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Name:

Connor Chartwis
mouse
Parents: Nola & Cale Chartwis, Cartographers Abilities
Senior Artisan: Brynn, Brewer
guard
Raw Abilities Rating Advancement Special Abilities Rating Advancement

Age: 48 5o P:mmmmmmm
6 P:mmmmmmmmm
nature (Mouse) F: mmmmmm resources o F: mmmmmmmmm
Home: Copperwood Mentor: Garrow, Scout P:mmmmmm P:mmmmmmmmm
will o
4 F: mmmmm circles o
3 F: mmmmmmmmm
Fur Color: Gray Friend: Millicent, Copperwood P:mmmmmm
health 4
o F: mmmmm
Guard Rank: Patrol Guard Enemy: Beagen, Copperwood
Fate When testing, roll the number of dice listed with your ability or skill.
Cloak Color: Green, Brown, Maroon Plaid o
1 basic Independent Tests: The player must roll 4s or better (“successes”) equal to the obstacle.
One point alllows you to reroll dice Versus Tests: The player must generate more successes than his opponent.
Belief We need to be forever watchful of our any 6s as new dice
rules I Am Wise: You may add +1D by incorporating one of your related wises.
Playing a
Belief earns
enemies, we cannot let them gain the Teamwork: Help from another player adds +1D
a fate point upperpaw Persona
o
1 Mouse Nature can be used for, escaping, climbing, hiding and foraging.
Goal Add one die per point spent Acting with your Nature: Use Nature in place of any relevant skill.
Accomplishing or tap Nature nature Acting against Nature: Use Nature in place of any ability or skill, if test is failed, Nature is
a Goal earns a
persona point rules taxed by the margin of failure.
Tapping Nature: You may spend a persona point to add your Nature rank to any roll
Conditions aside from Resources and Circles. If outside of your Nature, the ability is automatically
taxed by 1. If the roll is failed, Nature is taxed by margin of failure.
Instinct Always hides at the first sign of trouble. Healthy o
Playing an
Instinct earns
a fate point
Hungry/Thirsty o Skills
-1 to disposition to any conflict. Skill Rating Advancement Skill Rating Advancement

Angry (Ob 2 Will) o 3 P:mmmmmm P:mmmmmm

Contacts -1 to disposition for any conflict fighter o F: mmmmm orator o F: mmmmm
that uses Will as its base.
P:mmmmmm P:mmmmmm
Tired (Ob 3 Health) o healer o F: mmmmm deceiver o
3 F: mmmmm
-1 to disposition for all conflicts.
P:mmmmmm P:mmmmmm
Gear Bow, knife Injured (Ob 4 Health) o hunter o F: mmmmm persuader o F: mmmmm
-1D to skills, Nature, Will and
P:mmmmmm P:mmmmmm
Health (but not recovery).
instructor o F: mmmmm Haggler o
2 F: mmmmm
Sick (Ob 4 Will) o
Traits -1D to skills, Nature, Will and
Health (but not recovery). pathfinder o
3 P:mmmmmm
F: mmmmm Brewer o
2 P:mmmmmm
F: mmmmm
trait name trait level beneificial uses checks
P:mmmmmm P:mmmmmm
1 m+1D per session m Used this session mmmm scout 5 F: mmmmm F: mmmmm
Independent: 1 2 m+1D per roll — May be used on each roll. mmmm
o o
3 m Reroll failed dice m Used this session P:mmmmmm P:mmmmmm
Earning Checks survivalist o
3 F: mmmmm o F: mmmmm
1 m+1D per session m Used this session mmmm
Natural Bearing: 1 2 m+1D per roll — May be used on each roll. mmmm 1: -1D to your ind. or vs. test
P:mmmmmm P:mmmmmm
3 m Reroll failed dice m Used this session 2: +2D to opponent’s vs. test weather watcher o F: mmmmm o F: mmmmm
1 m+1D per session m Used this session mmmm 2: Break versus test tie in
P:mmmmmm P:mmmmmm
2 m+1D per roll — May be used on each roll. mmmm opponent’s favor Cartographer o
2 F: mmmmm o F: mmmmm
3 m Reroll failed dice m Used this session

1 m+1D per session m Used this session mmmm


Spending Checks Copperwood-wise 2 P:mmmmmm P:mmmmmm
2 m+1D per roll — May be used on each roll. mmmm 1: One test during Players’ Turn o F: mmmmm o F: mmmmm
3 m Reroll failed dice m Used this session 2: Recovery check during
P:mmmmmm P:mmmmmm
1 m+1D per session m Used this session mmmm
GM’s Turn Path-wise o
2 F: mmmmm o F: mmmmm
2 m+1D per roll — May be used on each roll. mmmm 3: Charge: temporarily elevate
P:mmmmmm P:mmmmmm
3 m Reroll failed dice m Used this session trait for remainder of session Open ground-wise o
2 F: mmmmm o F: mmmmm
2/4: Recharge trait

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

Y  fter Action 3, all teams who still have disposition of 1 or


A Chase Scout Nature
❍ Defend ❍ Defend ❍ Defend Attack reduces disposition by more privately choose three more actions. The process War Military Will
margin of success. continues until all the teams on the players’ side or the
❍ Feint ❍ Feint ❍ Feint GM’s have been reduced to 0 disposition. Journey Pathfinder Health
Independent Obstacle: 0
❍ Maneuver ❍ Maneuver ❍ Maneuver Y  nce one side has been reduced to 0 disposition, work
O Other Attack skill GM’s call
Defend out a compromise appropriate to the damage done to the
Add the margin of success to the winning team’s disposition.

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

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