Form Fillable Character Sheet.pdf

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Name:
Parents:
mouse
Abilities
guard
Raw Abilities
Rating
Advancement
Special Abilities
Rating
Advancement
Age:
SeniorArtisan:
nature (Mouse)
P: mmmmmmm
F: mmmmmm
resources
P: mmmmmmmmm
F: mmmmmmmmm
o
o
Home:
Mentor:
P: mmmmmm
F: mmmmm
P: mmmmmmmmm
F: mmmmmmmmm
will
o
circles
o
FurColor:
Friend:
P: mmmmmm
F: mmmmm
health
GuardRank:
Enemy:
o
Fate
o
One point alllows you to reroll
any 6s as new dice
When testing , roll the number of dice listed with your ability or skill.
Independent Tests : The player must roll 4s or better (“successes”) equal to the obstacle.
Versus Tests : The player must generate more successes than his opponent.
I Am Wise: You may add +1D by incorporating one of your related wises.
Teamwork : Help from another player adds +1D
CloakColor:
basic
dice
rules
Belief
Playing a
Belief earns
a fate point
Persona
Goal
o
Add one die per point spent
or tap Nature
nature
rules
Mouse Nature can be used for , escaping, climbing, hiding and foraging.
Acting with your Nature : Use Nature in place of any relevant skill .
Acting against Nature : Use Nature in place of any ability or skill , if test is failed, Nature is
taxed by the margin of failure.
Tapping Nature : You may spend a persona point to add your Nature rank to any roll
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.
Accomplishing
a Goal earns a
persona point
Instinct
Conditions
Healthy o
Hungry/Thirsty o
-1 to disposition to any conlict.
Angry (Ob 2 Will) o
-1 to disposition for any conlict
that uses Will as its base.
Tired (Ob 3 Health) o
-1 to disposition for all conlicts.
Injured (Ob 4 Health) o
-1D to skills, Nature, Will and
Health (but not recovery).
Sick (Ob 4 Will) o
-1D to skills, Nature, Will and
Health (but not recovery).
Playing an
Instinct earns
a fate point
Skills
Skill
Rating
Advancement
Skill
Rating
Advancement
Contacts
fighter
o
P: mmmmmm
F: mmmmm
orator o
P: mmmmmm
F: mmmmm
healer
o
P: mmmmmm
F: mmmmm
deceiver o
P: mmmmmm
F: mmmmm
Gear
hunter
o
P: mmmmmm
F: mmmmm
persuader o
P: mmmmmm
F: mmmmm
instructor
o
P: mmmmmm
F: mmmmm
o
P: mmmmmm
F: mmmmm
Traits
pathfinder
o
P: mmmmmm
F: mmmmm
o
P: mmmmmm
F: mmmmm
trait name
trait level
beneificial uses
checks
P: mmmmmm
F: mmmmm
P: mmmmmm
F: mmmmm
1 m +1D per session
2 m +1D per roll
3 m Reroll failed dice
m Used this session
May be used on each roll.
m Used this session
m m m m
m m m m
scout
o
o
EarningChecks
1: -1D to your ind. or vs. test
2: +2D to opponent’s vs. test
2: Break versus test tie in
opponent’s favor
SpendingChecks
1: One test during Players’ Turn
2: Recovery check during
GM’s Turn
3: Charge: temporarily elevate
trait for remainder of session
2/4: Recharge trait
P: mmmmmm
F: mmmmm
P: mmmmmm
F: mmmmm
1 m +1D per session
2 m +1D per roll
3 m Reroll failed dice
m Used this session
May be used on each roll.
m Used this session
m m m m
m m m m
survivalist
o
o
P: mmmmmm
F: mmmmm
P: mmmmmm
F: mmmmm
weather watcher o
o
1 m +1D per session
2 m +1D per roll
3 m Reroll failed dice
m Used this session
May be used on each roll.
m Used this session
m m m m
m m m m
o
P: mmmmmm
F: mmmmm
o
P: mmmmmm
F: mmmmm
1 m +1D per session
2 m +1D per roll
3 m Reroll failed dice
m Used this session
May be used on each roll.
m Used this session
m m m m
m m m m
o
P: mmmmmm
F: mmmmm
o
P: mmmmmm
F: mmmmm
P: mmmmmm
F: mmmmm
P: mmmmmm
F: mmmmm
1 m +1D per session
2 m +1D per roll
3 m Reroll failed dice
m Used this session
May be used on each roll.
m Used this session
m m m m
m m m m
o
o
P: mmmmmm
F: mmmmm
P: mmmmmm
F: mmmmm
o
o
© 2008 Luke Crane and Ben Morgan.
Permission granted to make copies for personal use.
www.burningwheel.com
P = Pass; successful tests
F = Fail; failed tests.
Advancement requires : Passed tests equal to the skill rank and failed tests equal to one
less than the rank. Learning a new skill requires : tests equal to Nature rank.
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conflict goal
Disposition
conflict mechanics
Y Decide the type of conflict .
Y Determine participants and teams .
Y State goals . Write them on your sheets.
Y Roll for your starting disposition.
Y Check participants’ conditions . Modify
dispositions accordingly.
Y Choose three actions in private. The GM chooses
his actions first.
Y Reveal first action. The GM reveals his action first. Consult
the Actions Table to see how your actions interact.
Y Make Action test. Add any modifiers from gear or weapons .
Change disposition accordingly. If either disposition is
reduced to 0, stop.
Y Reveal and test for Actions 2 and 3. Same rules as above.
Y After Action 3, all teams who still have disposition of 1 or
more privately choose three more actions. The process
continues until all the teams on the players’ side or the
GM’s have been reduced to 0 disposition.
Y Once one side has been reduced to 0 disposition, work
out a compromise appropriate to the damage done to the
winning team’s disposition.
Starting Disposition
To generate a starting disposition for a conflict, test the
listed appropriate skill and add those successes to the rating
of the listed ability, subtract any condition penalties from
that total. A pply condition penalties to the disposition. If
acting in a group, all unique penalties apply to the group’s
disposition. C heck gear (like armor) for disposition bonuses
or penalties.
Conflict Type Test Skill
Add to Base
Argument
Persuader
Will
conflict actions
actions
descr iptions
Privately choose one action in each volley.
Attack
Attack reduces disposition by
margin of success.
Independent Obstacle : 0
Defend
Add the margin of success to the
disposition. Disposition cannot
go higher than the starting total.
Independent Obstacle : 3.
Feint
Feint is a special attack. If played against
Defend, the Defender may not test.
The Feinter makes an independent test,
successes reduce his target’s disposition.
If played against an Attack, the Feinting
player may not attack or defend. If played
against another Feint, make a versus test.
The margin of success is subtracted from
the loser’s disposition. If played against
Maneuver, test Feint at Ob 0. Successes are
removed from opponent’s disposition.
Independent Obstacle : 0
Maneuver
Spend your margin of success to buy a
particular effect. You may buy multiple
effects if you can afford it. You can’t buy
the same effect twice on the same action.
• Margin of Success 1: Impede : -1D
disadvantage to your opponent’s
next action.
• Margin of Success 2: Gain position :
+2D advantage to your next action.
• Margin of Success 3: Disarm : remove
one of your opponent’s gear or
weapons, disable a trait for the
remainder of the conflict. Or you
may Impede and Gain Position .
Independent Obstacle : 0
Speech
Orator
Will
Negotiation
Haggling
Will
Action1
m Attack
m Defend
m Feint
m Maneuver
Action2
m Attack
m Defend
m Feint
m Maneuver
Action3
m Attack
m Defend
m Feint
m Maneuver
Fight
Fighter
Health or Nature
Fight Animal
Fighter or Hunter
Health or Nature
Chase
Scout
Nature
War
Military
Will
Journey
Pathfinder
Health
Other
Attack skill
GM’s call
action inter actions
sample weapons
s
Attack
Defend
Feint
Maneuver
Weapon Attack Defend Feint Maneuver Special
Length
multiple
char acters
in a team
If you have two or
more mice in one team,
each player takes
turns testing for and
describing his actions
for the team. Two
players alternate back
and forth. Three players
each get one action out
of the set of three. If
you have four players
on one team, which I
recommend against,
the fourth player starts
the next exchange of
actions. Then you go
around the table again.
Attack
I
V
*
V
FIght
Axe
Defend V
I
*
V
+1s
-1D
-1D
Normal
Feint *
*
V
I
Bow
+1D*
+2D
*Vs Defend only Missile
Maneuver V
V
I
I
Halberd
+1s (axe)
-1D (axe)
-1D (axe) +1D (spear)
Choose mode
Spear
Hook
and Line
-1D
+1D, +1s
Normal
I = Independent action. Test both separately, both actions
can be successful or both can fail.
V = Versus. Roll skills or abilities against each other.
Highest number of successes wins.
* Special . See Feint action description at right.
Knife
See Special
As disarm
against spear
or bow
Normal or
Thrown
Shield
+2D
-1D Health
Normal
skills by conflict/action
Sling
+1D
Missile
Spear
+1D
Spear
ConflictType
Attack
Defend
Feint
Maneuver
Staff
+1D
Normal or
Thrown
Argument
Persuader Persuader
Persuader
or Deceiver
Persuader
or Deceiver
Sword
+1D to one
action type
Normal
Chase
Scout
Pathfinder Pathfinder
Scout
Argument
Intimidation
Fight
Fighter
Nature
Fighter
Nature
+1s
+1s
Fight
Animal
Fighter or
Hunter
Lore. or
Nature
Fighter or
Hunter
Lore. or
Nature
Deception
+1s
+1s
Negotiation Haggler
Haggler
Deceiver
Deceiver
Evidence
+1s
Must have
evidence!
Journey
Pathfinder See descr.
Pathfinder
See descr.
Roleplay
+1D to one
action type
Speech
Orator
Orator
Orator or
Deceiver
Orator or
Deceiver
Promises
+1D
War
Militarist
Militarist
or Orator
Militarist
Militarist
Repeating
-1D
-1D
-1D
-1D
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Zgłoś jeśli naruszono regulamin