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Burning Wheel Revised Player Sheet Test Logging Total non-Artha dice rolled 2 3 4 5 6 7 8 9 10 11 12 13 R R R R R R R R R R R R D D R R R R R R R R R R C D D R R R R R R R R R C C D D R R R R R R R R C C C D D D R R R R R R C C C C D D D R R R R R C C C C C D D D R R R R C C C C C C D D D R R R C C C C C C C D D D R R C C C C C C C C D D D D C C C C C C C C C D D D C C C C C C C C C C D D C C C C C C C C C C C D C C C C C C C C C C C C C C C C C C C C C C C C R: Log Routine D: Log Difficult

Log Routine or Difficult C: Log Chalenging Vs Test: Use opponent's Roll as Ob. Open Roll (no stated ob): always Routine Skill D 1 1 2 2 3 3 4 4 5 Count S S/F/T S S/F/T S S/F/T Formulaic Other Using Artha Type 14 R R R R R R R R R R D D D D C 15 R R R R R R R R R R R D D D D Fate Cost 1 1 1-3 1 1 1 1 1 Notes 6's Open-end. Done after roll Ignore 1 superficial wound +1 to +3 dice negates 1D of wound penalty Test to recover from Mo Wound Cheat Death Double dice pool Reroll failed dice. Done after roll. Earning Artha Cost Notes Drive game forward with belief Playing an instinct that makes life difficult Trait sends story in unforeseen direction In-character game-stopping humor Have the Right Skill at the Right Time Good or Distinctive Roleplay. Going beyond the bounds of the Character Accomplishing a personal goal Voted MVP or Workhorse Accomplishing goals bigger than you Helping no matter the cost Penalty +1 Ob -1D -2D -3D -4D Out

Ob 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

1 DR C C C C C C C C C C C C C C RD:

Persona

Deeds

Type Fate

Persona

Deeds

Current Exponent 1 2 3 4 5 6 7 8 9 Column Skill Skill Attribute Attribute Emo. Emo.

R 1 2 3 4

or or or or

Advancement Attribute Emotional C D C R D 1 1 1 1 1 or 1 1 1 2 1 or 1 2 1 3 2 or 1 2 1 4 2 or 1 3 1 5 3 or 2 3 2 6 3 or 2 4 2 7 4 or 3 4 3 8 4 or 3 5 3 9 5 or What uses it Resources, Faith Skills, Health, Steel, Grief, Circles Perception Willpower, Agility, Forte, Speed, Power Faith Greed, Hatred, Blasphemous Hatred Reflexes, Wound Thresholds, Aptitudes Traits, Reputations, Affiliations

C 1 1 1 1 1 2 2 3 3

Wounds Bleeding Time Health Ob Healing Time Su 1 10-Forte Min* Li 2 24 Hours* Mi 2xForte Hours 3 2-12 weeks Se Forte Hours 4 1-3 months Tr Forte Hours 5 2-6 months Mo Forte Minutes 6 See BWR201 Treating Wounds Per/Agl Field Dress. Herbalism Surgery Tr SB Tr SB Tr SB Tr SB Su 2 1 1 1 Li 4 2 2 2 Mi 8 6 4 3 4 3 3 2 Se 8 4 5 4 4 3 Tr 12 6 6 5 5 4 Mo 20 10 10 10 7 5 * Penalty goes away immediately if test made, stays for healing time if test failed. Healing only can occur after Treatment. Wound Conversion 3 Superficial become 1 Light. Untreated bleeding converts one worse. No other combination/conversions.

Rev 9/27/11

Burning Wheel Revised Player Sheet Tests S# 1 2 3 Step State Intent State Task Ob Notes What are you trying to accomplish What you're doing to accomplish the intent Ob0 to Ob20+ GM sets Ob Default: Ob3 From Stat or Skill Dice=Exponent From FoRK's +1D (+2D if 7+) From Help +1D (+2D if 5+) From Linked Test +1D From Advantage +1D Carefully (+50% TIme) +1D Spend Deeds Artha Additional Stat/Skill dice. 0-3 Persona Artha +1D each Wounds -Total Penalty in dice Shade is always same as stat or skill Black Shade Each 4+ is a success Grey Shade Each 3+ is a success White Shade Each 2+ is a success Armor Dice each 1- is -1 Armor Spend Fate Open End Roll: roll +1D for each 6 Spend Deeds Reroll all failed dice Successes Ob Intent & task succeed Intent Fails. Successes < Ob Task may succeed. Special Cases Perception, Steel Circles, Resources Steel, most reactions Injury S# 1 2 3 4 5 6 7 Step Attack Roll Location Melee Ranged Spend Successes Armor Roll Mark It Effects Type Thrown Bow/Crossbow Firearms Notes Attacker Rolls Vs Test against defender Attacker rolls Ob 1 Test if Defender flat-footed Defender offers location Initial damage is Incidental Roll for initial damage level (Add) successes to move hit location one (Add) successes to increase damage one step Defender makes Ob1 Armor Roll to negate hit Defender marks hit on Condition track 3 Superficial wounds become 1 Light Defender Steel Test if light or worse wound Incidental Mark Superb 1-3 4-5 6 1-2 3-4 5-6 1-4 5 6 S# 0 1 2 3 Step Trigger Hesitation Roll Steel Pick Mode Steel Notes Shock, Pain, Injury (1D+), Gore, Surprise 10-Will Open Ended. Successes reduce hesitation Stand and Drool Fall Prone and Beg for Mercy Swoon Run Screaming Circles S# 1 Step State Intent Figure Ob Occupation Notes Whom are you circling Base Common/Broad Uncommon/Specific Unavailable/V.Spec. Same 1 step higher/lower >1 step higher/lower Highest/Lowest Anywhere, GM picks Someplace local Specific Place of Player's Choice Common to Circle Different from Circle Specific/Detailed Eventually/GM Choice Soon (this session) Now/Player Choice Circles Wises linked tests Named before Their Reputation Your relevant Reputation Your relevant Affiliation Successes = Ob Successes > Ob Successes < Ob Ob1 +2 Ob +3 Ob +1 Ob +2 Ob +3 Ob +1 Ob +3 Ob +1 Ob to +2 Ob +3 Ob +1 Ob +3 Ob Dice=Exponent +1D each +1D +(rating) dice +(rating) dice (rating) dice Shows up Shows up, name them Enmity Clause Doesn't Show Up

Gather Dice

Roll

Station 2 Where Disposition and/or Knowledge TIme

6 7

Artha Evaluate

Open Ended No FoRKing No Help

Dice

Results

Rev 9/27/11

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