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Burning Wheel Procedural Guide V2

This document provides rules and procedures for resolving tests in roleplaying games: 1) The player states their intent and task, and the GM sets the test obstacle and consequences. Bonus dice may be added or subtracted based on skills, wounds, and other factors. 2) The player rolls dice equal to their relevant ability plus bonuses. Successes overcome the obstacle and achieve the intent, while failures incur consequences. Graduated tests have increasing levels of success/failure. 3) After the test, players may mark progress toward advancing skills or stats if they met testing requirements. Spending artha is also tracked.
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0% found this document useful (0 votes)
708 views2 pages

Burning Wheel Procedural Guide V2

This document provides rules and procedures for resolving tests in roleplaying games: 1) The player states their intent and task, and the GM sets the test obstacle and consequences. Bonus dice may be added or subtracted based on skills, wounds, and other factors. 2) The player rolls dice equal to their relevant ability plus bonuses. Successes overcome the obstacle and achieve the intent, while failures incur consequences. Graduated tests have increasing levels of success/failure. 3) After the test, players may mark progress toward advancing skills or stats if they met testing requirements. Spending artha is also tracked.
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
  • Tests
  • Skill Training
  • Circles
  • Steel
  • Resources

Spend 1 fate to ignore the superficial wound Graduated tests always pass.

lways pass. then you have to pass the test to mark it down.

BURNING penalty. If you do, mark 1 fate towards a


Health epiphany.
You may spend a maximum of 1 fate, 3
Determine the Results
If you pass the test then you get your intent,
Otherwise, mark it even if you failed.
Any other characters who helped on the test
also mark a test by comparing the helping
exactly as you described it.

WHEEL
persona and 2 deeds per test, not counting abilitys exponent to the obstacle.
You may spend excess successes to increase
artha spent on Aristeia. When making a Beginners Luck test, if the test
the quality and speed of your task.
would have been routine before doubling, then
Add Bonus Dice If this is a graduated test, the number of
mark it as a test towards opening that skill. If
Players Procedure Guide +1-2D from one situational or trait advantage. successes determines the degree of success.
not, mark it as a difficult or challenging stat test.
+1D for working carefully. The GM adds a If this is a versus test and there is a tie, the
time-related consequence in case of failure. defender wins. If there is no defender, the tie
All graduated tests count as routine tests.
If you test one ability many times in a single
Tests +1D per character helping with a related
ability, +2D per helping ability at 5+. Stats
may be broken by a call-on trait. Otherwise, it
remains a tie until the conflict is resolved using
conflict, you only mark the highest Ob test,
unless marking another test would allow that
may not help skills. Relevant Circles may help a different ability.
State Your Intent and Task ability to advance. See below.
Circles, Resources may help Resources. If you fail the test then the consequences
Intent: What do you want to do? If you have logged the required hours of
+1D per FoRK of your related skills, +2D per happen, exactly as described by the GM.
Task: How do you want to do it? practice in a skill or stat, you may mark the
skill at 7+. Characters who helped on the test share in the
related test. See p. 47-48.
The GM Defines the Test +1D if this is not the first test in a linked test, consequences of failure.
The GM decides what kind of test this is: and the previous test exceeded the obstacle. You may spend 1 persona to counter the time- Check for Advancement
standard, linked, graduated, or versus. +1D per persona spent. related penalty from working carefully. If a stat or skill has marked the number and
If this is a standard or linked test, the GM sets a You may spend 1 persona to cheat death on a type of tests required by the related table
Subtract Wound Dice failed test in exchange for some other costly below, raise its exponent by one. Then erase all
base obstacle from 1-10. See p. 15.
Do not apply these wound penalties when consequence. The GM has final say. of its tests.
The GM decides how long the test will take,
testing Circles, Faith, Health, or Resources. If you have received a mortal wound, you may
from a moment to years. See p. 34-35. Skill Tests Stat Tests
-1D per light wound. 3 Superficial wounds spend 1 persona to test your Health to survive.
GM sets the consequences for failing the test. Required Required
count as a light wound.
The consequences must complicate the Mark Artha
-2D per midi wound R D C D C
situation and drive the story forward. Tally up all fate, persona, and deeds spent on
-3D per severe wound 1 1 (1 or 1) 1 1 1
The GM chooses an ability that fits your task. this test, including any artha spent on Aristeia.
-4D per traumatic wound 2 2 (1 or 1) 2 1 1
Its exponent is the base number of dice to roll.

Skill Exponent
Mark the artha down next to the ability tested.

Stat Exponent
Spend 1 persona to ignore a single -1D wound 3 3 (2 or 1) 3 2 1
You may spend 1 deeds to double this. If this test was related to one of your beliefs or
penalty. If you do, mark 1 Persona towards a 4 4 (2 or 1) 4 2 1
Apply Beginners Luck Health epiphany. instincts, mark the artha down there as well.
5 - 3 1 5 3 1
Beginners Luck is used when a root stat must Aristeia: Spend 5 fate, 3 persona, and 1 deeds If at least 20 fate, 10 persona, and 3 deeds are
6 - 3 2 6 3 2
be used in place of a skill your character lacks. to ignore all dice penalties until a simple goal is marked on a single ability, you have an
7 - 4 2 7 4 2
Beginners Luck doubles the base obstacle. achieved. epiphany. Shift that ability one shade lighter.
8 - 4 3 8 4 3
For versus tests, the number of successes rolled Aristeia: Spend 5 fate, 3 persona, and 1 deeds Mark Test Difficulty 9 - 5 3 9 5 3
by the opponent is the base obstacle. to shift an ability one shade lighter for the Compare the total number of dice rolled (but
For graduated tests, the base obstacle is 1. remainder of this scene. If a skill being learned has marked a number of
ignoring all dice added from fate, persona, or
tests equal to its aptitude (10 minus root stat)
Check for Tools Roll the Dice deeds) to the final obstacle of the test.
open it at half the root stat rounded down.
If the test requires tools that your character Black shade dice are successes on a 4+, grey 1-3 Dice 4-6 Dice 7+ Dice Circles, Resources, Health, Steel, Faith, Greed,
lacks, double the base obstacle. This may be shade dice on a 3+, white shade dice on a 2+. Grief, and Hate all advance like skills.
Ob greater
combined with Beginners Luck. All other results are traitors. Challenging Challenging Challenging Reflexes advances as Perception, Agility, and
than dice
If this is not the first time that your character Spend 1 fate to open-end all 6s. If the roll is Speed advance, and Mortal Wound advances
has used the tools, roll the Die of Fate to see if naturally open-ended, reroll 1 traitor. Ob equal to
Difficult Difficult Difficult as Power and Forte advance.
they are used up. Magical skills, Astrology, Faith, and Steel are dice
naturally open-ended. Ob 1 less
The GM Modifies the Base Obstacle Routine Difficult Difficult
Astrology is open-ended on 1s as well as 6s, than dice
+1 Ob per disadvantage. Ob 2 less
unless it is used in a linked test. Routine Routine Difficult
+1 Ob if your character has 1-2 superficial than dice
Spend 1 deeds to reroll all traitors.
wounds. Ob 3+ less
You may use each call-on trait once per session Routine Routine Routine
+1 Ob if this is not the first test in a linked test, to reroll all traitors in a related test. than dice
and the previous test failed. On a standard or linked test, the successes
+2 Ob if this is a social skill test against a must equal or exceed the obstacle to pass. Mark the type of test (challenging, difficult, or
named personal enemy. On a versus test, successes must exceed the routine) next to the ability being tested. If this
+1-3 Ob from a relevant infamous reputation. obstacle to pass. ability was Perception, Resources, or Faith,
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The GM may also invoke the enmity clause, in Determine the Results FoRKs forbidden, and usually so is help.
Circles which case the character has made a new
enemy. Name the enemy now.
Roll your total dice against the final obstacle.
All cash dice used are lost.
Wounds may subtract dice.
Determine the Results
Who Are You Looking For? Social skill tests against named enemies suffer If you pass the test, you gain what you sought.
Roll your total dice against the final obstacle.
Name or define the NPC you are looking for: +2 Ob, and enemies gain +4D to their body If you fail, your Resources are taxed: -1D for
Steel tests are open-ended.
Bjorn, A baker, A spy in my ranks. of argument rolls in Duel of Wits. routine tests, -2D for difficult tests, and by the
If you pass, you do not hesitate.
Circles only work within your lifepath settings. If a failed Circles test threatens to subtract a margin of failure for challenging tests.
If you fail, you must swoon, stand and drool,
The GM must state the consequences of failure. reputation die, you may add that die to a All helpers on a failed test are taxed as well.
run screaming, or fall prone and beg for mercy
Your base dice equal your Circles exponent. relevant infamous reputation, provided that If you used a fund, taxed dice are removed
for actions equal to the margin of failure.
The base obstacle for a Circles test is 1. you can justify this within the story. from the fund first, and are lost permanently.
If taxed Resources are reduced to 0, deplete Mark Test Difficulty
The GM Modifies the Base Obstacle Mark Test Difficulty
your actual Resources exponent by 1D. Steel advances as a skill.
+1 Ob if you failed a linked test using a Circles advances as a skill.
The GM may give the Gift of Kindness and The GM may allow you to mark a Steel test
relevant wise.
grant your intent even if you are taxed. If he without rolling if certain intense situations arise
+2 Ob for an uncommon occupation, or from
a different lifepath.
Resources does, you may decline and only be taxed 1D. during play. See p. 364-365 for Ob examples.
Mark Test Difficulty
Skill Training
+3 Ob for a rare occupation within the setting. What Are You Looking For?
+1 Ob for a lower rank, station, or class. State what your character wants to buy. Resources advances like a skill.
+2 Ob for a higher rank, station, or class. If the item is within your means and there is Only successful tests count for advancement.
+3 Ob for the highest station in the setting. nothing at stake, the GM should Say Yes. Keep your actual and taxed exponents Determine Available Tests
+1-2 Ob for unusual knowledge/disposition. Your base dice equal your Resources separate. When Resources advances, increase The instructor must be trained in the skill you
+3 Ob for rare knowledge/disposition. exponent. If this is taxed, use the taxed your taxed exponent as well. wish to learn, and that skills exponent must be
+1-2 Ob for an unusual time and place. Resources exponent instead. At the GMs discretion, Resources may be equal to or greater than yours.
+3 Ob if you want the NPC right here, right advanced through gaining titles and rank. Instruction and practice are the only ways you
now, in the middle of trouble. The GM Sets the Base Obstacle can learn training skills, such as armor training.
See p. 366-367. See p. 372 if making a lifestyle Making Money
Compare your exponent for the skill you wish
Add Bonus Dice test, once per Resources cycle. To produce cash, make a Resources test with
to learn against an obstacle equal to or less
+1D if you have named the NPC from a You may reduce the base obstacle by 1 if you an Ob of double the cash dice you want.
than the instructors exponent. This tells you
previous Circles test. succeed at a haggling vs. haggling test. To create a fund, make a Resources test with
the difficulty of the tests on offer.
+1D if you exceeded the obstacle on a linked Alternatively, characters may bid on a base Ob. an Ob of double the funds dice plus 1.
test using a relevant wise. Buying a 1D affiliation is Ob 3, a 2D affiliation To replenish taxed dice, test a job skill plus Instructor Makes an Instruction Test
+1-3D from your applicable affiliation. is Ob 5, and a 3D affiliation is Ob 7. FoRKs against an Ob of 1 plus taxed dice. The instructor chooses an obstacle for their
+1-3D from your applicable reputation. Meeting the Ob restores 1D. Excess successes instruction test based on the type of test they
+1-3D from the NPCs reputation. The GM Modifies the Base Obstacle restores 1D or reduces time by 10% per want to (and are able to) offer: Ob 1 for routine
Similar Circles may help. +1 Ob if you used a relevant wise or skill on a success. This test takes a resource cycle to tests, Ob 2 for difficult, Ob 3 for challenging.
You may spend artha as normal. linked test and failed. complete and earns the job skill a test. Add +1 Ob if teaching School of Thought and
FoRKs are prohibited during Circles tests. +1-3 Ob for being far away from the source Artist skills, +2 Ob for Medicinal and Military,
Wounds do not subtract dice.
Determine the Results
of your Resources.
+1-2 Ob if buying the item in bulk. Steel and +3 Ob for Sorcerous and Special skills.
The instructor then tests their instruction skill.
+1 Ob to buy an affiliation with low nobility.
Roll your total dice against the final obstacle. +2 Ob to buy an affiliation with high nobility. Determine Hesitation Time Passes
If you pass, you find the NPC and they are +3 Ob to buy an elite or secretive affiliation. The GM tests your Steel ability when you Instruction tests last for days equal to 10 minus
favorably disposed to you. confront surprise, pain, fear, or wonderment. the instructors will, plus 10 minus the students
If you exceeded the Ob, name the character. Add Bonus Dice You must test Steel every time you take a will, plus the obstacle of the test on offer.
Your character has a relationship aptitude with +1D if you used a relevant wise or skill on a wound, but otherwise a single type of effect This instruction leaves no room for leisure time.
the named character equal to 10 minus Circles, linked test and exceeded the obstacle. may only cause a Steel test once per scene. If the test fails, the time only counts as practice.
minus positive reputations, plus negative +1D per die of cash you wish to spend. The base obstacle for a Steel test is your Also, you either suffer +1 Ob to your next test
reputations. If you contact them a number of +1-10D per die invested from a single fund. hesitation, equal to 10 minus your will. in the skill being taught, or the instructor suffers
times equal to your relationship aptitude them, +XD from loaned cash or funds. Your base dice equal your Steel exponent. +1 Ob to further instruct you. GMs call.
they are added to your relationships. +2D for trying to buy a 1D advancement in
your own affiliation. The GM Modifies Your Hesitation Mark Test Difficulty
If this test was to join an organization, you may See p. 363 for hesitation Ob modifiers. If the instructor passes their instruction test,
now test Resources to buy an affiliation with it. Resources may help Resources.
You may spend artha as normal. mark down the skill test youve earned. If a skill
If you fail, the consequences happen. Helping Add Bonus Dice
FoRKs are prohibited for Resources tests. has reached its aptitude, open it as usual. The
characters share in the consequences. +1D when surrounded by friends or allies.
Wounds do not subtract dice. instructor also earns an instruction test.
+2D when startled by something mundane.
You may spend artha as normal.
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