or Helmsman, Transmissions, Scopes
Traits: 2 pts: Don't Touch Anything!
Requires: Spacer or any other Pilot-type lifepath
Navigator 5 yrs 18 +1 M Any except Palace
Skills: 4 pts: Navigation, Calculation, Star Systems-wise, Hyperlanes-wise
Traits: 2 pts: -
Requires: Spacer or Star Pilot
Hypernaut 10 yrs 20 +1 M Fringe, Monastic, Captive & Servitude
Skills: 6 pts: Cartography, Calculation, Scopes, Holography†, Uncharted Regions-wise, Probe-wise
Traits: 1 pt: -
Requires: Navigator or Academic
Pirate 6 yrs 10 - Fringe, Captive & Servitude
Skills: 6 pts: Gunnery, Intrusion, Intimidation, Brawling, Hauling, Loot-wise
Traits: 3 pts: Problem with Authority, Blaster Burned, Crippled, Maimed, Missing Limb, Cold
Blooded
Requires: Spacer, Jettison, Deserter, Mercenary or Freelance Pilot
Marine 4 yrs 15 +1 P Fringe, Metropolis, Military, Captive
Skills: 6 pts: Free-Fall , Gunnery, Intrusion, Tactics, Landing and Boarding-wise

Traits: 2 pts: Bravado


Requires: Guard, Mercenary or the Trooper trait


This is a training skill. These skills cost 2 pts to open and may not be advanced.

14
The Character Burner Galactic Lifepaths

Jettison 2 yrs 1 -1 M/P Fringe, Captive & Servitude, Monastic


Skills: 2 pts: Begging, Inconspicuous
Traits: 3 pts, the player may select their required trait: Blind, Crippled, Diseased, Unlucky
Requires: Any other Spacefaring lifepath, which must immediately precede this one
Special: It never costs an extra year to take a lead from this lifepath
Smuggler 5 yrs 17 +1 M Fringe, Captive & Servitude, Metropolis
Skills: 6 pts: Persuasion, Falsehood, Appraisal, Forgery, Contraband-wise, Blockade-wise
Traits: 2 pts: Sardonic, Sixth Sense
Requires: Spacer, Salvager, Pirate or any Pilot-type lifepath
First Mate 4 yrs 20 - Any except Monastic or Palace
Skills: 6 pts: Ship Management, Command, Conspicuous, Intimidation, Spacer-wise
Traits: 1 pt: Paranoid About the Ship
Requires: Astro-Mechanic, Star Pilot or Pirate
Starship Captain 6 yrs 40 +1 M Any except Monastic
Skills: 5 pts: Administration, Jargon, Linguistics, Haggling; 1 pt: General
Traits: 2 pts: Savvy
Requires: First Mate, Freelancer, Mercenary Captain or the Lieutenant trait
Explorer 10 yrs 45 - Any except Metropolis
Skills: 5 pts: Research, Navigation, Cartography, Linguist, Charter-wise
Traits: 1 pt: Imperialistic
Requires: Hypernaut, Starship Captain or Navy Captain; or the Your Lordship, Your Eminence or
Your Grace trait
Shipwright 8 yrs 50 +1 M Metropolis, Palace, Military
Skills: 6 pts: Shipwright, Holography , Administration, Shipyard-wise

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.

15
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

16
The Character Burner Galactic Lifepaths

Prospector 5 yrs 10 +1 M/P Captive & Servitude


Skills: 5 pts: Cartography, Excavation, Explosives, Precious Minerals-wise
Traits: 2 pts: Endless Soliloquies, Lonesome, Entropic, Light Sleeper
Homesteader 7 yrs 14 +1 M/P Captive & Servitude
Skills: 6 pts: Construction, Cooking, Estate Management, Apothecary, Stewardship, Instruction
Traits: 2 pts: Quiescent
Requires: Hunter, Herder, Farmer, Prospector or Explorer
Restrictions: This lifepath must be immediately preceded by one of its requirements
Doctor 8 yrs 15 +1 M Spacefaring, Monastic, Military
Skills: 4 pts: Apothecary, Herbalism, Soothing Platitudes, Pain-wise
Traits: 3 pts: Exhausted
Requires: Nomad, Herder or Homesteader
Scavenger 4 yrs 5 - Captive & Servitude
Skills: 4 pts: Scavenging, Jury-Rigging, Haggling, Odds and Ends-wise
Traits: 2 pts: Unscrupulous, Affinity for Faulty Paraphernalia
Bush Pilot 2 yrs 7 +1 M/P Spacefaring, Military
Skills: 3 pts: Pilot, Jury-Rigging, Frontier-wise, Crash-wise
Traits: 2 pts: Reckless, Crippled
Junker 4 yrs 7 +1 M/P Spacefaring, Metropolis, Captive, Military
Skills: 4 pts: Mechanic, Robotics,
Traits: 2 pts: Greasy
Requires: Scavenger, Bush pilot, or any lifepath that requires a Commonwealth or Craftsman skill
Refiner 5 yrs 13 - -
Skills: 5 pts: Distillation, Camouflage, Spice-wise, Spirits-wise, Smuggler-wise, Stash-wise
Traits: 2 pts: -
Muscle 5 yrs 7 +2 P Captive & Servitude
Skills: 2 pts: Odd Jobs-wise
Traits: 1 pt: Lifting Heavy Things, Stupid, Dreadful, Hard as Nails
Barkeep 5 yrs 11 - Captive & Servitude
Skills: 4 pts: Mixology, Distillation, Cantina-wise, Trouble-wise
Traits: 1 pt: -
Gambler 4 yrs DoF2 - -
Skills: 4 pts: Gambling, Sleight of Hand, Tell-wise
Traits: 2 pts: Impecunious
Prize Fighter 2 yrs 10 +1 P Metropolis, Captive & Servitude, Military
Skills: 4 pts: Martial Arts, Conspicuous, Two-Fisted Fighting†
Traits: 1 pts: Vaunting
Requires: Muscle, Pit Fighter or the Trooper trait
Race Jockey 4 yrs 20 +1 M/P Spacefaring, Metropolis, Military
Skills: 5 pts: Driving or Riding, Conspicuous, Gambling, Spectator-wise
Traits: 2 pts: Hot-Headed, Suicidal

This is a training skill. These skills cost 2 pts to open and may not be advanced.

17
The Character Burner Galactic Lifepaths

Promoter 3 yrs 10 - Spacefaring, Metropolis


Skills: 5 pts: Conspicuous, Persuasion, Accounting, Forgery, Tournament-wise, Law-wise
Traits: 1 pt: Booming Voice
Restrictions: Promoter may not be the character's second lifepath
Vendor 7 yrs 11 - Spacefaring, Metropolis
Skills: 6 pts: Haggling, Falsehood, Stuff-wise, Slave-wise, Nomad-wise, Pilot-wise
Traits: 1 pt: Miserly
Requires: Salvager, Junker, Nomad, Homesteader, Barkeep, Refiner or Slaver
Academy Recruit 1 yr 7 +1 P Military
Skills: 4 pts: Skirmish Tactics , Fortifications, Marksmanship, Military Protocol-wise

Traits: 2 pts: Indoctrinated


Special: Taking a lead from this lifepath does not cost a year
Restrictions: This may not be the character’s second lifepath; neither can you take this lifepath if
your starting age would be greater than 30, or if you have previously taken the Pirate, Raider,
Deserter, Mercenary or Convict lifepath. Recruit may only be taken once
Deserter 2 yrs 5 - Spacefaring, Monastic, Captive & Servitude
Skills: 4 pts: Inconspicuous, Stealthy, Persuasion
Traits: 2 pts: Traitor!, Cowardly
Requires: Any Military lifepath, which must immediately precede this one
Informant 4 yrs 11 - Captive & Servitude, Military
Skills: 4 pts: Observation, Inconspicuous, Transmissions
Traits: 2 pts: -
Rebel 3 yrs 9 - Metropolis, Captive & Servitude, Military
Skills: 5 pts: Sabotage, Intrusion, Fortifications, Marksmanship
Traits: 2 pts: Idealist, Defector
Requires: Deserter or Informant
Grifter 4 yrs 12 +1 M Spacefaring, Military
Skills: 5 pts: Falsehood, Persuasion, Forgery, Grift-wise
Traits: 1 pt: Scheming
Special: You may use this lifepath as a proxy to fulfill the lifepath-requirement of any single
lifepath from the Fringe, Spacefaring or Military setting. That lifepath must immediately follow
this one
Requires: Vagabond, Gambler, Vendor, Promoter, Informant or Deserter
Deputy 3 yrs 15 +1 M/P Captive & Servitude
Skills: 6 pts: Marksmanship, Observation, Streetwise, Fortifications, Riding, Raider-wise
Traits: 1 pt: -
Restrictions: Deputy may not be the character's second lifepath
Sheriff 5 yrs 20 +1 M,P Spacefaring, Metropolis, Captive, Military
Skills: 6 pts: Law-wise, Tracking, Interrogation, Brawling, Bounty Hunter-wise
Traits: 2 pts: Fringe Justice
Requires: Deputy or the Knighthood trait


This is a training skill. These skills cost 2 pts to open and may not be advanced.

18
The Character Burner Galactic Lifepaths

Mercenary 4 yrs 25 +1 P Spacefaring, Captive, Palace, Military


Skills: 8 pts: Marksmanship, Armor Training , Skirmish Tactics†, Contract-wise, Company-wise

Traits: 2 pts: Cold Blooded


Requires: Raider, Muscle, Thrall or any lifepath from the Military setting
Slaver 6 yrs 30 +1 P Spacefaring, Captive & Servitude, Palace
Skills: 6 pts: Haggling, Hunting, Appraisal, Ambush-wise, Chattel-wise
Traits: 2 pts: Callous, Xenophobic
Requires: Raider, Hunter, Mercenary or Pirate
Bounty Hunter 8 yrs 40 +1 M,P Any except Metropolis or Monastic
Skills: 6 pts: Bounty-wise, Haggling, Interrogation, Intimidation, Armor†, Hideout-wise
Traits: 2 pts: Scum
Requires: Deputy, Mercenary, Slaver, Peacekeeper or Hired Gun
Splicer 10 yrs 35 +1 M Any except Monastic
Skills: 5 pts: Surgery, Genetic Engineering, Robotics, Cybernetics-wise
Traits: 3 pts: Morbid Fascination
Requires: Doctor, Ship's Surgeon or Slaver
Gangster 6 yrs 30 - Spacefaring, Captive & Servitude, Palace
Skills: 5 pts: Extortion, Streetwise, Intrusion, Brawling, Territory-wise
Traits: 1 pt: Made Man
Requires: Vagabond, Splicer, Race Jockey, Muscle, Prize Fighter, Vendor, Refiner, Grifter, Informant,
Deserter, Raider, Deputy, Mercenary, Bounty Hunter or Slaver
Ringleader 4 yrs 15 +1 M Spacefaring, Captive & Servitude, Palace
Skills: 4 pts: Scum and Villainy-wise, Oratory, Persuasion, Tactics, Settlement-wise
Traits: 2 pts: -
Requires: Raider, Deserter, Mercenary, Gangster, Slaver, Bounty Hunter or Rebel
Mercenary Captain 8 yrs 40 +1 M Spacefaring, Captive & Servitude, Palace
Skills: 6 pts: Administration, Logistics, Haggling, Linguistics, Contract-wise, Army-wise
Traits: 1 pt: -
Requires: Mercenary, Military Captain or Ringleader
Warlord 10 yrs 50 +1 M Captive & Servitude, Palace
Skills: 5 pts: Logistics, Oratory, Command, Militia-wise, Mercenary-wise; 1 pt: General
Traits: 2 pts: Commanding Aura, Your Lordship
Requires: Mercenary Captain
Padawan 10 yrs 11 +1 M,P Any
Skills: 8 pts: Jedi Doctrine, Meditation, Lightsaber§, Telepathy§, Proprioception‡
Traits: 2 pts; first two traits are required: Attuned, Sworn to the Order, Knighthood, Empathy
Special: Select the lifepath of your mentor from the Fringe setting; you recieve ½ of their skill
points (rounded down), and must open a skill from that lifepath
Requires: Child Devotee or Born Fringer
Restrictions: Padawan must be the character's second lifepath and may only be taken once

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.

This is a sorcerous training skill. It requires the Attuned trait and 2 pts to open, and may not be advanced.

19
The Character Burner Galactic Lifepaths

Wayfaring Knight 7 yrs 4 +1 M Any


Skills: 6 pts: Inconspicuous, Persuasion, Telepathy , Proprioception‡, Fringer-wise
§

Traits: 2 pts: Dispute-Settler, Laconic


Requires: Knighthood trait
Errant Knight 10 yrs 12 - Any except Monastic
Skills: 7 pts: Philosophy, Inconspicuous, Survival, Lightsaber§, Heretical Doctrine, Refuge-wise
Traits: 3 pts: Disillusioned, Hunted
Requires: Padawan

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.

20
The Character Burner Galactic Lifepaths

Machinist 5 yrs 17 +1 M/P Fringe


Skills: 4 pts: Machinist, Jargon, Factory-wise
Traits: 1 pt: A Bit Deaf
Requires: Salvager, Scavenger or Laborer
Technician 5 yrs 22 +1 M Spacefaring, Fringe, Military
Skills: 5 pts: Mechanic, Circuitry, Programming, Tirade-wise, Margin for Error-wise
Traits: 1 pt: Condescending, Lethargic
Requires: Machinist or Academic
Foreman 4 yrs 25 - -
Skills: 4 pts: Administration, Conspicuous, Driving, Schematics-wise, Laborer-wise, Guild-wise
Traits: 2 pts: Short Fuse
Requires: Salvager, Laborer, Machinist or Technician
Pilot 4 yrs 11 - Spacefaring, Fringe
Skills: 4 pts: Pilot, Passenger-wise, Freight-wise, Speeder-wise
Traits: 1 pt: Sense of Direction
Performance Athlete 6 yrs 30 +2 P Any except Monastic
Skills: 4 pts: Competition-wise, Strategy Games or an appropriate Martial skill, Conspicuous,
Throwing, Climbing, Dance
Traits: 2 pts: Ambitious; choose Hand-Eye-Coordination, Fleet of Foot or Dexterity of the Cat
Restrictions: The character may be no older than 25 when starting this lifepath
Bookie 5 yrs 15 +1 M Fringe
Skills: 4 pts: Accounting, Calculation, Gambling-wise, Blood Sports-wise, Shady Characters-wise
Traits: 1 pt: -
Restrictions: Bookie may not be the character’s second lifepath
Flairman 4 yrs 13 - Fringe, Palace
Skills: 4 pts: Mixology, Liquor-wise, Swank Establishment-wise, Regulars-wise
Traits: 1 pt: Glib, Ear for Voices
Restrictions: Flairman may not be the character’s second lifepath
Enforcer 3 yrs 8 +1 P Fringe, Captive & Servitude
Skills: 5 pts: Intimidation, Brawling, Torture, Protection-wise, Territory-wise
Traits: 1 pt: Mercenary
Con Artist 7 yrs 14 +1 M Palace
Skills: 6 pts: Falsehood, Persuasion, Forgery
Traits: 1 pt: Charming
Special: You may use this lifepath as a proxy to fulfill the lifepath-requirement of any single
lifepath in the Palace or Metropolis setting; that lifepath must directly follow this one
Burglar 5 yrs 12 +1 M,P Fringe
Skills: 6 pts: Intrusion, Streetwise, Climbing, Stealthy, Appraisal
Traits: 1 pt: -

21
The Character Burner Galactic Lifepaths

Guard 4 yrs 9 +1 M/P Spacefaring, Military


Skills: 4 pts: Observation, Marksmanship, Brawling
Traits: 1 pt: Testy, Blaster-Burned
Restrictions: Guard may not be the character’s second lifepath
Customs Officer 4 yrs 15 - Spacefaring
Skills: 4 pts: Observation, Security, Contraband-wise, Alien-wise, Spaceport-wise
Traits: 1 pt: -
Requires: Cadet, Deputy, Guard, Spacer or the Trooper trait
Peacekeeper 5 yrs 11 + 1P Fringe, Palace, Military
Skills: 5 pts: Amercement, Streetwise, Driving, Intimidation, Bribe-wise
Traits: 1 pt: -
Resquires: Cadet, Deputy, Guard or the Trooper trait
Rescuer 8 yrs 15 +1 M,P Spacefaring, Fringe, Military
Skills: 7 pts: Field Dressing, Excavation, Climbing, Hauling, Catastrophe-wise, Triage-wise
Traits: 2 pts: Gallows Humor
Requires: Cadet, Deputy, Pilot, Guard or the Trooper trait
Physician 6 yrs 20 +1 M Space, Fringe, Monastic, Palace, Military
Skills: 6 pts: Anatomy, Toxicology, Chemist, Illness-wise
Traits: 1 pt: Bedside Manner
Requires: Academic, Ship’s Surgeon, Medic or Rescuer
Surgeon 5 yrs 25 +1 M Space, Fringe, Monastic, Palace, Military
Skills: 6 pts: Anesthetics, Surgery, Jargon, Complications-wise
Traits: 1 pt: -
Requires: Physician or Ship’s Surgeon
Investigator 5 yrs 15 +1 M Fringe, Palace
Skills: 5 pts: Streetwise, Observation, Interrogation, Criminal-wise, Inquisitor-wise
Traits: 2 pts: Jaded
Requires: Academic, Informant or Peacekeeper
Insurgent 5 yrs 15 - Fringe, Captive & Servitude, Military
Skills: 4 pts: Ugly Truth, Oratory, Propaganda, Resistance-wise
Traits: 2 pts: -
Rebel 6 yrs 20 +1 M/P Fringe, Captive & Servitude, Military
Skills: 5 pts: Inconspicuous, Intrusion, Sabotage, Explosives, Authority-wise
Traits: 2 pts: Idealistic, Defector
Requires: Insurgent or Deserter
Loyalist 4 yrs 25 - Captive & Servitude, Palace
Skills: 4 pts: Rhetoric, Propaganda, Regime-wise, Dangerous Ideas-wise
Traits: 1 pt: Indoctrinated, Sworn Homage
Requires: Academic or any Military lifepath

22
The Character Burner Galactic Lifepaths

Gangster 4 yrs 25 - Any except Monastic


Skills: 5 pts: Streetwise, Extortion, Jargon, Brawling, Marksmanship, Territory-wise
Traits: 1 pt: Code of Honor
Requires: Gambler, Bookie, Con Artist, Burglar, Enforcer, Hired Gun, Slicer, Convict, Peace Officer or
Subtle Instrument

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.

23
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
§

Traits: 2 pts, both are required: Rule of Two, Hatred


Requires: Attuned trait

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.

24
The Character Burner Galactic Lifepaths

Preceptor 6 yrs 6 +1 M Spacefaring, Fringe


Skills: 4 pts: Instruction, Philosophy, Jedi-wise
Traits: 1 pt: Unorthodox
Requires: Eremite or the Knighthood trait

Archivist 8 yrs 7 +1 M Any except Military


Skills: 6 pts: Ancient History, Obscure History, Research, Composition, any wise
Traits: 1 pt: -
Requires: Eremite
Temple Guard 5 yrs 7 +1 M,P Any
Skills: 9 pts: Security, Observation, Lightsaber , Armor Training†, Two-Fisted Fighting†, Temple-
§

wise
Traits: 1 pt: -

Captive & Servitude Setting


Lifepath Time Res Stat Leads
Born Slave 8 yrs 2 -1 M/P Fringe
Skills: 1 pt: Slavery-wise; 2 pts: General
Traits: 3 pts: Illiterate, Unheeded, Clone, Attuned
Child Soldier 12 yrs 5 - Military
Skills: 3 pts: Marksmanship, Skirmish Tactics†
Traits: 3 pts: Conditioned, Robust, Illiterate, Clone, Attuned
Restrictions: Child Soldier is a Born lifepath, it may only be taken once
Grease Monkey 3 yrs 5 - Spacefaring
Skills: 3 pts: Inconspicuous, Jury-Rigging, Mechanic
Traits: 3 pts: Penetrating Gaze, Claustrophobic
Restrictions: Grease Monkey must be the character’s second lifepath and may only be taken once
Crimp 3 yrs 2 - Spacefaring, Military
Skills: 3 pts: Cabin-wise, Hauling, Cooking, Press Gang-wise
Traits: 2 pts: Broken In, Broken
Kenneler 4 yrs 5 +1 P Fringe, Palace
Skills: 3 pts: Animal Husbandry, Riding, Kennel-wise, Exotic Beasts-wise
Traits: 2 pts: Talking to Animals
Miner 6 yrs 5 -1 P Fringe
Skills: 3 pts: Excavation, Subterranea-wise, Ore-wise, Spice-wise
Traits: 2 pts: Tasting the Lash, Hacking Cough, Back-Breaking Labor


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.

25
The Character Burner Galactic Lifepaths

Laborer 3 yrs 4 -1 P Fringe, Metropolis


Skills: 3 pts: Construction, Fortifications
Traits: 2 pts: Exhausted, Tasting the Lash, Numb
Field Laborer 6 yrs 4 -1 P Fringe
Skills: 4 pts: Farming, Hauling, Crop-wise, Cruel-wise
Traits: 2 pts: Tasting the Lash, Resigned to Fate, Numb
Machinist 5 yrs 4 - Spacefaring, Fringe, Metropolis
Skills: 3 pts: Machinist, Scrap-wise, Foundry-wise
Traits: 1 pt: Missing Digit
Servant 5 yrs 6 - Monastic, Metropolis, Palace
Skills: 2 pts: Soothing Platitudes, Master-wise
Traits: 1 pt: Broken In
Special: Choose the lifepath of your master from any setting other than Servitude or Monastic;
you gain ¼ of their skill points rounded up to spend on their lifepath skills
Dancer 4 yrs 9 +1 P Fringe, Metropolis, Palace
Skills: 3 pts: Dance, Restraint-wise
Traits: 2 pts: Lithe
Hostage 1 yr 2 - Any except Monastic or Military
Skills: 2 pts: Soothing Platitudes, Persuasion, Begging, Family History
Traits: 2 pts: -
Requires: Mark of Privilege trait or Sworn Homage trait
Prisoner of War 2 yrs 3 -1 P Any except Monastic or Palace
Skills: 2 pts: Guard-wise, Torture-wise, Falsehood
Traits: 3 pts: Sickly, Resigned to Death, Tough as Nails
Restrictions: The preceding lifepath must be from the Military setting
Escape Artist 2 yrs 3 +1 P Spacefaring, Fringe, Metropolis
Skills: 4 pts: Restraint-wise, Climbing, Stealthy, Excavation
Traits: 2 pts: Unlucky, Cooler King
Restrictions: The preceding lifepath must also be from the Captive & Servitude setting
Pit Fighter 2 yrs 9 +1 P Fringe
Skills: 4 pts: Brawling, Conspicuous, Spectator-wise
Traits: 3 pts: Vaunting, Maimed
Thrall 5 yrs 8 +1 P Any except Monastic or Palace
Skills: 6 pts: Martial Arts, Intimidation, Proprioception‡
Traits: 3 pts, all lifepath traits are required: Hatred, Rule of Two, Broken
Requires: Attuned trait

§
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.

26
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

Duke/Duchess 7 yrs 80 +1 M/P Any


Skills: 3 pts: General
Traits: 1 pt: Regal Bearing, Crown Regent
Requires: Count/Countess, Spouse or the Your Grace trait
Prince/Princess 3 yrs 90 +1 M/P Any
Skills: 3 pts: Ceremony, Obligations-wise; 2 pts: General
Traits: 2 pts: Incredibly Ornate Hair
Requires: Heir to the Throne trait
Majordomo 6 yrs 30 - Captive & Servitude
Skills: 5 pts: Estate Management, Etiquette, Conspicuous, Servant-wise, Dignitary-wise
Traits: 1 pt: Mind for Small Details
Requires: Servant, Proxenos or Groundskeeper
Gamekeeper 7 yrs 20 +1 P Fringe
Skills: 6 pts: Animal Husbandry, Trapper, Exotic Creatures-wise, Kennel-wise, Restraint-wise
Traits: 2 pts: -
Requires: Retainer, Servant or Kenneler
Restrictions: Gamekeeper may not be the character's second lifepath
Groundskeeper 7 yrs 30 +1 M/P Metropolis
Skills: 6 pts: Construction, Architect, Administration, Palace-wise
Traits: 1 pt: -
Requires: Academic or Foreman
Palace Guard 5 yrs 15 +1 M/P Metropolis, Military
Skills: 6 pts: Observation, Marksmanship, Skirmish Tactics†, Brawling, Ceremony-wise
Traits: 1 pt: Sworn Homage
Requires: Cadet, Commando or Padawan
Captain of the Guard 7 yrs 30 +1 M/P Metropolis, Military
Skills: 6 pts: Security, Command, Tactics, Swordplay
Traits: 2 pts: Sworn Homage
Requires: Palace Guard or the Knighthood trait
Taskmaster 6 yrs 25 +1 P Metropolis
Skills: 4 pts: Intimidation, Brawling, Observation, Slave-wise
Traits: 1 pt: Where There’s A Whip There’s A Way
Requires: Slaver or Palace Guard
Academic 8 yrs 10 +1 M Spacefaring, Metropolis
Skills: 7 pts: Composition, Calculation, History, Anatomy, Linguistics, Philosophy, Research,
Academy-wise
Traits: 1 pt: -
Tutor 10 yrs 25 +1 M Metropolis, Captive & Servitude
Skills: 4 pts: Stewardship, Etiquette, Family Secrets-wise; 1 pt: General
Traits: 2 pts: Sworn Homage, Wise Aphorisms
Requires: Academic or the Knighthood, Your Eminence or Your Grace trait

This is a training skill. These skills cost 2 pts to open and may not be advanced.

28
The Character Burner Galactic Lifepaths

Lecturer 6 yrs 20 +1 M Metropolis


Skills: 4 pts: Oratory, Instruction, Student-wise
Traits: 2 pts: Didactic
Requires: Academic and either the Sworn Homage or Your Eminence trait
Headmaster 10 yrs 30 +1 M -
Skills: 4 pts: Administration, Ceremony; 2 pts: General
Traits: 1 pt: Stern Demeanor
Requires: Lecturer
Archivist 8 yrs 30 +1 M Spacefaring, Captive & Servitude
Skills: 5 pts: Research, Transmissions, Holography, Obscure History, Archive-wise
Traits: 2 pts: -
Requires: Academic, Mentat or the Sworn to the Order trait
Attendant Physician 8 yrs 40 +1 M Any except Monastic
Skills: 5 pts: Anatomy, Chemist, Surgery, Soothing Platitudes, Medicine-wise
Traits: 1 pt: Sworn Homage
Requires: Physician
Cloner 22 yrs 60 +1 M Any except Monastic
Skills: 4 pts: Genetic Engineering, Research, Heredity-wise, Ethics-wise
Traits: 2 pts: Crimes Against Nature
Requires: Splicer or Attendant Physician
Advocate 6 yrs 30 +1 M Metropolis
Skills: 6 pts: Rule of Law, Rhetoric, Oratory, Research, Inquisitor-wise
Traits: 1 pt: Sworn Homage
Requires: Academic, Mentat or Notary
Ambassador 6 yrs 45 +1 M Any
Skills: 5 pts: Etiquette, Linguistics, Persuasion, Law-wise, Federation-wise
Traits: 2 pts: Diplomatic Immunity
Requires: Advocate, Prince/Princess, or the Sworn to the Order trait
Senator 8 yrs 60 +1M Metropolis, Captive & Servitude
Skills: 5 pts: Oratory, Rhetoric, Galactic Politics-wise, Senate-wise
Traits: 2 pts: Noblesse Oblige
Requires: Ambassador or Baron
High Councilor 8 yrs 15 +1 M Any
Skills: 3 pts: Ceremony, Philosophy, Etiquette; 1 pt: General
Traits: 1 pt: Complacent, Calm Demeanor
Requires: Masterß trait
Grandmaster 20 yrs 30 +1 M Any
Skills: 2 pts: Administration or Logistics; 3 pts: General
Traits: 1 pt: Grandmaster
Requires: High Councilor, and express permission from the GM and your fellow players


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

Twisted Disciple 6 yrs 8 +1 M Spacefaring, Fringe, Metropolis, Captive


Skills: 6 pts: Sith Doctrine, Rhetoric, Persuasion, Telepathy§
Traits: 2 pts, the first two are required: Hatred, Rule of Two, Cogent
Requires: Attuned trait
Inquisitor 6 yrs 50 +1 M -
Skills: 7 pts: Rule of Law, Interrogation, Intimidation, Chemist, Torture, Public Enemies-wise
Traits: 1 pt: Vested
Requires: Warden, Captain of the Guard or Twisted Disciple
Governor 15 yrs 150 +1 M Any
Skills: 4 pts: Oratory, Government-wise, Capital Punishment-wise; 1 pt: General
Traits: 1 pt: Elocution
Requires: Duke, Explorer or High Commander

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

Traits: 2 pts: Practiced Precision


Scout 5 yrs 8 +1 M,P Fringe, Monastic, Captive & Servitude
Skills: 7 pts: Observation, Orienteering, Stealthy, Riding, Mounted Combat†, Terrain-wise
Traits: 1 pt: -
Requires: Trooper
Medic 5 yrs 10 - Spacefaring, Fringe, Metropolis, Captive
Skills: 4 pts: Field Dressing, Scavenging, Triage-wise
Traits: 2 pts: Thousand-Yard Stare
Requires: Trooper
Gunner 3 yrs 8 - Spacefaring, Fringe, Captive & Servitude
Skills: 4 pts: Gunnery, Fortifications, Bombardment-wise, Artillery-wise
Traits: 2 pts: -
Requires: Trooper
Armor Driver 4 yrs 12 - Spacefaring, Fringe, Metropolis, Captive
Skills: 4 pts: Driving, Skirmish Tactics†, Scopes, Terrain-wise
Traits: 1 pt: -
Requires: Scout or Gunner


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

Corpsman 6 yrs 15 +1 M Any except Monastic


Skills: 5 pts: Anesthetics, Surgery, Toxicology, Field Hospital-wise
Traits: 1 pt: -
Requires: Medic, Physician or Surgeon
Tech Sergeant 6 yrs 12 +1 M/P Spacefaring, Fringe, Metropolis, Captive
Skills: 5 pts: Mechanic, Circuitry, Ordnance, Armorer, Standard Issue-wise
Traits: 1 pt: The List
Requires: Cadet, Academic, Technician or two preceding Military LPs
Drill Sergeant 4 yrs 12 +1 M Spacefaring, Fringe, Metropolis, Captive
Skills: 4 pts: Military Protocol-wise, Conspicuous, Instruction, Intimidation
Traits: 2 pts: Cruel and Unusual Punishment, Booming Voice
Requires: Trooper
Field Sergeant 3 yrs 15 +1 M/P Spacefaring, Fringe, Metropolis, Captive
Skills: 5 pts: Command, Conspicuous, Tactics, Transmissions, Squad-wise
Traits: 2 pts: Slave to the Chain of Command, Stoic, Aura of Determination
Requires: Trooper or Armor Driver
Commando 4 yrs 30 +1 M,P Spacefaring, Fringe, Metropolis, Captive
Skills: 7 pts: Survival, Climbing, Stealthy, Intrusion, Explosives, Covert Operations-wise
Traits: 2 pts: Conditioned
Requires: Any Sergeant LP and Scout, Medic or Armor Driver
Spy 7 yrs 25 +1 M Any except Monastic
Skills: 7 pts: Inconspicuous, Observation, Transmissions, Falsehood, The Enemy-wise
Traits: 2 pts: Poised
Requires: Informant, Slicer, Loyalist or Commando
Analyst 6 yrs 40 +1 M Metropolis, Captive/Servitude
Skills: 5 pts: Transmissions, Research, Cryptography, Linguistics, Chatter-wise
Traits: 1 pt: -
Requires: Academic or Spy
Spook 6 yrs 45 +1 M Any except Monastic
Skills: 6 pts: Research, Persuasion, Falsehood, Interrogation, Torture, Sensitive Information-wise
Traits: 2 pts: Above Your Paygrade
Requires: Analyst, Commando or Inquisitor
Pilot 6 yrs 30 +1 M/P Spacefaring, Fringe, Metropolis, Captive
Skills: 6 pts: Pilot, Dogfight Tactics , Scopes, Formation-wise, Ordnance-wise

Traits: 2 pts: Bravado


Requires: Cadet, Tech Sergeant, or a previous pilot-type lifepath


This is a training skill. These skills cost 2 pts to open and may not be advanced.

31
The Character Burner Galactic Lifepaths

Bridge Lieutenant 4 yrs 35 - Spacefaring, Fringe, Metropolis, Captive


Skills: 4 pts: Capital Ship-wise, Helmsman, Transmissions, Scopes, Ship Management, Gunnery
Traits: 1 pt: -
Requires: Cadet or Military Pilot
Flight Lieutenant 8 yrs 45 +1 M Spacefaring, Fringe, Metropolis, Captive
Skills: 6 pts: Command, Navigation, Transmissions, Oratory, Flight Formation-wise
Traits: 2 pts: -
Requires: Military Pilot
Field Lieutenant 5 yrs 45 +1 M Spacefaring, Fringe, Captive
Skills: 4 pts: Tactics, Logistics, Oratory, Military Regulation-wise
Traits: 2 pts: -
Requires: Field Sergeant or Commando
Captain 10 yrs 45 +1 M Spacefaring, Fringe, Metropolis, Captive
Skills: 4 pts: Strategy, Logistics
Traits: 2 pts: Stringent
Requires: any Lieutenant LP
Commander 12 yrs 75 +1 M Spacefaring, Metropolis, Captive, Palace
Skills: 4 pts: Strategy, Campaign History, Bureaucracy
Traits: 1 pt:
Requires: Captain
Weapons Engineer 15 yrs 60 +1 M Spacefaring, Metropolis, Captive, Palace
Skills: 6 pts: Ordnance, Robotics, Calculation, Armament-wise, Design Flaw-wise
Traits: 1 pt: Beleaguered, Mad Genius
Requires: Analyst, Shipwright or Tech Sergeant

Dark Lord of the Sith 12 yrs 75 +1 M,P Any except Monastic


Skills: 7 pts: Ugly Truth, Intimidation, Command, Strategy, Torture, Sith Doctrine
Traits: 2 pts: Aura of Malevolence, Aura of Fear
Requires: Your Lordship, Your Eminence or Your Grace trait, plus the Rule of Two trait and finally,
express permission from the GM and all players in the current campaign
Restrictions: You must have traded the Rule of Two trait (see its description) for a disfiguring die
trait - now you are the master!


This is a training skill. These skills cost 2 pts to open and may not be advanced.

32
The Character Burner Starting Resources

Starting Resources for


Galactic Characters
Clothes & Shoes — Your characters acquire their wardrobe at no expense. The breadth of
manufacturing guilds mean that most clothing and footwear can be bought on the cheap.
Anything from ragged farmer’s garb to company uniforms to low fashion is fair game, as
long as it is short of true finery.
Finery — Haute couture for the social elite. Elegant robes, supple boots, lavish dresses and
strapping dress uniform. 5 rps for the whole wardrobe.
Cash — Whatever dice you purchase represent any substantial material wealth that the
character has accrued - minted currency, mercantile goods, or perhaps even a datary chip
with a healthy deposit of Galactic Standard Credits! Each 1D of cash costs 6 rps.
Utility Belt — For 2 rps, the character may buckle on a handy compartmented belt packed
with a space adventurer's essentials: pocket knife, multitool, cable and harness, canteen,
and other utilitarian odds and ends. A Utility Belt counts as Tools for certain specific skills
(Climbing, for example). Up to two small items may be clipped to it, such as a one-handed
weapon, a Lightsaber, or an additional Tool Kit.
Tools — Skills listed with "Tools: Yes" require a Tool Kit exclusively for that skill.
Workshop — Workshops are dedicated spaces that behave as massive toolkits for the
most demanding skills. They each cost 20 rps. Purchasing this option grants the character
a room, building, lab, cabin, den, etectera to house their extensive tools and designs. A
workshop permits multiple helpers on a single test and is counted as property when you
factor your Resources attribute.
Arms — Take whatever mix of melee and thrown arms suit your character's idiom from the
original Weapons Appendix, on Burning Wheel Gold pages 554 and 558.
The mobster's guard might bear an axe, the fringe warlord might settle for a sword, and the
quiet assassin packs a dagger and throwing knives.

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.

Civilian-Class: Middling, 10 rps. Massive, 15 rps. Gigantic, 30 rps. Colossal, 40 rps.


Immense, 45 rps. Tremendous, 60 rps.
Industrial-Class: Middling, 12 rps. Massive, 20 rps. Gigantic, 45 rps. Colossal, 60 rps.
Immense, 75 rps. Tremendous, 90 rps.
Military-Class*: Middling, 13 rps. Massive, 25 rps. Gigantic, 50 rps. Colossal, 70 rps.
Immense, 90 rps. Tremendous, 110 rps.
Note that these prices indicate privately-owned vehicles. It is not necessary for every
scout trooper and starship captain to purchase their own speeder-bike or star
destroyer. That equipment is supplied by your superiors, but removed when your services
no longer require such an asset.

* 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.

Revisions and Redirections


Some of the following skills are new, some are old, and some are modified versions of
those found in the Burning Wheel Gold. Wherever a skill uses the same mechanics of one
found in the Burning Wheel Gold, its mechanics will not be detailed; rather, the page
number where the rules can be found will be referenced. Wherever a skill has been seen
partial revision, only the changes to it will be noted and the source material will still be
cited. For ease of character burning, a skill’s root stat will always be listed regardless of
revisions.

§
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

New Skill Categories


There are three new skill types. Some apply a penalty to their respective Instruction
obstacles for a lesson (BWG - Instruction Obstacles, pages 50-51). The Peasant skill
category has been removed; any Peasant skills have been recategorized in their description.

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

Skill Type: Medicinal Bridge, Ob 5. Palace or Temple, Ob 6. Spire,


Tools: Workshop Ob 7. Sewer system, Ob 7. Spaceport, Ob 8.
Castle, Ob 8. City plan, Ob 9. Repulsor-
Animal Husbandry Perception/Will suspended constructs, +1 Ob.
Revised from The Burning Wheel Gold, page FoRKs: Construction, Holography, Jargon
255. Skill Type: Academic
Obstacles. Breeding and rearing domestic Tools: Workshop
animals, Ob 1. Range livestock, Ob 2. Riding
and pack animals, Ob 3. Guard or sporting Armorer Perception/Agility
beasts, Ob 4. Exotic creatures, Ob 5. Space Revised from The Burning Wheel Gold, pages
monsters, Ob 7. This skill may be tested as 256-257. The armorer manufactures the
Field Dressing, but only when treating your personal protection equipment necessary
livestock. for guildsmen and soldiers alike.
FoRKs: Anatomy, Genetic Engineering Obstacles. Hazmat Suit, Ob 2. Flight Suit,
Skill Type: Commonwealth Textile Armor, Open Helmet; Ob 2. Space
Tools: Kit Suit, Composite Armor, Light Helmet; Ob 3.
Plate Armor, Great Helm, Respirator; Ob 4.
Apothecary Perception Superior Quality, +1 Ob.
Refer to The Burning Wheel Gold page 255 for FoRKs: Fabrication, Machinist
a description and sample obstacles. Skill Type: Craftsman
Tools: Kit Tools: Workshop
Appraisal Perception Armor Training† Power/Speed
Revised from The Burning Wheel Gold, page Revised from The Burning Wheel Gold, page
255. 256. Characters without Armor Training
Obstacles. Coin and bullion, Ob 1. Ore and who wear composite armor suffer +1 Ob to
gems, Ob 2. Textiles, Ob 2. Livestock, Ob 2. all tests. Wearing plate armor without
Vehicles and common technology, Ob 3. training incurs a +2 Ob penalty. Armor
Arms and munitions, Ob 3. Antiques, Ob 4. Training mitigates these "untrained"
Advanced tech, Ob 4. Breeding animals, Ob penalties, but not the clumsy penalties
4. Ephemera, Ob 5. Slaves, Ob 5. Cultural specific to each type of armor.
relics, Ob 6. Ancient technology, Ob 6. Skill Type: Physical Training; the root stats
Skill Type: Commonwealth are for aptitude only
Tools: No Tools: No
Architect Perception
Revised from The Burning Wheel Gold, page
256. The architect applies her expertise to B
render plans for buildings, bridges and
Brawling Power/Agility
superstructures. With her oversight, the
Revised from The Burning Wheel Gold, page
guild may interpret those plans to build or
261. Brawling is grim and styleless hand-
modify the proposed structure.
to-hand combat. It grants access to attack,
Obstacles. House, storey or compound, Ob
basic and defense fighting actions, but not
2. Tenement or townhouse, Ob 3.
special actions. Use this skill in place of
Commercial or industrial facility, Ob 4.
Power for the Push and Lock actions. A

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

Chemist Perception Climbing Speed


Chemists are bioengineers, trained to Refer to The Burning Wheel Gold page 264 for
develop and prescribe pharmaceutical a description and sample obstacles.
drugs. Each drug temporarily nullifies a trait Tools: Utility belt
that represents the natural functions or
malfunctions of a character’s body or mind Command Will
(Attuned, Diseased, Iron Will, Light Sleeper, Refer to The Burning Wheel Gold page 265 for
Myopic, Palsy, etc). The trait is removed a description and sample obstacles.
from play for the duration of a scene.
Composition Will/Perception
Obstacles. The obstacle to nullify a trait is
Revised from The Burning Wheel Gold, page
equal to its cost (Ob 4 if no price is listed).
265.
You may increase the base obstacle by +1
Obstacles. Letter, Ob 1. Essay, Ob 2. Book or
Ob to increase the duration of a single
Address, Ob 3. Operations Manual, Ob 4.
dose’s effect to an entire day, but no more:
Credo or Bill of Law; Ob 5. Constitution or
to keep someone medicated beyond that,
Manifesto, Ob 6.
you must get them to take the dosage
Tools: Kit or Computer
regularly.
Chemists may also treat wounds dealt by Conspicuous Will
illness or poison, using the obstacles for Refer to The Burning Wheel Gold page 264 for
Apothecary. a description and sample obstacles.
FoRKs: Anatomy
Skill Type: Medicinal Construction Perception/Agility
Tools: Workshop The manual skill of assembling processed
materials and fabricated components to
Circuitry Perception/Agility make complete structures. Construction
Circuitry assembles and maintains devices laborers carry out and complete the plans
that manipulate light and energy: power of architects and shipwrights, are supplied
cells, computers, shields and hyperdrives by machinists and assisted by mechanics.
are among the myriad electrical apparati Obstacles. Wall, Ob 1. Hut, Ob 2. House, silo
created by this realm of engineering. or storage unit, Ob 3. Communal dwelling
Obstacles. Lights, Ob 1. Power or villa, Ob 4. Mansion or monastery, Ob 5.
transmission, Ob 2. Tool Kit, Ob 3. Complex, hangar or temple, Ob 6. Palace,
Telecommunications or Sensors, Ob 4. Ob 7. Castle, Ob 8. Spire, Ob 9. Monument
Plasma or energy projection (lightsabers, to the Emperor, Ob 10.
shields, tractor beams, etc), Ob 5. FoRKs: Architect, Circuitry, Machinist
Hyperdrives, Ob 8. Skill Type: Craftsman
Generators. B3 Power, Ob 2. +1 Ob for every Tools: Kit
2 additional dice. +2 Ob for Gray-shade, +3
Ob for White-shade. Cooking Perception/Agility
Droid Brain. 4 mental stat points, Ob 4. +1 Revised from The Burning Wheel Gold, page
Ob for every 2 additional stat points. 266. The preparation of victuals - food and
FoRKs: Machinist, Mechanic drink - from raw foodstuffs. There is a
Skill Type: Craftsman tremendous diversity of flora and fauna
Tools: Workshop across the galaxy, and depending on the

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

Dogfight Tactics† Perception FoRKs: Orienteering, Streetwise


Fighter pilots learn how to coordinate their Skill Type: Vehicular
movements to shoot down enemy fighters Tools: No; but a crawler, landspeeder or
with less risk to the squadron as a whole. walker is required to test at all.
While pursuing the same fighter in
Dogfight, two or more trained pilots who E
script the same aggressive maneuver may
Help each other - whoever is closest to the Estate Management Perception
target tests, with those at greater Revised from The Burning Wheel Gold, page
distances lending their Help. All who help in 271.
this manner share in the results of the test. Obstacles. Managing a Homestead, Ob 1.
During Range & Cover, Dogfight Tactics Fringe Commune or Outpost, Ob 2. Manor,
grants all the benefits of Skirmish Tactics to Ob 3. Fortress or Temple, Ob 4. Palace or
a team of vehicles. Castle, Ob 5.
It is worth mentioning that, in order to FoRKs: Accounting, Construction, Farming
coordinate their maneuvers, both pilots Skill Type: Commonwealth
must have some means of live Tools: No
communication.
Skill Type: Vehicular Training; root stat is for
Etiquette Will/Perception
Revised from The Burning Wheel Gold, page
aptitude only
271. Etiquette comprises the proper
Tools: No
procedures and forms to follow when
Driving Perception/Agility addressing any person or group of
The skill of operating and maneuvering any aristocratic status, be they of noble lineage
surface vehicle - a crawler, landspeeder or or self-made.
walker. Obstacles. Addressing an ambassador,
Travel Obstacles. Going elsewhere in the proxenos or member of the Jedi High
city, to the next settlement; Ob 1. A day's Council, Ob 1. Addressing a Baron-
journey, Ob 2. A long journey, Ob 3. An Administrator or Warden, Ob 2. Proper
expedition, Ob 4. In dense traffic, +1 Ob. etiquette for a Lord, Lady or crime boss; Ob
Hazardous traffic, +2 Ob. 3. A Count, Countess or Senator, Ob 4. Duke
Over developed roads, no penalty. Fields or or Duchess, Ob 5. Sovereign such as a
desert (or skimming the water on a Prince, Princess or Grand Moff, Ob 6. The
speeder), +1 Ob. Hills, +2 Ob. Wading a Emperor of the Galaxy, Ob 7.
swamp, +3 Ob. Mountains, +4 Ob. FoRKs: Ceremony, Soothing Platitudes
No rush, no penalty. Got to get there fast, +1 Skill Type: Social
Ob. Got to be there yesterday, +2 Ob. Tools: No
Driving a crawler, no bonus. Walker, +1D.
Speeder, +2D. Excavation Perception/Power
Excavators relocate earth and masonry,
Vehicular Conflicts. See the Vehicles and
placing supports and reinforcements as
Range and Cover chapters for more details
they work so that their site may be safely
on the operation of surface vehicles.
navigated. Excavation is invaluable for

45
The Lists Skills

laying foundations, building fortifications cubic kilometers.


and extracting ore from the earth. FoRKs: Architect, Intrusion, Ordnance
Obstacles. Foxhole, latrine, or grave, Ob 1. Skill Type: Special
Pit trap or mass grave, Ob 2. Open-pit mine Tools: The correct ordnance for the specific
(clay or minerals) or wellshaft, Ob 3. task.
Fortified trench, Ob 3. Shallow mine shaft
(hard metals), Ob 4. Bunker or crypt, Ob 4. Extortion Will
Access tunnel for a middling person or Revised from The Burning Wheel Gold, page
animal, Ob 4. Mine shaft (soft metals), or 271. A character with this skill knows just
clearing a rockfall or cave-in; Ob 5. Access how to apply pressure to get money and
tunnel for a massive creature or vehicle, Ob favors out of his reluctant peers and
5. Navigating a collapsed subterranean competitors. Coercion, blackmail and veiled
structure, Ob 6. Deep mine shaft threats are just tools of the trade.
(gemstones), Ob 7. Access tunnel for a
gigantic vehicle or a caravan, Ob 7. F
Excavating an ancient ruin, Ob 9. Burying
the makings of a secret rebel base under Fabrication Perception/Agility
the foundations of the Capitol, Ob 10. Textile production, from weaving fibers and
FoRKs: Architect, Explosives, Fortifications curing hides, to stitching and embroidering
Skill Type: Commonwealth the final product. Yes, this is a pun.
Tools: Kit Obstacles. Weaving simple tools like nets or
rope, Ob 1. Clothing, Ob 2. Shoes or a
Explosives Perception/Agility saddle, Ob 3. Luxurious fabric or tapestries;
The placement of remote-controlled or Ob 3. Finery, Ob 4. Ceremonial vestments,
timed charges for demolition or sabotage Ob 5. Textile armor, Ob 5. Gown for the
with minimal collateral damage. The nature Queen of Naboo, Ob 6.
of this skill means that, even on a failure, Skill Type: Commonwealth
something is likely going to get blown up! Tools: Workshop
To breach or demolish structures, test
Explosives as an engineering-type skill Falsehood Will
against the material obstacles in the Refer to The Burning Wheel Gold page 272 for
Appendices. a description and sample obstacles.
Obstacles. Setting a tripwire, Ob 1. Rigging a Farming Perception
triggered explosive, Ob 2. Synching a Revised from The Burning Wheel Gold, page
remote detonator with one or more 272. The commodities necessary for
transcievers, Ob 3. survival are as myriad and varied as the
Laying Minefields: in soft terrain, Ob 3. Hard settlements they support; thus farming is
terrain, Ob 4. Water, Ob 5. Space, Ob 6. This the practice of cultivating a vast selection
takes hours equal to the number of of natural resources.
increments of covered area: ground is Obstacles. Moisture or Fungi, Ob 1. Grain
measured in increments of ten square crops, Ob 2. Herbs and Vegetables, Ob 3.
meters, underwater is measured in tens of Trees, Ob 4. Microbes, Ob 5. Pure minerals,
cubic meters, water surface is measured in Ob 6.
hundreds of cubic meters, and space in Farming in a climate inhospitable to your

46
The Lists Skills

product, +2 Ob. Harvest for your own Obstacles. Barricade, Ob 1. Vehicle


homesteead, no penalty. Harvest enough barricades, Ob 2. Walls, Ob 3. Dugouts and
for a commune, +1 Ob; Town or complex, trenches, Ob 4. Makeshift bunker, Ob 5.
+2 Ob; Mass distribution, +3 Ob; Supply for Reinforcing a door, Ob 1. A wall, Ob 2. A
an army or guild, +4 Ob. single-storey structure, Ob 3. Subterranean
FoRKs: Excavation, Foraging, Genetic structure, Ob 4. Multi-storied structure, Ob
Engineering 5. Bridge, Ob 6.
Skill Type: Commonwealth FoRKs: Architect, Construction, Tactics
Tools: Yes Skill Type: Military
Tools: Excavation or Construction
Field Dressing Perception
Refer to The Burning Wheel Gold page 272 for Free-Fall† Speed/Forte
a description. In a galaxy where artificial gravity
Obstacles. See the Anatomy of Injury (The technology is common, microgravity is only
Burning Wheel Gold, page 491) for ever felt by those whose fortunes are the
treatment obstacles and Fields of Related lowest, or whose careers take them into
Knowledge. the realm of perilous space again and again.
Tools: Utility belt, expendable Microgravity usually inflicts a double
obstacle penalty on the character’s Speed
Foraging Perception tests, which this training skill negates.
Refer to The Burning Wheel Gold page 273 for Neither will the character suffer any other
a description and sample obstacles. penalties implicit with operating in low or
FoRKs: Herbalism, Trapper zero-gravity environments.
Skill Type: Special Furthermore, characters with Free-Fall
training may test their Speed as the Pilot
Forgery Perception/Agility
skill when operating ultralight vehicles such
Revised from The Burning Wheel Gold, page
as jetpacks.
274. This is the skill of copying
Skill Type: Physical Training; root stats are
documentation or manufacturing false
for aptitude only
credentials and legal tender.
Tools: No
Obstacles. Handwriting, Ob 2. Legal
certification, Ob 3. Contracts or trade
agreements, Ob 4. Banknotes or official
G
charters, Ob 5. Legal tender or royal
Gambling Will/Perception
proclamations, Ob 6.
Refer to The Burning Wheel Gold page 275 for
FoRKs: Research
a description and sample obstacles.
Skill Type: Special
Tools: an honest game
Tools: Yes
Genetic Engineering Perception
Fortifications Perception The science of cloning or manipulating a
Revised from The Burning Wheel Gold, page species' genome. Cloning produces a
274. In addition to defensible structures, perfect copy of an organism, and further
this skill can reinforce damaged or tests may alter the embryo's traits, which
dilapidated structures, for a little while. manifest once it is reared to maturity.

47
The Lists Skills

Cloning Obstacles. Cloning microorganisms, cannon, Ob 2. Heavy laser cannon or mobile


Ob 2. Simple life forms, like herd animals or missile tube, Ob 3. Mobile turbolaser, Ob 4.
vermin; Ob 3. Complex life, like humanoids; Shooting obstacles are expressed in the
Ob 4. Intricate alien organisms, Ob 5. Fight and Range & Cover chapters of The
Success creates a living embryo that will Burning Wheel Gold, and in the Dogfight
grow to a perfect copy of the original chapter of this document.
(unless altered). A clone bears all the FoRKs: Calculation, Hauling
common and heritable traits of its template Skill Type: Military
organism, but none of the traits acquired in Tools: No
its lifetime after birth; and naturally, all
cloned characters must take the Clone trait. H
Altering Traits. A trait that the embryo will
manifest by maturity may be altered: the Haggling Will
testing player creates an alternate version Refer to The Burning Wheel Gold page 276 for
of the chosen trait (subject to peer and GM a description and sample obstacles.
review), usually a slightly more or less
potent version of the same idea. The Ob is 2 Hauling Perception/Power
plus the difference in price between the The practical conveyance of large shipments
standard and variant trait. from one location to another. It
Bestowing Traits. Entirely new traits may incorporates strength, steady hands and an
also be introduced to the unborn organism encyclopedic knowledge of the proper
(subject to GM approval; only traits that securing of cargo, as well as the inherent
could feasibly be inherited are allowed; dangers it may pose.
Long of Limb is reasonable, but giving an Obstacles. Mundane cargo, Ob 1. Fragile or
organism the Stubborn trait requires some luxury goods, Ob 2. Livestock or living
mental gymnastics). The Ob is 2 plus the creatures, Ob 3. Heavy machinery, Ob 3.
cost of the chosen trait. Fuel or munitions, Ob 4. Hazardous
Organisms as Technology. The player may chemicals, Ob 5. Arranging cargo for mass
wish to tamper with life forms that aren't ‘tractor beam tethering, +1 Ob.
expressed with stats and attributes and FoRKs: Ship Management
thus have no use for traits, such as Skill Type: Commonwealth
bacteria. Devise such creations using the Tools: Simple
mechanics delineated in the Foundry.
Helmsman Perception
FoRKs: Anatomy, Chemist, Surgery
A helmsman is tasked with manipulating the
Skill Type: Medicinal
intricate controls of capital ships, whose
Tools: Workshop
mass and complexity demand greater
Gunnery Perception/Forte nuance and situational awareness than
Gunners deploy heavy armament too large piloting lighter craft.
for infantry to carry without the aid of Obstacles. Steady course in open space, Ob
mounts and machinery. This skill is used to 1. Docking or castoff, Ob 2. Navigating a
move and shoot mounted artillery. busy space station, Ob 3. Navigating a
Obstacles. Packing or deploying a mortar or major space station, Ob 4. Slingshotting off
light laser cannon, Ob 1. Medium laser multiple gravity wells for a fuel-efficient

48
The Lists Skills

course through the system, Ob 5. While Intrusion Perception/Agility


evading debris or laser fire, +1 Ob. This is the skill of exploiting small and
FoRKs: Calculation innocuous weaknesses in infrastructure
Skill Type: Vehicular and security.
Tools: No Obstacles. Prying open a hatch or aperture,
Ob 1. Picking a mechanical lock, Ob 2.
History Perception Cutting through a window pane, Ob 2.
Revised from The Burning Wheel Gold, page Hotwiring an access panel, Ob 3. Blinding a
277. In addition to those already defined sensor, Ob 4. Setting up a footage loop, Ob
under this heading in the Burning Wheel 5. Brute-forced computer access, Ob 6. For
Gold, a new version of this skill can be +1 Ob, any breach made is an
found among the Galactic Lifepaths: inconspicuous one - no one will find it
Family History is a mixture of genealogy unless they are already looking for it.
and old gossip; it tracks lineage, heraldry, Intrusion counts as an engineering-type skill
and the past deeds, accomplishments and against material obstacles, and is
odd tidbits about the family for generations frequently pitched in versus tests against
back. Security.
FoRKs: Circuitry, Climbing, Stealthy
I Skill Type: Special
Tools: Complex
Inconspicuous Will
Refer to The Burning Wheel Gold page 278 for
a description and sample obstacles.
J
Jargon Perception
Instruction Will
Revised from The Burning Wheel Gold, page
Refer to The Burning Wheel Gold page 278 for
279. Jargon is a form of verbal shorthand
the original skill entry. Refer to the Learning
used to quickly comunicate complex ideas,
From Another section, pages 50-51 in the
but it can be just as easily used to obscure
same book, for teaching obstacles.
meaning from the uninitiated. This skill
New Skill Categories. Commonwealth skills,
represents one’s affinity with local dialects
no penalty. Spacefaring skills, +1 Ob.
and idiomatic speech and can be tested to
Vehicular skills, +2 Ob.
decipher rural patois, metropolitan slang,
FoRKs: Command, Holography, Persuasion
laborer’s parlance, comms chatter, foreign
Interrogation Will cant, even criminal argot, and to speak
Refer to The Burning Wheel Gold page 278 for them in turn.
a description and sample obstacles. Obstacles. The base obstacle to
communicate is Ob 1, with the Circles
Intimidation Will penalties for both occupation and station
Refer to The Burning Wheel Gold pages 278- applied to the obstacle - these modifiers
279 for a description and sample obstacles. are detailed in The Burning Wheel Gold,

49
The Lists Skills

page 380. In the case where characters are Linguistics Perception


attempting to snub or out-banter one Not only is the practitioner of this skill multi-
another, a versus test of Jargon is in order. lingual, but their training grants them the
Skill Type: Social faculties necessary to break down the
Tools: No structures and forms of an unfamiliar
language in order to become fluent.
Jury-Rigging Will/Agility Obstacles. Trade language, Ob 1. Prominent
The haphazard art of the Bodge. Jury- language, such as Audio-Binary; Ob 2.
Rigging will get a machine to do what it can Lesser-known language or dialect, Ob 3.
but shouldn't. Whatever result you get will Antiquated or insular language, Ob 4.
only last for the duration of a scene before Ancient or obscure language, Ob 5.
it falls apart (again!). Language from a culture far removed from
Obstacles. Repairs with incompatible parts, galactic proceedings, Ob 6. +1D if the
Ob 1. Forcing it back up and running, Ob 2. character has encountered this language in
Repairs with no parts or tools on hand, Ob play before.
3. Altering a device to behave as a similar FoRKs: Research
piece of tech, Ob 4. Cobbling together a Skill Type: Academic
single-use device out of scavenged parts, Tools: No
Ob 5.
FoRKs: Circuitry, Mechanic, Scavenging Logistics Perception
Skill Type: Special Revised from The Burning Wheel Gold, pages
281-282.
L Obstacles. Supplying a fireteam (up to 4
troopers or peacekeepers) or a single
Lightsaber§ Perception/Agility reconnaissance vehicle, Ob 1. Infantry
A Jedi allows the Force to guide their blade - squad (up to 20 troops), single midsize
it requires faith on the Jedi’s part, both in armored vehicle or a speeder patrol (up to 3
themselves and in the Force. When Old Ben light speeders), Ob 2. Platoon (up to 3
gave Luke Skywalker his very first lesson infantry squads, up to 20 cavalry or 4
with this Jedi weapon, he did not teach him midsize armored vehicles and crew), Ob 3.
form or footwork; he blindfolded the poor Starfighter and its ground crew at a
kid and proceeded to shoot lasers at him temporary outpost, Ob 4. Company (up to 5
until he could deflect them! platoons or heavy assault vehicles) or a
Obstacles. This is a weapon skill. It grants battery (up to 10 artillery guns), Ob 4.
access to all basic, attack, defense and Battalion (3 to 10 homogeneous companies
special Fight actions. Consult the Fight with supporting staff), Ob 5. Fighter squad
rules in the Burning Wheel. Additional rules and ground supoort, Ob 5. Brigade
have been delineated in the supplementary (contingent of multiple armor or artillery
rules for Fight and Range & Cover further companies supporting an infantry or cavalry
on within this document. battalion), Ob 6. Fighter wing and launch
FoRKs: Brawling, Meditation, Swordplay base, Ob 6. Division (up to 10 brigades), Ob
Skill Type: Sorcerous. Lightsaber is the only 7. Frigate fleet and escort, Ob 7. Corps (2 to
sorcerous skill that does not require artha 5 divisions organized for a specific
to be spent as a precedent to test it. operation), Ob 8. Capital fleet and vanguard,
Tools: A lightsaber

50
The Lists Skills

Ob 8. Field army (multiple corps operating Marksmanship Perception/Agility


on a single planet or body), Ob 9. Battlefleet The practice of shooting targets with a
with vanguard and fighter escort, Ob 9. firearm.
Maintaining supplies for days, no penalty. Obstacles. Consult the Weapons, Range &
Multiple weeks, +1 Ob. Months, +2 Ob. The Cover and Fight! chapters in The Burning
interminable duration of a campaign, +3 Ob. Wheel Gold. The base shooting obstacles
+1 Ob when operating in wooded or rugged for all tests (standard, versus, bloody
terrain without support from walkers. +1D versus and during scripted conflicts) are
to Logistics while your command is modified by especially cumbersome
operating from a garrison or fortified firearms: +1 Ob for exotic weapons. +1 Ob
position close to the action. +2D to for weapons that throw fluids. +1 Ob for
Logistics while you control a major rocketry. +1 Ob for weapons that are not
hyperlane to the war theatre. wielded in the hand.
FoRKs: Administration, Navigation, Ship Skill Type: Martial
Management, Strategy Tools: A firearm
Skill Type: Military
Tools: No Martial Arts Power/Agility
Refer to the Boxing skill (The Burning Wheel
Gold page 261) for a description and sample
M, N obstacles.
FoRKs: Brawling, Swordplay
Machinist Perception/Agility Skill Type: Martial
This is the skill of operating machinery used Tools: No
to cast, cut, shape, stamp, forge and hone
Mechanic Perception/Agility
metals, plastics, timber, alloys and silicates
Mechanics use their handiwork to service
into tools and components.
the structure and moving parts of
Obstacles. Coinage or bullion, Ob 1. Shaping
machinery, or to construct it from its base
gems or building tools, Ob 2. Construction
components.
materials, Ob 3. Arms or intricate jewelry,
Obstacles. Commonwealth technology (like
Ob 4. Mechanical components or
plumbing or appliances), Ob 1. Tools, Ob 2.
Composite armor, Ob 4. Full plate armor, a
Industrial machinery, Ob 3. Advanced or
helmet; Ob 5. Computer parts, Ob 6.
military-grade machinery, Ob 4. Arcane
Superior quality arms and armor, +2 Ob.
machines of an extinct civilization, Ob 5.
Skill Type: Craftsman
Refer to the Vehicles and Foundry chapters
Tools: Workshop
for vehicle repair and engineering
obstacles.
FoRKs: Circuitry, Jury-Rigging
Skill Type: Craftsman
Tools: Yes

51
The Lists Skills

Meditation Will Presence is mechanically defined as


Revised from The Burning Wheel Gold, page the range of casual conversation,
283. In addition to retaining the effect of its discounting ambient noise (Burning Wheel
original description, Meditation is the skill Gold, page 501). This definition still applies
used by Attuned characters to expand or even while your presence has been
diminish their own presence in the Force. extended through Meditation. What's
Since sorcerous skills may only affect more, a presence extended through the
whatever is within one’s presence, this skill Force suffers no limitations from walls
has the capacity to extend the reach of and obstacles in the way a mundane
one’s abilities across the stars. You may presence will: wherever the limit of your
sustain the effects of any presence- presence lies, conversational distance
augmenting test of Meditation for as long follows with it. If you wish to speak to
as you would like. Doing so functions as if someone you can sense within your
you are Sustaining a Spell, detailed in The presence, you may.
Burning Wheel Gold, page 503. This is not thought-speech; both Vader
Reaching Out. Tens of Paces, Ob 1. and Luke converse aloud after their battle
Hundreds of Paces, Ob 2. Kilometers, Ob 3. on Cloud City. Anyone within normal
Hundreds of Kilometers, Ob 4. Thousands hearing range of either would be able to
of Kilometers, Ob 5. Lightyears, Ob 6. pick up half their conversation. The Force
Hundreds of Lightyears, Ob 7. Across the does not psychically join minds, but rather
Galaxy, Ob 9. carries your voice instantly to the intended
Art of the Small. Withdrawing your recipient!
presence within yourself is a graduated
test. The benefit here is that you cannot be
automatically detected upon entering the
presence of another who is Attuned: in Mixology Perception/Agility
order to detect you, they must beat your Mixology is a showmanship skill for the
test of Meditation with Telepathy, or else concoction of liquors and cocktails. With it
find you by mundane means. Since your comes an encyclopedic knowledge of
sorcerous skills only affect what is in your liquors from every corner of the galaxy;
presence, they can affect nothing outside where they come from, who they’re for, and
yourself for as long as this effect is what’s the best!
sustained. Obstacles. A classic cocktail, Ob 1. Selecting
Aura Traits. Yes, auras still extend wherever an aperitif or recommending a pairing, Ob 2.
your presence will. Pair this effect with Flashy flairmanship, Ob 3. Cocktails for true
Aura of Fear and you could make an entire connoisseurs, Ob 4. Mind-blowing elixirs,
army soil themselves. Ob 5. Pan-Galactic Gargle Blaster, Ob 6.
Special: Reaching Out and Art of the Small Selecting and mixing for a different species,
both take a number of actions equal to +1 Ob. For an extremely alien species, +2
triple their obstacle. Ob. A lovecraftian monster out on the town,
FoRKs: Skill +3 Ob.
Skill Type: School of Thought FoRKs: Anatomy, Conspicuous, Distillation
Tools: No Skill Type: Special
Tools: Yes

52
The Lists Skills

Musical Instrument Will/Agility Orienteering Perception


Refer to The Burning Wheel Gold page 285 for Refer to The Burning Wheel Gold page 286 for
a description and sample obstacles. a description and sample obstacles.
Tools: An instrument, such as a Visi-Sonor. Skill Type: Commonwealth
All the kids are playing those. Tools: No

Navigation Perception Ordnance Perception


The galaxy is in constant motion, and Ordnance is the manufacture, maintenance
nowhere is exactly where it was an hour and disposal of firearms and munitions.
ago. Whether the navigator is cruising Manufacture and Repair. Ballistic Firearms,
across the system or plotting a jump Ob 1. Bombs; Ob 2. Blaster or Ion Tech, Ob
through hyperspace, this skill weighs the 3. Rocketry, Ob 3. Laser Cannonry, Ob 4.
comprehensive knowledge of the Proton Warheads; Ob 5. Turbolaser Cannon,
interactions of gravity, velocity and the Ob 6. Superlaser Cannon, Ob 8.
bodies that occupy space in order to Disarmament and Disposal. Guns, Ob 1.
precisely move through it. Grenades, Ob 2. A big ol' bomb, Ob 3.
Obstacles. Establishing an orbit, Ob 1. Mines, Ob 4. Proton warhead, Ob 5.
Geostationary orbit, Ob 2. Navigating in- Unstable chemical weapon, Ob 6.
system, Ob 2. To a neighboring system, Ob Codename: Weapon X, Ob 8.
3. Neighboring sector, Ob 4. Neighboring FoRKs: Circuitry, Hauling, Explosives
region, sovereign space or galactic rim, Ob Skill Type: Military
5. Traversing the Galaxy, Ob 7. Through Tools: Workshop
dense or impacted space, +1 Ob. Navigating
on behalf of your own ship and a squad or P
escort, no penalty. On behalf of a squadron,
+1 Ob. A wing, +2 Ob. A fleet, +3 Ob. Persuasion Will
Navigating via established traffic routes, Refer to The Burning Wheel Gold page 287 for
+1D. Via major regulated routes, +2D. a description and sample obstacles.
FoRKs: Calculation
Skill Type: Spacefaring Philosophy Will/Perception
Tools: Accurate charts of the intended Refer to The Burning Wheel Gold page 287 for
voyage. a description and sample obstacles.

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

Poor weather, +1 Ob. Inclement weather, reprogram a droid is its Will.


+2 Ob. Evading obstacles or weapons fire, Simulations. Programming may be used to
+1 Ob. Evading capture, +2 Ob. write simulations, a special form of
Vehicular Conflicts. See the Vehicles, instruction. Simulations are described in
Dogfight, and Range & Cover chapters for detail in The Rim.
more details on the operation of flying FoRKs: Calculation
vehicles. Skill Type: Academic
FoRKs: Navigation, Orienteering Tools: Computer
Skill Type: Vehicular
Tools: A vehicle designed for the environ Propaganda Will/Perception
you are piloting through. Propaganda furthers the character’s agenda
by mass-distributing information with the
Programming Perception intention of swaying public opinion.
This skill represents the character’s Obstacle. The Will of your audience. Award
comprehension of the code that motivates advantage dice or apply penalties if the
artificial intelligence. Its primary utility is to campaign sympathizes with or contradicts
grant skills to machines. Success on the any widely-adopted beliefs or doctrine.
base obstacle creates a program, which can FoRKs: Rhetoric, Transmissions
be installed into any machine possessing all Skill Type: Military
necessary root stats - the robot opens the Tools: Workshop
skill at an exponent based on that skill’s
root, plus any advances “encoded” within Proprioception‡ Will/Perception
the program. "A Jedi draws his strength from the Force."
Obstacles for Skills. Commonwealth, Ob 1. Those trained in this discipline excercise a
Social or Craftsman, Ob 2. Physical or preternatural control over their innate
Martial, Ob 3. Academic, Artist or Wises; Ob physical abilities: Proprioception allows the
4. Artisan or Military, Ob 5. By increasing character to spend multiple Fate points on
the base obstacle to write your desired a raw physical stat test or Health test. No
program, you may increase the starting Beginner's Luck!
exponent of the program by a number of The first Fate point causes sixes to explode
dice equal to the added obstacle. as usual, but each additional point causes
Obstacles for Traits. Behavioral traits may one lower result to explode as well - fives,
be granted, provided the subject has a Will then fours, etc. Traitors can never explode,
stat. The obstacle to do so is equal to the regardless how much Fate is spent.
trait point value - that's Ob 4 for unpriced Skill Type: Sorcerous Training; root stats are
traits. Character traits are Ob 2. The for aptitude only
complete rules for applying traits to Tools: No
machines are found in the Robots, Droids
and Computers chapter. R
Reprogramming. A reprogrammed droid
has its prime directive rewritten - it's Research Perception
Revised from The Burning Wheel Gold, page
loyalties and changed and it now serves a
290.
new master of the programmer's choosing
Obstacles. Retrieving all relevant data from
(they must be present). The obstacle to

54
The Lists Skills

a network, Ob 1. Compiling useful Rule of Law Perception


information from a database, Ob 2. Refer to The Burning Wheel Gold page 293 for
Locating the original copy of a now- a description and sample obstacles.
corrupted file, Ob 3. Finding a hard-copy of
the needed data, Ob 4. Record can only be S
found in an outdated data format, Ob 5.
Desired information only exists in an Sabotage Perception/Agility
obsolete form such as engravings or print, The deliberate practice of damaging
Ob 6. property or designing makeshift chemical
FoRKs: History, Transmissions weapons. A saboteur knows how to disable
Skill Type: Academic devices and systems without causing
Tools: No noticeable damage, and can fashion
makeshift fuels and bombs out of mundane
Rhetoric Perception items. He does not necessarily know how
Refer to The Burning Wheel Gold page 290 for to safely handle these items. Sabotage is
a description and sample obstacles. employed as an engineering-type skill
against material obstacles.
Riding Will
Obstacles. Shorting out power, Ob 1.
Revised from The Burning Wheel Gold, page
Makeshift firebomb (B6 Mark), Ob 2.
291.
Engineering a hardware malfunction, Ob 3.
Travel Obstacles. See the Riding and
Chemical fire, Ob 4. Software malfunction,
Mounted Combat chapters in the Burning
Ob 5. Really big bomb (B12 Mark), Ob 5.
Wheel Gold for obstacles (page 533). Some
Destabilizing a reactor, Ob 6.
example modifiers for your mount:
FoRKs: Intrusion, Jury-Rigging, Ordnance,
Dewback or Bantha, base Ob. Tauntaun,
Programming
+1D. Varactyl, +1 Ob. Reek, +2 Ob. Rancor,
Skill Type: Special
+3 Ob.
Tools: Simple, expendable
Tools: Simple (a saddle and bridle)
Scavenging Perception
Robotics Perception/Agility
Refer to The Burning Wheel Gold page 294 for
The construction and maintenance of robots
a description and sample obstacles.
and droids.
Skill Type: Commonwealth
Obstacles. The base obstacle to fashion a
droid is contingent on its pool of stats: 8 Scopes Perception
physical stat points, Ob 1. 4 mental stat Scopes is used to calibrate sensors to
points, +2 Ob. +1 Ob for every 2 additional specific phenomena and to interpret the
stat points of either variety. The complete data they gather. Everything from
rules for building, maintaining and forecasting weather to observing
modifying autonomous machines can be microscopic activity can be handled with
found in the Robots, Droids and Computers this skill.
chapter. Different scanners might limit the idiom of
FoRKs: Circuitry, Mechanic your tests - a biometric scanner requires
Skill Type: Artisan your tasks to be centered around detecting
Tools: Workshop life and its processes, while a ship's sensor

55
The Lists Skills

array generally has access to the entire guards, magnetically-sealed doors,


electromagnetic spectrum... sensors, laser turrets, even aerial support.
Obstacles. Reading heat signatures, Ob 1. The nature of the security you can level at
Tuning into a transmissions broadcast, Ob your opponent will grant you advantage
2. Detecting motion and its vector, Ob 3. dice to your test: +1D if your assets
Measuring an object's physical dimensions, outnumber the attempted intruders, +2D if
Ob 4. Detecting magnetic fields, Ob 5. you have automated security systems at
Mapping the internal structure of an object, your disposal, and +3D for superior
Ob 6. Determining an object’s material or weapons, vehicles or terrain. Anyone who
chemical composition, Ob 7. Recognizing lends help dice to a test of Security may be
specific lifeforms or biological processes, used to engage an intruder should you
Ob 8. succeed on the test.
FoRKs: Calculation Additional Support. Margin of success may
Skill Type: Spacefaring be spent to force your intruder to contend
Tools: Scanner or sensor array. with additional security features - you
anticipated their every move! In order to
Security Perception bring another security feature to bear, you
Using various preventive measures, a must spend extra successes equal to the
character trained in Security will guard a advantage dice it granted to the test - if it
location or asset: organizing a guard, granted none, it still costs one success.
establishing clearance checkpoints, setting Tied Versus Tests. In a case where a versus
up a quarantine and whatever other test results in a tie and no trait is called on,
arrangements can be made to prevent the win goes to Security. By its very nature
intrusion, damage or capture. Success this skill makes the testing character the
means that the intruder must contend with defender.
one of your established security systems or FoRKs: Command, Observation, Scopes,
personnel in order to progress, and you get Tactics, Transmissions
to choose which of your measures they Skill Type: Military
must contend with - which might even be Tools: No
you in person.
Obstacles. Modest dwelling or star- Ship Management Perception
freighter, Ob 1. Warehouse, landing zone or Revised from The Burning Wheel Gold, page
hangar, Ob 2. Small mansion or multi- 295. The mark of a good captain is his
storey building, Ob 3. Small estate or ability to properly outfit his ship for a
compound, Ob 4. Operations base or large voyage. Staffing, refueling, rearming and
estate, Ob 5. Skyscraper or Palace, Ob 6. provisioning a vessel are all encapsulated
Space station or star destroyer, Ob 7. City under this skill. Ship Management is
or Death Star, Ob 8. Planet, Ob 10. frequently used to restore taxed Resources
Opposed Tests. Security may be tested with a profitable space voyage.
versus any ability used to enter the Obstacles. Starfighter or Shuttle, Ob 1.
guarded area or interfere with your asset - Yacht or Gunship, Ob 2. Freighter, Ob 3.
most often Tactics, Stealthy or Intrusion. Frigate or Starliner, Ob 4. Destroyer or
Advantages and Help. Established security Cruiser; Ob 5. Carrier or Monitor, Ob 6.
may take the form of patrolling or posted Space Station, Ob 7. Provisioning an

56
The Lists Skills

accompanying squad or vanguard, +1 Ob. Soothing Platitudes Will


Squadron or wing, +2 Ob. Fleet, +3 Ob. Refer to The Burning Wheel Gold page 299 for
FoRKs: Administration, Logistics a description and sample obstacles.
Skill Type: Spacefaring
Tools: No Stewardship Will/Perception
The oversight, training and care of those
Shipwright Perception who cannot live independently. This skill
This trade fashions the fleets that bring engages the obstacles of Cooking, Field
commerce, culture and weapons of war to Dressing and Soothing Platitudes; but only
every corner of the galaxy. With a team of for children, the ill and the elderly.
machinists, laborers and mechanics at her FoRKs: Instruction, Persuasion
disposal, a character may oversee the Skill Type: Commonwealth
complete assembly of any type of starcraft, Tools: No
as well as the various systems that
facilitate interstellar travel. Stealthy Speed
Obstacles. Designing a Middling starcraft, Refer to The Burning Wheel Gold page 301 for
Ob 2. Massive, Ob 3. Gigantic, Ob 4. a description and sample obstacles.
Colossal, Ob 5. Immense, Ob 6. Skill Type: Physical
Tremendous, Ob 7. Industrial-class, +1 Ob.
Strategy Will/Perception
Military-class, +2 Ob and your permits
Refer to The Burning Wheel Gold page 302 for
better be in order!
a description and sample obstacles.
Installing an external vehicular system, Ob 2.
Internal, Ob 3. Shields and Hyperdrives, +1 Strategy Games Will/Perception
Ob. Consult the Hangar chapter further on Refer to The Burning Wheel Gold page 302 for
in the document for the rules on a description and sample obstacles.
commissioning or building a custom vehicle.
FoRKs: Administration, Architect Streetwise Perception
Skill Type: Artisan Refer to The Burning Wheel Gold page 302 for
Tools: Workshop a description and sample obstacles.

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

Sympathetic and reasonable, Ob 2. Obstacles: See the Fight chapter in The


Discerning and wise, Ob 3. Shrewd and Burning Wheel Gold.
rhetorical, Ob 4. Unempathetic or FoRKs: Dance, Martial Arts
indifferent, Ob 5. Rivalrous or hateful, Ob 6. Skill Type: Martial
These base obstacles listed above assume Tools: A sword
that whatever you are begging for is easy
for that person to grant (a routine test of T, U
Resources to generate Cash or Funds, for
example). Tactics Will/Perception
FoRKs: Conspicuous, Soothing Platitudes, Revised from The Burning Wheel Gold, page
Ugly Truth 304. Tactics is now expanded to represent
Skill Type: Social one’s ability to organize and maneuver any
Tools: No small team of combatants. A sergeant
might test this skill to move his fireteam in
Surgery Perception/Agility a skirmish, while a commander will
Revised from The Burning Wheel Gold, page maneuver his flotilla through an orbital
302. battle.
Obstacles. Surgery may treat wounds as
described in the Anatomy of Injury chapter Telekinesis§ Will
of The Burning Wheel. Where their strength or reach would fail
Cybernetics. See the Foundry (page 111 in them, sorcerers may will their surroundings
this document) for rules on implanting to be moved. This skill calls on the Force to
mechanical limbs and organs. physically manipulate the character’s
FoRKs: Anatomy surroundings.
Skill Type: Medicinal Obstacles. Seizing a Tiny creature or object,
Tools: Workshop Ob 1. Small, Ob 2. Middling, Ob 3. Massive,
Ob 4-5. Gigantic, Ob 6-7. Colossal, Ob 8-9.
Survival Will/Perception Immense, Ob 10-12. Tremendous, Ob 13-
Refer to The Burning Wheel Gold page 303 for 15. Subject is moving at great speed, +1 Ob;
a description and sample obstacles. is fluid, +2 Ob; is plasma, +3 Ob.
FoRKs: Foraging, Jury-Rigging Maintaining the Hold. Maintaining your hold
Skill Type: Commonwealth on an object requires you to sustain the
Tools: Utility belt effect as if it were a spell (see Sustained
Spells in The Burning Wheel Gold, page
Swordplay Agility 503).
Among the aristocracy, there has evolved a Fighting With the Force. The Fight chapter
martial art that places great emphasis on of this guide provides additional rules for
technique and form. Duels are undertaken using this skill in scripted combat.
in the defense of one’s honor, to settle Skill Type: Sorcerous. Telekinesis may not
military affairs without countless loss of be tested until artha has been spent on it,
lives or resources, and most often just for and the subject of your test must be
the sport of it! completely encompassed within your
Swordplay grants access to attack, defense, presence before it may be seized.
basic and special fighting actions, but Tools: Naught but faith!
exclusively when handling a sword.

58
The Lists Skills

Telepathy§ Will/Perception Throwing Agility


The sorcerer may perceive the emotions and Refer to The Burning Wheel Gold page 304 for
intentions of those in his presence, and a description and sample obstacles. In
enact his will upon the minds of the living. addition to its pre-established uses,
Obstacles. Read an aura trait, Ob 1. Sense Throwing is also used to deploy grenades
an emotion, Ob 2. Sense an intent, Ob 3. accurately and safely (for you).
Reading the surface-thoughts of another;
the words they “think to themselves”, Ob 4.
Torture Will/Perception
Refer to The Burning Wheel Gold pages 304-
Recieve a single powerful image of
305 for a description and sample obstacles.
something currently on their mind, Ob 5.
Tools: Kit or successfully casting a
Discern a character trait, Ob 6.
Perpetuous Fulmination
Mind Trick. Ob = Will of the Target. In order
to perform a mind trick, you must declare a Toxicology Perception
simple statement that your victim is to The diagnosis, production and treatment of
base their behavior upon. This statement chemical toxicants. This skill encompasses
must be something that would make their and surpasses Poisons in its utilities - a
life simpler; something that encourages simple poisoner has only a shadow of the
them to avoid conflict or neglect duty. The comprehensive knowledge of a toxicologist.
results of the test last for the duration of a Obstacles. Identifying a toxin from a sample,
single scene. Ob 1. Identifying a toxin by its symptoms,
Projection. Ob = Perception of the Target. Ob 2. Extracting a toxin sample from its
Those within your presence will perceive natural source, Ob 3. Extracting an
something that is not materially there as if untainted sample from a victim, Ob 4.
it truly exists - at least, until physically Identifying a natural antitoxin, Ob 5.
inspected. A projection may not ensorcell a Toxicology may treat wounds inflicted by
character; although it may be misleading, it poison, using the Surgery obstacles from
cannot harm them or force them to test. the Anatomy of Injury (Burning Wheel Gold
Projections cannot conceal the existence of page 491). The character may likewise test
something; they cannot mute a real noise Toxicology to engage any of the obstacles
or render an object invisible. A projection listed under the Poisons skill (Burning
only exists in the subject’s mind. Each Wheel Gold pages 288-289).
projection you create must be sustained as FoRKs: Anatomy, Apothecary, Herbalism
a spell (see Sustained Spells in The Burning Skill Type: Medicinal
Wheel Gold, page 503). Tools: Simple (sample collection), or
Skill Type: Sorcerous. Telepathy may not be Workshop (production & treatment)
tested until artha has been spent on it, and
the victim of your test must be completely Transmissions Perception
encompassed within your presence before Characters with this skill precisely control
their feelings may be perceived or their the flow of data between communicating
senses deceived. machines via electrical currents, radio
Tools: No waves or laser beams.
Obstacles. Physical Connection, Ob 1. All
Transmissions tests via a physical
connection are Ob 1, regardless of distance. 

59
The Lists Skills

Wireless Connection, Ob by Range. Every test.


wireless transmitter has a range. The base FoRKs: Cryptography, Scopes
obstacle to for a Transmissions test is equal Skill Type: Commonwealth
to the number of increments that the Tools: Yes
target is distant, and successes over the
obstacle may further increase the range of
the transmission by increments equal to
Two-Fisted Fighting† Agility
Refer to The Burning Wheel Gold page 306 for
the margin spent.
a description.
If my transmitter has a range in
Kilometers, contacting an allied outpost 3 Ugly Truth Perception
kilometers away is an Ob 3 test. Refer to The Burning Wheel Gold page 306 for
Interference. Signal interference adds a description and sample obstacles. A wise
obstacle penalties to all wireless man pointed out to us that Ugly Truth is the
Transmissions tests: Bad weather, +1 Ob. favored social skill of a Sith Lord.
Physical obstacles blocking the signal, +1 Should you have the Hatred trait when you
Ob. Radiation, +2 Ob. Sender or receiver is open this skill, you may root it in Hatred,
immersed, +3 Ob. and it becomes open-ended (but is not
There's a sandstorm raging between my considered sorcerous). If you should lose
character and the outpost she needs to the Hatred trait in the course of play, this
contact: +1 Ob for a total Ob 4 test. boon is lost.
Transmit. Transmitting delivers live or
recorded information - documents,
holographs, audio recordings, etc. If the
receiving device has an operator attending
it (which is required for wireless
transmissions), the operator may help the
sender's test with their own skill.
Note that simply because you have access
to a file doesn't necessarily mean you can
comprehend it yet - valuable information is
often encrypted, and breaking such code
requires a test of Cryptography.
Jam. Jamming counters the efforts of other
transmitters by bombarding them with
interfering signals. Successes over the
obstacle are subtracted from the target's
own Transmissions tests for as long as the
jamming signal is sustained.
Multiple Receivers. You may transmit to or
jam as many individual targets as your
device will reach, as long as the obstacle to
hail or jam each one is equal to or less than
the number of successes rolled on your

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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

whose species and history is either tied to Aura of Fear Dt


the situation or begs to be explored. Burning Wheel Gold, page 313.
Restrictions: This trait cannot be voted off, Restrictions: Lifepath trait
but it bars the character from acquiring the
Empathy or Hatred traits, ever. Aura of Malevolence Dt 6 pts
Burning Wheel Gold, page 313.
A Little Crazy Char 1 pt
All Alone in the World Dt 1 pt
Characters with this trait may not purchase B
familial relationships during character
Back-Breaking Labor C-O
burning, nor may they create any through
Burning Wheel page 314.
their Circles. The only way you’ll ever meet
Restrictions: Lifepath trait
your father is if the GM suddenly springs
the news on you in the worst way Bedside Manner Char 1 pt
imaginable.
Beleaguered Char 1 pt
Ambitious Char 1 pt
Blastema Dt 10 pts
Attuned Dt 5 pts You possess potent regenerative abilities.
The Force is strong in this one. Having Any open Midi, Severe, and Traumatic
acknowledged the energy that binds this wounds you suffer do not require
Galaxy, and having submitted to the Treatment before Health is tested for
wisdom of a mentor well-versed in its Recovery.
ways, this character may command the Any failed test that would apply a crippling
Force to perform feats of sorcery! This trait die trait - such as Missing Limb or Crippled
permits the character to open and test - is lost the moment that its respective
Sorcerous skills. wound is fully healed.
Presence is more than mere conversational Requires: Alien trait
distance to the Attuned; it is an aura. The
character instantly knows when they have Blaster Burned Char 1 pt
entered the presence of another, or when
someone has entered their own presence. Blind Dt 1 pt
Burning Wheel Gold, page 315.
Barriers that would bar normal
conversation, such as walls, do nothing to Booming Voice C-O 2 pts
constrain one's sensory presence. Burning Wheel Gold, page 315.
Furthermore, every presence is unique the
way one might recognize a scent or a voice. Bravado Char 1 pt
The presence of a crowd will be an
Broken Dt
unintelligible clamor, but the presence of an
Burning Wheel Gold, page 316.
individual is distinct and possibly
Restrictions: Lifepath trait
recognizable.
Broken In Dt
Aura of Determination Dt 5 pts
Burning Wheel Gold, page 316.
Burning Wheel Gold, page 313.
Restrictions: Lifepath trait

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The Lists Traits

Bruiser C-O Charming C-O 2 pts


Burning Wheel Gold, page 317. Burning Wheel Gold, page 318.
Restrictions: Lifepath trait
Cipher Dt 5 pts
Brutal Char 1 pt Burning Wheel Gold, page 318.

Burning Hatred C-O 2 pts Claustrphobic Dt 1 pt


So vile is he that this character derives no Burning Wheel Gold, page 318.
greater joy than from torturing his enemies.
Clone Char 1 pt
Call-On for Hatred when casting a
Using the DNA of a living template (willingly
Perpetuous Fulmination.
or not), this character was not born but
Requires: Hatred
manufactured in a laboratory. Clones are
produced for myriad reasons - as organ
C donors, cheap labor or soldiers, the list
goes on. Whatever they were made for, this
Callous Char 1 pt character is considered a piece of property
and was not or will not be readily
Calm Demeanor C-O 2 pts relinquished by their creators.
Burning Wheel Gold, page 317. It is also worth noting that this character's
genetic template may still be roaming
Changeling Dt 6 pts about the galaxy, slightly dissimilar but
You have the ability to morph the genetically identical to the clone.
pigmentation and proportions of your own
body, allowing you to disguise your physical Code of Honor Dt 3 pts
traits. Choose any number of traits that You have spoken an oath of silence and are
manifest physically on your body; the sum thus a fully-inducted member of a criminal
of all their trait-point values sets the organization. Your patron is a crime lord,
obstacle of your Forte test to disguise and when things go wrong you go to them,
them. On a success, each trait temporarily not to the state, to settle affairs. To
becomes a cosmetic trait of your choosing. cooperate with law enforcement is to
Margin of failure determines the number of commit treason against your lord.
cosmetic traits that the GM gets to name, This trait grants a 1D Affiliation with your
rather than you! It remains up to you to criminal family.
play them. Special: If this trait was granted by a
You can modify your physical dimensions to lifepath, you may choose to trade it for the
a certain extent, but not to the point where Hunted trait.
your Stature would change. This is simply
accomplished as part of the intent of any
Cogent Dt 3 pts
With a compelling grasp over the minds of
disguise test.
his peers, the sorcerer enjoys a +1D boon
No disguise can be maintained while you
to Telepathy when attempting mind tricks.
are hesitating.
Requires: Attuned
Requires: Alien trait

Cenobitic Char 1 pt Cold Blooded Dt 2 pts


Burning Wheel page 319.

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The Lists Traits

Colossal Dt 20 pts Crippled Dt


This creature has the mass of a meteor! Burning Wheel Gold, page 320.
Hardy and hulking, its Power and Forte/ Restrictions: Lifepath trait
Integrity are Gray-shaded. Base MW is 9,
the length of its limbs are increased by
Crown Regent Dt
In dark times when a monarch is
three steps, and Stride is 10.
incapacitated or indisposed, the lack of a
Restrictions: Non-player characters only
ruler can throw everything out of balance.
Commanding Aura Dt 6 pts Therefore, it is the sacred duty of the Crown
Burning Wheel Gold, page 319. Regent to step forward in the absence of an
able ruler and humbly accept the power of
Complacent Char 1 pt the monarch until they are able to return to
Condescending Char 1 pt the throne. While a sovereign still reigns,
there is little asked of you; but should they
Conditioned C-O 2 pts falter, you bear the heavy duty of taking
A good soldier understands his place in the their place. For a limited time, of course...
chain of command, and the necessity of Restrictions: Lifepath trait
following orders even in doubt and under
fire. Call-on for Steel when following Cruel and Unusual
orders. Punishment Char 1 pt
Restrictions: This trait may only be Cur Char 1 pt
purchased if you have taken Academy
Recruit, Cadet or Trooper.

Cooler King Char 1 pt


D
Cowardly Dt 1 pt Defector Dt 2 pts
Burning Wheel Gold, page 320. This character has joined the ranks of an
enemy force - this negates the stipulation
Creature of Habit Char 1 pt from the Traitor trait, which prevents you
from taking further lifepaths in the military
Crimes Against Nature Dt setting. It also allows you to ignore the
The work of a cloner is so little understood obstacle penalty of your infamous
that it generates much fear and reputation, provided you are searching only
approbation. In many systems, the among the ranks of your new comrades.
profession is considered to be heretical in Requires: Traitor!
nature. Work requires commission and
commissions are rare; in order to Get A Job, Devout Char 1 pt
you must first succeed on a Circles test to
find an employer with the right resources Dexterity of the Cat C-O 2 pts
and disposition. That being said, Cloning is Burning Wheel page 321.
still a highly prized skill among those who Didactic Char 1 pt
do value it. When you Get A Job with
Genetic Engineering, your skill shade-shifts
for that test!
Restrictions: Lifepath trait

64
The Lists Traits

Diplomatic Immunity Dt Elocution C-O


This trait acknowledges that the character Even when he is out of uniform, one can
is ordained with ambassadorial authority distinguish the Regional Governor by his
under whatever government is in power impeccable enunciation. Call-On for
during your campaign. While you hold Rhetoric and Oratory.
office, no faction or nation may take you to Restrictions: Lifepath trait
trial or declare verdict against you without
the agreement of the governing body you Empathy Dt 5 pts
This trait distinguishes an exceptionally
represent: to do so would be an act of war.
powerful Jedi. Through the currents and
Restrictions: Lifepath trait
tides of the Force they sense the
Diseased Dt tumultuous emotions of the living things
Burning Wheel Gold, page 321. around him: this trait grants the Empathy
Restrictions: Lifepath trait emotional attribute.
Requires: Attuned
Disillusioned Dt Restrictions: If Empathy is acquired in
His pervasive doubts have undermined this character burning by a character with the
Jedi's oaths. This trait removes the Sworn Hatred trait, Hatred is lost.
to the Order trait as well as bars the
character from taking further lifepaths that Endless Soliloquies Char 1 pt
grant or require the Knighthood or Master
traits. Thereafter Disillusioned behaves as a Entropic Dt 5 pts
character trait. Burning Wheel Gold, page 323.
Restrictions: Lifepath trait Exhausted Dt
Dispute-Settler C-O Burning Wheel page 324.
Burning Wheel Gold, page 321. Restrictions: Lifepath trait
Restrictions: Lifepath trait Extra Arms Dt 9 pts
Don't Touch Anything! Char 1 pt You have at least two pairs of arms. Should
you ever learn Two-Firsted Fighting
Dreadful C-O 2 pts Training, write it down as All-Fisted
Burning Wheel Gold, page 322. Fighting; you may divide your martial skill
into as many die pools as you have arms!
Driven C-O 2 pts This trait gray-shades your Agility.
Burning Wheel Gold, page 322. Requires: Alien

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

Fleet of Foot C-O 2 pts Grandmaster Dt


Burning Wheel Gold, page 326. Whosoever surpasses his or her peers in
wisdom and power shall rise to the highest
Fretful Char 1 pt seat on the council. This ascension
Frilled Dt 6 pts increases the affiliation granted by
When it’s time for a fight, the frills come Knighthood to 3D. What’s more, this Jedi’s
out. This trait, at its base cost, is a Call-On word is law amongst members of the
for tests of Conspicuous. Order. To differ in ideas of doctrine with the
This trait also grants a new hesitation Grandmaster is heresy - failure to repent is
option - Hiss! Failing a Steel test for fear by treason.
a margin of two or more allows you to Requires: Master
Intimidate for the first two actions of Restrictions: Lifepath trait
hesitation - any remaining hesitation must Greasy Char 1 pt
be either Stand and Drool, or Run
Screaming. The Hiss! must be directed at Grounded Char 1 pt
whatever triggered the Steel test.
Requires: Alien
H
Fringe Justice Char 1 pt
Hacking Cough Dt
This is a re-skinning of the Black Lung trait;
G Burning Wheel page 315.
Restrictions: Lifepath trait
Gallows Humor Char 1 pt
Hand-Eye
Geometric Dt Coordination Dt 3 pts
Burning Wheel Gold, page 327. Burning Wheel Gold, page 329.
Restrictions: Lifepath trait
Hard as Nails Dt
Gigantic Dt 9 pts Burning Wheel Gold, page 329.
Creatures of this stature are large enough Restrictions: Lifepath trait
to roll walkers off their feet and pull
starfighters out of the air. Power and Forte/ Hardened Dt
Integrity are gray-shaded. Gigantic stature Burning Wheel Gold, page 329.
also increases this creature's reach by two Restrictions: Lifepath trait
steps. Stride is 9. Beasts like Varactyles,
Rancors and Acklays all possess this Hard-Hearted Dt
stature. Burning Wheel Gold, page 329.
Restrictions: Non-player characters only Restrictions: Lifepath trait.

Glib C-O 2 pts


Burning Wheel Gold, page 327.

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

Hoarding Char 1 pt Indoctrinated Char 1 pt


Homesick Char 1 pt Ingratiating Char 1 pt
Hot-Headed Char 1 pt I Know This Ship
Like My Own Hands C-O
Hunted Dt 3 pts Revised from Burning Wheel page 330. A
There are formidable forces seeking this ship’s mechanic needs to know every quirk
character. He or she is tenaciously pursued and cranny of their vessel. This trait is a
or harassed in cause of an oath, a Call-On for any ability used to discover
campaign, a feud, an outstanding debt or something about the mechanic’s ship - the
the promise of a bounty. The Hunted location of something lost, a way to
character will find no rest until the cause or circumvent a flaw in its manufacture, etc.
organization that pursues them is Restrictions: Lifepath trait
eradicated!

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

Master Dt 3 pts Mind Over Matter Dt 3 pts


You have trained an apprentice of the Order Burning Wheel Gold, page 336.
to a fully-fledged Jedi Knight and have thus Restrictions: Lifepath trait
distinguished yourself amongst your peers,
earning the status of Jedi Master. Your Miserly Char 1 pt
name shall henceforth be recognized at any Missing Digit Char 1 pt
temple, and your charter known through all
extensions of our order. Missing Limb Dt 1 pt
This accomplishment increases the Burning Wheel Gold, page 336.
affiliation granted from Knighthood to 2D.
Requirements: In order to purchase this
Morbid Fascination Char 1 pt
trait, the player must purchase a
relationship with his once-padawan and N, O
give them a full burn: the ex-Padawan must
purchase the Knightood trait. Noblesse Oblige Dt
Note: Master serves as a trait-requirement Burning Wheel Gold, page 337.
for some lifepaths, but it is not itself a Restrictions: Lifepath trait
lifepath trait. There is no standard walk of
life a knight takes as they foster an Numb Dt
apprentice, it is simply an investment of Burning Wheel Gold, page 337.
time, resources and sanity. Master must Restrictions: Lifepath trait
always be purchased at its full cost. Oikofugic Char 1 pt
Requires: Knighthood

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.

Mind for Small Details Char 1 pt

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

Seen It All Dt Strong Stomach C-O 3 pts


If every spacer in the galaxy has one This character could be blindfolded, spun
unifying feature, it’s that they’re not easily like a top for minutes on end, and still walk
impressed. Reduce hesitation by 1 for away unruffled. This trait acts as a Call-On
shock, surprise and wonderment. for tests of Heath and Forte to resist the ill
Restrictions: Lifepath trait effects of weightlessness and inertia.

Sense of Direction C-O 2 pts Stupid Dt 3 pts


Burning Wheel Gold, page 345. Burning Wheel Gold, page 348.

Sense of Entitlement Char 1 pt Sworn Homage Dt


Burning Wheel Gold, page 348.
Shady Char 1 pt Restrictions: Lifepath trait
Sharp Dresser Char 1 pt Sworn to the Order Dt
Henceforth you swear to abide in the
Short Fuse Char 1 pt
instruction of your master, to set aside
Sickly Dt 2 pts material concerns and to embrace a life of
Burning Wheel Gold, page 346. simplicity. Your life is no longer your own -
you owe your dedication to your master,
Sixth Sense Dt 3 pts your allegiance to the Order of Jedi Knights.
Burning Wheel Gold, page 346. This trait prevents you from spending more
Slave to the than 20 rps on property during character
Chain of Command Char 1 pt burning. What’s more, this lifestyle must
be incorporated into one’s portrayal of the
Small Dt 4 pts character - one of your beleifs must
Creatures of this size never stand taller concern your role within the order.
than the waist-height of a Middling Restrictions: Lifepath trait
creature. This is the size of Yoda, or any
Ewok. This trait sets the Mortal Wound
base at 5, reduces all hand weapon lengths T
by one category (no shorter than shortest),
Talking to Animals Char 1 pt
and sets Stride to 6.
Requires: Alien Tasting the Lash Dt
Burning Wheel Gold, page 347-348.
Starry-Eyed Char 1 pt
Restrictions: Lifepath trait
Stealing C-O/Dt 2 pts
Burning Wheel Gold, page 347. Territorial Char 1 pt

Stern Demeanor Char 1 pt Testy Char 1 pt

Stoic Char 1 pt The List Dt


The Tech Sergeant has an exhaustive
Stringent Char 1 pt equipment list in his head. He reviews it
with his commanding officer. He murmurs it

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

Your Excellency Char


Those who bear this title are recognized as
the leader of a criminal organization. You
are responsible for the resources accrued
by its illegitimate ventures, as well as
ensuring that those under your governance
are either paid well enough to retain their
loyalty, or too scared to consider desertion.
Taking this trait means that the difficulties
of running a large criminal organization will
play heavily in your life, and that failure to
remain on top can result in you being
ousted from your lofty position. Turf wars,
failed racket schemes, even governmental
intervention are all acceptable
complications for the GM to invoke.
Restrictions: Lifepath trait
Your Grace Char
Burning Wheel Gold, page 355.
Restrictions: Lifepath trait

Your Lordship Char


Burning Wheel Gold, page 355.
Restrictions: Lifepath trait

73

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