The Hub of The Wheel: (Traitor S!)
The Hub of The Wheel: (Traitor S!)
The Hub of The Wheel: (Traitor S!)
It Revolves on This . . . . . . . . . . . . . . . . . . . . . . 12
Voices in My Head. c.e. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
i
dD
Thes Flow of the
aileGame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
/ F itors!)
sse
o
e
c
a
N
Suc Dice . . . . . . . . (t.r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
s/
Ye
Ability Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
When to Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Obstacles to Overcome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Open-Ended Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Basic Dice in Brief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Elements of Character . . . . . . . . . . . . . . . . . . . . 19
Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Beliefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Instincts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Resources and Circles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Gear and Stuff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Spokes
Testing Your Abilities . . . . . . . . . . . . . . . . . . . . . 26
Tasks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Intent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
What Ability do I Roll? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Standard Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Versus Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Open Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Linked Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Advantage and Disadvantage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Carefully, Patiently, Quickly: Allocating Successes . . . . . . . . . . . . . 31
Success . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Failure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Let it Ride . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Fields of Related Knowledge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Beginners Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Testing Abilities in Brief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Advancing Abilities. . . . . . . . . . . . . . . . . . . . . . 42
Routine, Difficult and Challenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Number of Tests Required for Advancement . . . . . . . . . . . . . . . . . . 43
Pass or Fail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Advancing Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Advancing Circles and Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Experience Log. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Handing Out Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Series of Rolls = One Test. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
I Just Learned Something! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Advancement for Open and Versus Tests . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Helping and Advancement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
FoRKs and Advancement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Advantage, Bonus Dice and Advancement. . . . . . . . . . . . . . . . . . . . 48
Artha and Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Social Skills and Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Advancement Is Lifeblood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Learning New Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Learning from Another . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Advancement in Brief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
55
58
59
61
62
75
75
76
77
77
Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Basis of Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Testing Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Failed Resources Tests: Tax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Scoring a Deal: Wises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Setting the Price: Haggling and Bidding . . . . . . . . . . . . . . . . . . . . . . . 88
Lifestyles, Obligation and Maintenance . . . . . . . . . . . . . . . . . . . . . . . 89
Recovering Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Advancing Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Cash, Goods, Titles and Loans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Currency. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Resources in Brief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Duel of Wits . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Argument not Mind Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Dueling Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
The Body of the Argument . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Walking Away . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
The Duel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Elements of Elocution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Speaking the Part. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Baiting Beliefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Resolving the Argument . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Alternate Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Duel of Wits in Brief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Steel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Surprise, Fear and Pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
10 Minus Will = Hesitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Steel Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Conditions for Standard Steel Tests. . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Steel Test Advantages and Disadvantages . . . . . . . . . . . . . . . . . . . . 124
Steel and Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Steel in Brief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
171
173
174
175
176
177
177
179
Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Gifted. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Sorcery Is a Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
The Facets of a Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
The Basic Spell Cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Casting Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
Tax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Area of Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
Duration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
Failed Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
Spell Interrupt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Advanced Spell Casting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220
Coup de Magie. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
Duels of Sorcery, Artillery and Steel. . . . . . . . . . . . . . . . . . . . . . . . . . 222
Rain of Fire vs Breath of Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Sorcerer Advances Will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Learning New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
Sorcery Tests for Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Learning Sorcery as a New Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Sorcery in Brief. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Hacking at It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Breaking Through . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Shooting Through . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251
Thrown Against the Wall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
Hub
of theWheel
the
ey 3
Voll
he
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . 303
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
tain
Main ent
tain
ent
ovem
m
move
But need alone is not enough to set power free: there must be knowledge.
Ursula K. Le Guin, The Wizard of Earthsea
The Burning Wheel is a roleplaying game (rpg). Its mood and feel
are reminiscent of the lands and places created by Ursula K. Le
Guin, Stephen R. Donaldson and JRR Tolkien in their works of
fantasy fiction. It is also heavily influenced by the brilliant medieval
historical accounts of Barbara Tuchman and Desmond Seward; a
dirty, complicated world full of uncertainty and questions, but not
without hope or opportunity for change.
Unlike many other rpgs, there is no fixed or predetermined setting
to play in. Burning Wheel is an heir to a long legacy of fantasy
roleplaying games, most of which contain far better worlds and
settings than could be provided here. Also, it is my strong belief
that players of these games are adept at manufacturing their own
imagined spaces for game play; my own world would just pale in
comparison to what resides in your imagination.
In the game, players take on the roles of characters inspired
by history and works of fantasy fiction. These characters are
represented by a series of numbers, designating their abilities, and
a list of player-determined priorities. The synergy of inspiration,
imagination, numbers and priorities is the most fundamental
element of Burning Wheel. Manipulating these numbers and
priorities within situations presented by the game master (GM) is
what the game is all about.
Though the game has no world full of ethics and laws, the rules
do contain a philosophy and outlook that implies a certain type of
place. There are consequences to your choices in this game. They
range from the very black and white, If I engage in this duel,
my character might die, to the more complex, If my character
undertakes this task, hell be changed and I dont know exactly
how. Recognizing that the system enforces these choices will help
you navigate play. I always encourage players to think before they
test their characters. Are you prepared to accept the consequences
of your actions?
The game mechanical consequences of the players decisions are
described in the following sections and in the Character Burner. The
ethical and moral ramifications are left to you.
12
As you read through the rules, you will encounter three little imps. These
imps represent the authors voice and disposition in certain parts of the text.
Basic rules text is not preceded by any of the imps. This rules voice
is used to convey most of the information in the game. The imps offer
comment on the rules.
It Revolves on This
It Revolves on This
Voices in My Head
s/
Ye
13
ses
ces
Suc
Dice
D6
Burning Wheel uses common six-sided dice for all rolls. From here on
out, these dice are referred to as D6. (Which is gamer-talk for sixsides.) Groups of them are referred to as 3D6, 4D6, 5D6 or 3D, 4D, 5D
for short. Hows that for confusing gamer parlance?
Dice in Burning Wheel are rolled in handfuls (or pools) of usually three
to six dice. In each roll, every die is counted as its own result, either a
yes or a no. The more yeses the better. Any die that comes up as
a no result is a traitor to your cause and doesnt count toward success.
For the purposes of explaining the rules, a yes result is a 4, 5 or 6 on
a die. A no result is a 1, 2, 3. (Traitors!) There are only two instances
where this changes, and these will be discussed later.
s
Ye
ses
ces
uc
/ S
ice
D
iled
a
/ F rs!)
No (traito
Difficulty Number
The number needed for the die to achieve the yes result is called the
target number or difficulty number.
It Revolves on This
Sheets of Paper
14
s/
Ye
Ability Ratings
Exponent
The number next to your characters stats, attributes and skills
indicates how many dice to roll when that ability is called upon.
We here at BWHQ call that number the exponent of the ability because
it is the representative of the characters actual ability in that area (not
because it stands for X to the Nth power). Throughout the text youll
see me refer to an ability as exponent 3. Thats just me saying, You roll
three Burning
dice for that,Wheel
bub. Skill and Stat Notation Example
Shade
Carpentry
Exponent
15
ses
ces
Suc
Shade
Every ability number
in Burning Wheel is
accompanied by a
l e t t e r. T h i s l e t t e r
indicates the level of
potential, or shade, of that
ability. The letters, in turn, correspond
to both a color and a number. B is black
shade and means the player rolling for that ability needs 4s or better
for successes. G is gray shade and needs 3s or better for successes. W is
white shade and needs 2s or better.
Having a G or W shade ability is the only time the difficulty
number for a roll varies from 4 (or B shade). Changing an
abilitys shade is discussed in the Character Burner and in the Artha
section of this book.
When to Roll
Burning Wheel is very much a game. While players undertake the roles
of their characters and embellish their actions with performance and
description, rolling the dice determines success or failure and, hence,
where the story goes.
Tests
When a player takes an action with his character where the result is
uncertain, an ability is tested. When we need to know how well, how
much or how quickly a character performs in game, we roll the dice.
I need to know how well I reinforce the door. How much of an impediment
does it provide against the onrushing Orcs? I roll my characters Carpentry
dice to determine that result.
These instances are called tests, and they are the teeth in the gears of
this game. Without tests, nothing catches and moves forward. In fact, in
a situation involving conflict, a test is required. A player cannot narrate
an act in the game that will affect another character without testing an
ability to back it up.
Testing abilities is a good thing! Not only do they drive the
story by providing tangible results for our embellishments and
performances, they allow the character a chance to improve his abilities
and attain greater heights.
It Revolves on This
s/
Ye
Obstacles to Overcome
So now we know how to test an abilityroll the number of dice
indicated, 4s or better count as successes, the more successes the
better. Why is that?
Players need to generate successes in order to pass more difficult
teststests that require multiple successes to overcome. The number of
successes needed to pass a test is called the obstacle (Ob). It is the GMs
role to assign appropriate obstacles based on the inherent complexity of
the task at hand.
Difficulty by Obstacle
Ob 1
Ob 2
Ob 3
Ob 4
Ob 5
Ob 6
Ob 7
Ob 8
Ob 9
Ob 10
Easy
Routine
Difficult
Extremely Difficult
Master-level
Heroic Effort
Ludicrously Difficult
Nearly Impossible
Phenomenally Difficult
Miraculous
16
17
ses
ces
Suc
Open-Ended Tests
Certain tests in Burning Wheel are described as open-ended. This
means that any 6s rolled allow the player to pick up another die and roll
it to try to generate another success.
Tests for Perception, Steel, Faith, and any ability considered magical
(Dwarven Arts, Elven Skill Songs and Sorcery, for example) are all
open-ended. Anything can happen.
Elements of Character
Burning Wheel is a gritty game. It is designed so the characters
appear and feel like human beings (or a similar analog). They
bleed, strain and sweatthey have limitations, but are also lucky
and miraculous.
As I mentioned in the Introduction, characters are the most important
part of Burning Wheel. They are the players incarnations in the
game, and nothing happens in the game world that doesnt involve
a player character. I wont bore you here with rpg theory, though.
Instead, lets take a look at what comprises a character in this system:
He has stats, attributes and skills; Beliefs, Instincts and traits;
Resources, relationships, reputation, affiliations and Circles; and
of course, hes got his gear and stuff that he totes around with him.
All of these elements affect how the character is played, and thus
how the game is shaped by the characters actions. To help you get
a feel for the system, these aspects are described in general terms in
the following section. Individual uses of the abilities are described
in detail in later sections.
Stats
There are six stats to describe a characters basic mental and
physical composition in Burning Wheel: Will, Perception, Agility,
Speed, Power and Forte.
Will
Will is the social statit represents the characters strength of
mind, empathy and social intelligence. Its not often rolled directly
in game, but it does factor heavily into a number of skills and
attributes.
Perception
Perception is the awareness and mental acuity stat. Its rolled all the
time in game. Players always have their characters searching for
information or clues, and this is the stat tested in those situations.
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Speed
Emotional Attributes
Power
Mortal Wound
Forte
Forte (pronounced FORT) represents the
characters physical mettlehow tough and
durable he is. Forte is rarely rolled in game,
but it is a part of two crucial attributes,
Health and Mortal Wound.
Attributes
Attributes are derived from stats in various ways, and are used for more
subtle tests than the raw instances described above. They can also be
avenues to additional abilities, available only to certain characters.
Health
The Health attribute is derived from Will and Forte. It is used in game to
recover from injury and resist the effects of pain and fatigue.
Reflexes
The Reflexes attribute is factored from Perception, Agility and Speed. It
is used to determine how often a character acts in a Burning Wheel fight.
Reflexes isnt tested like other abilities, it is simply a marker.
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Steel
Agility
Mortal Wound combines Power and Forte to set the point at which the
character dies in the injury mechanics. Mortal Wound is never tested;
like Reflexes, it is just a marker.
Skills
In Burning Wheel, a skill is a specialized field of knowledge or particular
technique known by the character. A skill allows a character to achieve
his goals more easily than using stats. Examples of skills include: Animal
Husbandry, Mending, Sword, Sorcery and Ugly Truth.
Characters tend to have many skillsfrom four to twelve is
normal. Twenty is not unheard of.
Beliefs
A player must determine the three top priorities for his character.
These are fundamental ideas important to the character. They are a
combination of the outlook of the character and the goals of the player.
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Circles
Who does the character know from his days as an apprentice? Can he
call on his former gang mates for help? Such questions are answered
using the Circles ability. Its a measure of the characters social influence,
and its scope is shaped by the characters lifepaths.
Instincts
Traits
Traits are quirks and odd abilities that the character acquires through
the course of his life. A player starts by purchasing traits in character
burning, but they will also be earned in play.
Traits can affect a characters personality, his appearance, or even
grant special abilities. Where Beliefs and Instincts are relatively
loosely defined, the role of traits in game is mechanically fixed.
Using traits is discussed in the Burning Wheel, creating and purchasing
them is talked about in the Character Burner.
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Magic
The last element of the game that needs to be mentioned is magic. In
Burning Wheel, it comes in many forms.
Magic makes possible what could not normally be done by human
physical means or ingenuity. Not simply building the pyramids or
preserving bodies for thousands of years, but sealing the tombs with
unbreakable spells and cursing those who penetrate the depths to die
inexplicable deaths.
Its the unexplainable and the potentmystical power over the elements.
In game, this process is represented by Emotional AttributesFaith,
Grief, Hatred and Greedand various magical skills like Summoning,
Enchanting and Sorcery.
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Spokes
When tested, these abilities have some weird effect in game. The
mechanics of these various bits are discussed in their individual
sections. But before we discuss that madness, weve got to look at some
of the more mundane mechanics.
Who then may trust the dice at Fortunes throw? Who joins in worldly
struggles such as these will be, when least prepared for it, laid low.
Chaucer, The Canterbury Tales
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